Ejemplo n.º 1
0
 private void DrawItem(LineListMesh lineList)
 {
     if (lineList != null && lineList.Lines != null)
     {
         var vertices    = lineList.Lines;
         int vertexCount = vertices.Length / 2 * 2;
         if (this.D2DEnabled)
         {
             Prepare(ItemType.D2DObject);
             for (int i = 0; i < vertexCount; i += 2)
             {
                 this.d2dRender.DrawLine(vertices[i].ToVector2(), vertices[i + 1].ToVector2(),
                                         lineList.Thickness, lineList.Color);
             }
         }
         else
         {
             Prepare(ItemType.Sprite);
             for (int i = 0; i < vertexCount; i += 2)
             {
                 sprite.DrawLine(vertices[i], vertices[i + 1], lineList.Thickness, lineList.Color);
             }
         }
     }
 }
Ejemplo n.º 2
0
 private void DrawItem(LineListMesh lineList)
 {
     if (lineList != null && lineList.Lines != null)
     {
         var vertices = lineList.Lines;
         for (int i = 0, i1 = vertices.Length / 2 * 2; i < i1; i += 2)
         {
             sprite.DrawLine(vertices[i], vertices[i + 1], lineList.Thickness, lineList.Color);
         }
     }
 }
Ejemplo n.º 3
0
        public void Draw(SpriteBatch sb)
        {
            DrawSquare(Game1.Instance.GraphicsDevice);

            sb.Begin();
            SpriteBatchEx.DrawLine(sb, PointA, PointB, Color.Black, 1);
            SpriteBatchEx.DrawLine(sb, PointB, PointD, Color.Black, 1);
            SpriteBatchEx.DrawLine(sb, PointD, PointC, Color.Black, 1);
            SpriteBatchEx.DrawLine(sb, PointC, PointA, Color.Black, 1);
            sb.End();

            //Vector2[] Points = new Vector2[4] { PointA, PointB, PointD, PointC };
            //SpriteBatchEx.DrawPolyLine(sb, Points, Color, 3, true);
        }
Ejemplo n.º 4
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Gray);
            spriteBatch.Begin();
            GameManager.GM.sb = spriteBatch;
            // TODO: Add your drawing code here
            //draw menu
            if (GUIManager.GuiManager.state == (int)GUIManager.GameState.menu)
            {
                Menu.M.Draw(Menu.M.MainMenu);
            }
            //draw objects
            else if (GUIManager.GuiManager.state == (int)GUIManager.GameState.play)
            {
                //draw every object
                foreach (Object o in GameManager.GM.objects)
                {
                    spriteBatch.Draw(texture: o.tex, position: o.pos, destinationRectangle: null, sourceRectangle: null, origin: new Vector2(o.tex.Width / 2, o.tex.Height / 2), rotation: o.rot.Z, scale: null, color: null, layerDepth: 0);
                }
                //draw tiles and there reset is debug stuff
                foreach (KeyValuePair <Guid, PhysicsObject> o in Physics.Phy.physicsObjects)
                {
                    //draw aabb
                    if ((o.Value.GetType().IsAssignableFrom(typeof(Rect)) || o.Value.GetType().IsSubclassOf(typeof(Rect))) && debug)
                    {
                        Rect ro = (Rect)o.Value;
                        ro.GetPoints();

