Ejemplo n.º 1
0
            /// <summary>
            /// When overridden in the derived class, handles drawing to the map after all of the map drawing finishes.
            /// </summary>
            /// <param name="map">The map the drawing is taking place on.</param>
            /// <param name="spriteBatch">The <see cref="ISpriteBatch"/> to draw to.</param>
            /// <param name="camera">The <see cref="ICamera2D"/> that describes the view of the map being drawn.</param>
            protected override void HandleDrawAfterMap(IDrawableMap map, ISpriteBatch spriteBatch, ICamera2D camera)
            {
                var p = Parent;

                if (p == null)
                {
                    return;
                }

                // Ensure the map is valid
                var clientMap = map as EditorMap;

                if (clientMap == null)
                {
                    return;
                }

                var viewArea = camera.GetViewArea();

                // Draw the walls
                if (p.DrawWalls)
                {
                    var visibleWalls = map.Spatial.GetMany <WallEntityBase>(viewArea);
                    foreach (var wall in visibleWalls)
                    {
                        EntityDrawer.Draw(spriteBatch, camera, wall);
                    }
                }

                // Draw the MapGrh walls
                if (p.DrawMapGrhWalls)
                {
                    var mapGrhWalls = GlobalState.Instance.MapGrhWalls;
                    var toDraw      = clientMap.Spatial.GetMany <MapGrh>(viewArea);
                    var tmpWall     = new WallEntity(Vector2.Zero, Vector2.Zero);

                    foreach (var mg in toDraw)
                    {
                        var boundWalls = mapGrhWalls[mg.Grh.GrhData];
                        if (boundWalls == null)
                        {
                            continue;
                        }

                        foreach (var wall in boundWalls)
                        {
                            tmpWall.Size       = wall.Size != Vector2.Zero ? wall.Size * mg.Scale : mg.Size;
                            tmpWall.Position   = mg.Position + (wall.Position * mg.Scale);
                            tmpWall.IsPlatform = wall.IsPlatform;
                            EntityDrawer.Draw(spriteBatch, camera, tmpWall);
                        }
                    }
                }
            }
Ejemplo n.º 2
0
            /// <summary>
            /// When overridden in the derived class, handles drawing to the map after all of the map drawing finishes.
            /// </summary>
            /// <param name="map">The map the drawing is taking place on.</param>
            /// <param name="spriteBatch">The <see cref="ISpriteBatch"/> to draw to.</param>
            /// <param name="camera">The <see cref="ICamera2D"/> that describes the view of the map being drawn.</param>
            protected override void HandleDrawAfterMap(IDrawableMap map, ISpriteBatch spriteBatch, ICamera2D camera)
            {
                var p = Parent;

                if (p == null)
                {
                    return;
                }

                // Ensure the map is valid
                var clientMap = map as EditorMap;

                if (clientMap == null)
                {
                    return;
                }

                var viewArea = camera.GetViewArea();

                // Draw the walls
                if (p.DrawWalls)
                {
                    var visibleWalls = map.Spatial.GetMany <WallEntityBase>(viewArea);
                    foreach (var wall in visibleWalls)
                    {
                        EntityDrawer.Draw(spriteBatch, camera, wall);
                    }
                }

                // Draw the MapGrh walls
                if (p.DrawMapGrhWalls)
                {
                    var toDraw = clientMap.Spatial.GetMany <MapGrh>(viewArea);
                    foreach (var mg in toDraw)
                    {
                        var boundWalls = GlobalState.Instance.MapGrhWalls[mg.Grh.GrhData];
                        if (boundWalls == null)
                        {
                            continue;
                        }

                        foreach (var wall in boundWalls)
                        {
                            EntityDrawer.Draw(spriteBatch, camera, wall, mg.Position);
                        }
                    }
                }
            }
Ejemplo n.º 3
0
            /// <summary>
            /// When overridden in the derived class, handles drawing to the map after all of the map drawing finishes.
            /// </summary>
            /// <param name="map">The map the drawing is taking place on.</param>
            /// <param name="spriteBatch">The <see cref="ISpriteBatch"/> to draw to.</param>
            /// <param name="camera">The <see cref="ICamera2D"/> that describes the view of the map being drawn.</param>
            protected override void HandleDrawAfterMap(IDrawableMap map, ISpriteBatch spriteBatch, ICamera2D camera)
            {
                var p = Parent;
                if (p == null)
                    return;

                // Ensure the map is valid
                var clientMap = map as EditorMap;
                if (clientMap == null)
                    return;

                var viewArea = camera.GetViewArea();

                // Draw the walls
                if (p.DrawWalls)
                {
                    var visibleWalls = map.Spatial.GetMany<WallEntityBase>(viewArea);
                    foreach (var wall in visibleWalls)
                    {
                        EntityDrawer.Draw(spriteBatch, camera, wall);
                    }
                }

                // Draw the MapGrh walls
                if (p.DrawMapGrhWalls)
                {
                    var mapGrhWalls = GlobalState.Instance.MapGrhWalls;
                    var toDraw = clientMap.Spatial.GetMany<MapGrh>(viewArea);
                    var tmpWall = new WallEntity(Vector2.Zero, Vector2.Zero);

                    foreach (var mg in toDraw)
                    {
                        var boundWalls = mapGrhWalls[mg.Grh.GrhData];
                        if (boundWalls == null)
                            continue;

                        foreach (var wall in boundWalls)
                        {
                            tmpWall.Size = wall.Size != Vector2.Zero ? wall.Size * mg.Scale : mg.Size;
                            tmpWall.Position = mg.Position + (wall.Position * mg.Scale);
                            tmpWall.IsPlatform = wall.IsPlatform;
                            EntityDrawer.Draw(spriteBatch, camera, tmpWall);
                        }
                    }
                }
            }
Ejemplo n.º 4
0
            /// <summary>
            /// When overridden in the derived class, handles drawing to the map after all of the map drawing finishes.
            /// </summary>
            /// <param name="map">The map the drawing is taking place on.</param>
            /// <param name="spriteBatch">The <see cref="ISpriteBatch"/> to draw to.</param>
            /// <param name="camera">The <see cref="ICamera2D"/> that describes the view of the map being drawn.</param>
            protected override void HandleDrawAfterMap(IDrawableMap map, ISpriteBatch spriteBatch, ICamera2D camera)
            {
                var p = Parent;
                if (p == null)
                    return;

                // Ensure the map is valid
                var clientMap = map as EditorMap;
                if (clientMap == null)
                    return;

                var viewArea = camera.GetViewArea();

                // Draw the walls
                if (p.DrawWalls)
                {
                    var visibleWalls = map.Spatial.GetMany<WallEntityBase>(viewArea);
                    foreach (var wall in visibleWalls)
                    {
                        EntityDrawer.Draw(spriteBatch, camera, wall);
                    }
                }

                // Draw the MapGrh walls
                if (p.DrawMapGrhWalls)
                {
                    var toDraw = clientMap.Spatial.GetMany<MapGrh>(viewArea);
                    foreach (var mg in toDraw)
                    {
                        var boundWalls = GlobalState.Instance.MapGrhWalls[mg.Grh.GrhData];
                        if (boundWalls == null)
                            continue;

                        foreach (var wall in boundWalls)
                        {
                            EntityDrawer.Draw(spriteBatch, camera, wall, mg.Position);
                        }
                    }
                }
            }