Example #1
0
        public override void Draw()
        {
            var startingPosition = new Vector2(100, 100);
            var position         = startingPosition;
            var spacing          = 100;

            GraphicsMgr.CurrentColor = Color.White;             // Sprites are affected by current color too.

            // Sprites can't have static methods. So we are pulling them from sprite group.
            Default.Monofoxe.Draw(position, Default.Monofoxe.Origin);

            position += Vector2.UnitX * spacing * 2;

            // Setting a shader for the sprite.
            Resources.Effects.Seizure.SetWorldViewProjection(
                GraphicsMgr.CurrentWorld,
                GraphicsMgr.CurrentView,
                GraphicsMgr.CurrentProjection
                );

            GraphicsMgr.CurrentEffect = Resources.Effects.Seizure;
            // If you want to animate the sprite, you must pass a value from 0 to 1 to it.
            Default.Fire.Draw(_animation, position, Default.Fire.Origin);
            GraphicsMgr.CurrentEffect = null;

            position += Vector2.UnitX * spacing;

            // You can also access sprite's frame array, if you want to draw a specific frame.
            Default.Fire[2].Draw(position, Default.Fire.Origin);

            position += Vector2.UnitX * spacing;

            // You can scale, rotate srites and set custom origin point.

            Default.Fire.Draw(
                0.4f,
                position,
                new Vector2(Default.Fire.Width, Default.Fire.Height) / 2,
                new Vector2(1, 2) * (float)Math.Sin(_animation * Math.PI * 2 * 2),
                (float)(359 * _animation),
                Color.Red                 // Overrides CurrentColor.
                );


            position += Vector2.UnitX * spacing;

            // You also can draw only a part of the sprite.
            Default.Monofoxe.Draw(
                0,
                new Rectangle((int)(position.X), (int)(position.Y), 64, 64),
                new Rectangle(64, 64, 64, 64),
                0,
                Color.White
                );


            position  += Vector2.UnitY * spacing * 1.5f;
            position.X = 0;


            // You can extract raw texture from the frames. Note that you will get the whole texture atlas.
            var texture         = Default.Monofoxe[0].Texture;
            var texturePosition = Default.Monofoxe[0].TexturePosition;             // This will give you texture's position on the atlas.

            // But how are we gonna draw it? Monofoxe can't draw textures by itself.
            // We can use default Monogame's SpriteBatch for this.

            // But beforehand we must reset Monofoxe's graphics pipeline.
            // This method draws all batched graphics and resets internal graphics pipeline mode.
            GraphicsMgr.SwitchGraphicsMode(GraphicsMode.None);

            // After it, you can draw anything you like using any method.

            _batch.Begin(             // If you don't want to create new SpriteBatch, you can use GraphicsMgr.Batch instead.
                SpriteSortMode.Deferred,
                null,
                null,
                null,
                null,
                null,
                GraphicsMgr.CurrentView                 // Passig current transform matrix to match the camera.
                );
            _batch.Draw(texture, position, GraphicsMgr.CurrentColor);
            _batch.End();

            // After you're done, you can draw anything you like without switching graphics mode again.
            RectangleShape.Draw(position, position + new Vector2(texture.Width, texture.Height), true);


            position += Vector2.UnitX * 512;

            _surface.Draw(position);

            position += new Vector2(16, 150);

            GraphicsMgr.CurrentColor = Color.White;
            Text.CurrentFont         = Resources.Fonts.Arial;
            Text.Draw("This text is drawn using default" + Environment.NewLine + "Monogame spritefont.", position);
            position        += Vector2.UnitY * 48;
            Text.CurrentFont = Resources.Fonts.FancyFont;
            Text.Draw("This text is drawn using custom" + Environment.NewLine + "font made from a sprite.", position);
        }
Example #2
0
        public override void Draw(Component component)
        {
            var tilemap = (BasicTilemapComponent)component;

