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);

            spriteBatch.Begin();
            Texture2D rect  = new Texture2D(graphics.GraphicsDevice, camera.sizeOfTile, camera.sizeOfTile);
            Texture2D rect2 = new Texture2D(graphics.GraphicsDevice, camera.sizeOfTile, camera.sizeOfTile);

            Color[] data = new Color[camera.sizeOfTile * camera.sizeOfTile];
            int     j    = 0;

            for (int x = 0; x < 8; x++)
            {
                for (int y = 0; y < 8; y++)
                {
                    if (j % 2 == 0)
                    {
                        for (int i = 0; i < data.Length; i++)
                        {
                            data[i] = Color.White;
                        }
                        rect.SetData(data);
                        spriteBatch.Draw(rect, camera.LogicToVisualCoordinatesFlipped(x, y),
                                         null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0f);
                    }
                    else
                    {
                        for (int i = 0; i < data.Length; i++)
                        {
                            data[i] = Color.Black;
                        }
                        rect2.SetData(data);
                        spriteBatch.Draw(rect2, camera.LogicToVisualCoordinatesFlipped(x, y),
                                         null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0f);
                    }
                    j++;
                }
                j++;
            }

            float scale = camera.ScaleImageToTileSize(chesspiece.Bounds.Height, chesspiece.Bounds.Width);

            spriteBatch.Draw(chesspiece, camera.LogicToVisualCoordinatesFlipped(2, 3),
                             null, Color.White, 0f, Vector2.Zero, scale, SpriteEffects.None, 0f);

            spriteBatch.End();

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }