Ejemplo n.º 1
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.CornflowerBlue);

            // TODO: Add your drawing code here
            testScene.Render(activeCamera);

            //physicsTree.Draw(Color.Blue, spriteBatch, activeCamera);
            LinkedList <Tuple <PhysicsObject, Vector2> > Colliding = obj1.getColliding();
            //Tuple<bool, Vector2> CollidingTile = TestCollider.CheckForCollision(obj2.Collider, testMap.Translation, obj2.Position, new Vector2(1, 1), new Vector2(1, 1));
            Tuple <bool, Vector2> CollidingTile = obj2.Collider.CheckForCollision(obj1.Collider, b2.RelativeColliderPosition + b2.Position, b1.Position, new Vector2(1, 1), new Vector2(1, 1));

            Color drawColor = CollidingTile.Item1 ? Color.Red : Color.Black;//Colliding.Count != 0 ? Color.Red : Color.Black;

            //b2.Draw(drawColor, spriteBatch, activeCamera);
            //b1.Draw(drawColor, spriteBatch, activeCamera);
            spriteBatch.Begin();
            GameWindow.DrawLine(TestCollider.Corner0, TestCollider.Corner1, Color.Red, activeCamera, spriteBatch);
            spriteBatch.End();
            //The upper three lines are for debugging tile collisions

            obj2.BoundingShape.Draw(Color.Wheat, spriteBatch, activeCamera);
            testPoly.Draw(Color.White, b1.Position, spriteBatch, activeCamera, new Vector2(1, 1));

            testPoly2.Draw(drawColor, b2.RelativeColliderPosition + b2.Position, spriteBatch, activeCamera, new Vector2(1, 1));

            //GameWindow.DrawLine(new Vector2(40, 70), new Vector2(1000, 2000), Color.White, activeCamera, spriteBatch);

            base.Draw(gameTime);
        }