            var offsetCameraPos = GraphicsMgr.CurrentCamera.Position
                                  - tilemap.Offset
                                  - GraphicsMgr.CurrentCamera.Offset / GraphicsMgr.CurrentCamera.Zoom;

            var scaledCameraSize = GraphicsMgr.CurrentCamera.Size / GraphicsMgr.CurrentCamera.Zoom;
            var startX           = (int)(offsetCameraPos.X / tilemap.TileWidth) - tilemap.Padding;
            var startY           = (int)(offsetCameraPos.Y / tilemap.TileHeight) - tilemap.Padding;

            var endX = startX + (int)scaledCameraSize.X / tilemap.TileWidth + tilemap.Padding + 2;             // One for mama, one for papa.
            var endY = startY + (int)scaledCameraSize.Y / tilemap.TileHeight + tilemap.Padding + 2;

            // It's faster to determine bounds for whole region.

            // Bounding.
            if (startX < 0)
            {
                startX = 0;
            }
            if (startY < 0)
            {
                startY = 0;
            }
            if (endX >= tilemap.Width)
            {
                endX = tilemap.Width - 1;
            }
            if (endY >= tilemap.Height)
            {
                endY = tilemap.Height - 1;
            }
            // Bounding.

            // Telling whatever is waiting to be drawn to draw itself.
            // If graphics mode is not switched, drawing raw sprite batch may interfere with primitives.
            GraphicsMgr.SwitchGraphicsMode(GraphicsMode.Sprites);

            for (var y = startY; y < endY; y += 1)
            {
                for (var x = startX; x < endX; x += 1)
                {
                    // It's fine to use unsafe get, since we know for sure, we are in bounds.
                    var tile = tilemap.GetTileUnsafe(x, y);

                    if (!tile.IsBlank)
                    {
                        var tilesetTile = tile.GetTilesetTile();

                        if (tilesetTile != null)
                        {
                            var flip     = SpriteEffects.None;
                            var offset   = Vector2.UnitY * (tilesetTile.Frame.Height - tilemap.TileHeight);
                            var rotation = 0;

                            // A bunch of Tiled magic.

                            /*
                             * Ok, so here's the deal.
                             * Monogame, understandibly, has no diagonal flip,
                             * so it's implemented by offsetting, rotating, and horizontal flipping.
                             * Also, order actually matters. Diagonal flip should always go first.
                             *
                             * Yes, this can be implemented with primitives.
                             * If you've got nothing better to do -- go bananas.
                             *
                             * I'm really sorry, if you'll need to modify this.
                             */
                            if (tile.FlipDiag)
                            {
                                rotation = -90;
                                offset.Y = -tilemap.TileHeight;
                                offset.X = 0;

                                flip |= SpriteEffects.FlipHorizontally;
                            }

                            if (tile.FlipHor)
                            {
                                // Sprite is rotated by 90 degrees, so X axis becomes Y.
                                if (tile.FlipDiag)
                                {
                                    flip ^= SpriteEffects.FlipVertically;
                                }
                                else
                                {
                                    flip ^= SpriteEffects.FlipHorizontally;
                                }
                            }

                            if (tile.FlipVer)
                            {
                                if (tile.FlipDiag)
                                {
                                    flip ^= SpriteEffects.FlipHorizontally;
                                }
                                else
                                {
                                    flip ^= SpriteEffects.FlipVertically;
                                }
                            }
                            // A bunch of Tiled magic.

                            // Mass-drawing srpites with spritebatch is a bit faster.
                            GraphicsMgr.Batch.Draw(
                                tilesetTile.Frame.Texture,
                                tilemap.Offset + new Vector2(tilemap.TileWidth * x, tilemap.TileHeight * y) - offset + tile.Tileset.Offset,
                                tilesetTile.Frame.TexturePosition,
                                Color.White,
                                MathHelper.ToRadians(rotation),
                                Vector2.Zero,
                                Vector2.One,
                                flip,
                                0
                                );
                        }
                    }
                }
            }
        }