                        SpriteBatchEx.DrawLine(spriteBatch, new Vector2(ro.aabb.Location.X, ro.aabb.Location.Y), new Vector2(ro.aabb.Location.X + ro.aabb.Width, ro.aabb.Location.Y), Color.White);
                        SpriteBatchEx.DrawLine(spriteBatch, new Vector2(ro.aabb.Location.X + ro.aabb.Width, ro.aabb.Location.Y), new Vector2(ro.aabb.Location.X + ro.aabb.Width, ro.aabb.Location.Y + ro.aabb.Height), Color.White);
                        SpriteBatchEx.DrawLine(spriteBatch, new Vector2(ro.aabb.Location.X + ro.aabb.Width, ro.aabb.Location.Y + ro.aabb.Height), new Vector2(ro.aabb.Location.X, ro.aabb.Location.Y + ro.aabb.Height), Color.White);
                        SpriteBatchEx.DrawLine(spriteBatch, new Vector2(ro.aabb.Location.X, ro.aabb.Location.Y + ro.aabb.Height), new Vector2(ro.aabb.Location.X, ro.aabb.Location.Y), Color.White);
                        Vector2[] tpoints = new Vector2[ro.points.Length];
                        for (int i = 0; i < ro.points.Length; i++)
                        {
                            tpoints[i] = ro.GetPointAfterRotation(new Vector2(ro.points[i].X, ro.points[i].Y));
                        }
                        for (int i = 0; i < ro.points.Length; i++)
                        {
                            if (i == ro.points.Length - 1)
                            {
                                SpriteBatchEx.DrawLine(spriteBatch, new Vector2(tpoints[0].X, tpoints[0].Y), new Vector2(tpoints[i].X, tpoints[i].Y), Color.Black);
                            }
                            else
                            {
                                SpriteBatchEx.DrawLine(spriteBatch, new Vector2(tpoints[i + 1].X, tpoints[i + 1].Y), new Vector2(tpoints[i].X, tpoints[i].Y), Color.Black);
                            }
                        }
                    }
                    else if ((o.Value.GetType().IsAssignableFrom(typeof(Circle)) || o.Value.GetType().IsSubclassOf(typeof(Circle))) && debug)
                    {
                        Circle    c      = (Circle)o.Value;
                        Texture2D circle = SpriteBatchEx.CreateCircle((int)c.radius);
                        spriteBatch.Draw(circle, new Vector2(c.pos.X - circle.Width / 2, c.pos.Y - circle.Height / 2), Color.Red);
                    }
                }
                if (debug)
                {
                    foreach (KeyValuePair <int, NavTile> t in GameManager.GM.currentLevel.nav)
                    {
                        SpriteBatchEx.DrawLine(spriteBatch, new Vector2(t.Value.pos.X - Level.tilesize / 2, t.Value.pos.Y - Level.tilesize / 2), new Vector2(t.Value.pos.X + Level.tilesize / 2, t.Value.pos.Y - Level.tilesize / 2), Color.Green);
                        SpriteBatchEx.DrawLine(spriteBatch, new Vector2(t.Value.pos.X + Level.tilesize / 2, t.Value.pos.Y - Level.tilesize / 2), new Vector2(t.Value.pos.X + Level.tilesize / 2, t.Value.pos.Y + Level.tilesize / 2), Color.Green);
                        SpriteBatchEx.DrawLine(spriteBatch, new Vector2(t.Value.pos.X + Level.tilesize / 2, t.Value.pos.Y + Level.tilesize / 2), new Vector2(t.Value.pos.X - Level.tilesize / 2, t.Value.pos.Y + Level.tilesize / 2), Color.Green);
                        SpriteBatchEx.DrawLine(spriteBatch, new Vector2(t.Value.pos.X - Level.tilesize / 2, t.Value.pos.Y + Level.tilesize / 2), new Vector2(t.Value.pos.X - Level.tilesize / 2, t.Value.pos.Y - Level.tilesize / 2), Color.Green);
                        spriteBatch.DrawString(font, t.Key.ToString(), new Vector2(t.Value.pos.X, t.Value.pos.Y), Color.Green);
                    }

                    foreach (PhysicsSystem ps in GameManager.GM.currentLevel.LevelPhysics)
                    {
                        SpriteBatchEx.DrawLine(spriteBatch, new Vector2(ps.area.Left, ps.area.Top), new Vector2(ps.area.Right, ps.area.Top), Color.Blue);
                        SpriteBatchEx.DrawLine(spriteBatch, new Vector2(ps.area.Right, ps.area.Top), new Vector2(ps.area.Right, ps.area.Bottom), Color.Blue);
                        SpriteBatchEx.DrawLine(spriteBatch, new Vector2(ps.area.Right, ps.area.Bottom), new Vector2(ps.area.Left, ps.area.Bottom), Color.Blue);
                        SpriteBatchEx.DrawLine(spriteBatch, new Vector2(ps.area.Left, ps.area.Bottom), new Vector2(ps.area.Left, ps.area.Top), Color.Blue);
                    }
                }

                base.Draw(gameTime);
                //draw score
                spriteBatch.DrawString(font, "Score: " + GameManager.GM.score, new Vector2(700, 650), Color.Red);
            }
            spriteBatch.End();
        }