Example #1
0
    /// <summary>
    /// Called once per frame, the call is the entry point for 3d rendering. This
    /// function sets up render states, clears the viewport, and renders the scene.
    /// </summary>
    protected override void Render()
    {
        //Clear the backbuffer to a Blue color
        device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Blue, 1.0f, 0);

        //Set the view matrix
        device.Transform.View = camera.ViewMatrix;

        //Begin the scene
        device.BeginScene();
        device.RenderState.ZBufferEnable = false;
        device.RenderState.Lighting      = false;
        spaceSphere.Render();
        device.RenderState.Lighting      = true;
        device.RenderState.ZBufferEnable = true;

        device.Transform.World = playerShip.Position.WorldMatrix;
        playerShip.Render();

        if (debugging)
        {
            drawingFont.DrawText(5, 5, Color.Yellow, debugText);
        }
        device.EndScene();
    }
Example #2
0
    public void Render()
    {
        switch (this.state)
        {
        case ShipState.Normal: {
            device.RenderState.Lighting      = true;
            device.RenderState.ZBufferEnable = true;
            device.Transform.World           = shipMesh.Position.WorldMatrix;
            shipMesh.Render();
            vaporTrail.Render();
            shots.Render();
            break;
        }

        case ShipState.Dying: {
            vaporTrail.Render();
            shockWave.Render();
            break;
        }

        default: {
            return;
        }
        }
    }
    /// <summary>
    /// Called once per frame, the call is the entry point for 3d rendering. This
    /// function sets up render states, clears the viewport, and renders the scene.
    /// </summary>
    protected override void Render()
    {
        RenderBGPointer();

        //Clear the backbuffer to a Blue color
        device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Blue, 1.0f, 0);

        //Set the view matrix
        device.Transform.View = viewMatrix;

        //Begin the scene
        device.BeginScene();
        device.RenderState.ZBufferEnable = false;
        device.RenderState.Lighting      = false;
        spaceSphere.Render();
        device.RenderState.Lighting      = true;
        device.RenderState.ZBufferEnable = true;

        device.Transform.World = playerShip.Position.WorldMatrix;
        playerShip.Render();
        opponentShip.Render();

        //Render our targeting pointer
        using (Sprite pointerSprite = new Sprite(device))
        {
            pointerSprite.Begin(SpriteFlags.AlphaBlend);

            pointerSprite.Draw(bgPointerTexture, new Rectangle(0, 0, 128, 128),
                               new Vector3(0, 0, 0), new Vector3(42, this.Height - 250, 0), Color.White);
            pointerSprite.Transform = Matrix.Identity;
            pointerSprite.Draw(vectorPanel, new Rectangle(0, 0, 193, 173),
                               new Vector3(0, 0, 0), new Vector3(10, this.Height - 282, 0), Color.White);

            pointerSprite.End();
        }
        //Output the scores
        drawingFont.DrawText(5, 20, Color.Red, playerShip.HostName.ToString() + ":");
        drawingFont.DrawText(100, 20, Color.Red, playerShip.Score.ToString());
        if (remotePlayerActive)
        {
            drawingFont.DrawText(5, 45, Color.White, peer.RemotePlayer.Name + ":");
            drawingFont.DrawText(100, 45, Color.White, opponentShip.Score.ToString());
        }

        //Display any status messages
        if (statusMessageTimer < Constants.StatusMessageDisplayTime)
        {
            drawingFont.DrawText(200, screenCenter.Y, Color.FromArgb(200, 220, 220, 255), statusMessage);
        }

        if (debugging)
        {
            drawingFont.DrawText(5, 5, Color.Yellow, debugText);
        }
        device.EndScene();
    }
Example #4
0
    /// <summary>
    /// Called once per frame, the call is the entry point for 3d rendering. This
    /// function sets up render states, clears the viewport, and renders the scene.
    /// </summary>
    protected override void Render()
    {
        input.GetInputState();

        //Clear the backbuffer to a Blue color
        device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Blue, 1.0f, 0);
        //Begin the scene
        device.BeginScene();
        device.Transform.World = spaceSphere.Position.WorldMatrix;
        spaceSphere.Render();
        drawingFont.DrawText(5, 5, Color.White, "X: " + destination.X + " Y: " + destination.Y);
        device.EndScene();
    }
Example #5
0
 public void Render()
 {
     device.RenderState.Lighting            = false;
     device.RenderState.CullMode            = Cull.None;
     device.RenderState.AlphaBlendOperation = BlendOperation.Add;
     device.RenderState.SourceBlend         = Blend.One;
     device.RenderState.DestinationBlend    = Blend.One;
     device.RenderState.AlphaBlendEnable    = true;
     device.Transform.World = shockWaveMesh.Position.WorldMatrix;
     shockWaveMesh.Render(true, true);
     device.RenderState.AlphaBlendEnable = false;
     device.RenderState.SourceBlend      = Blend.SourceAlpha;
     device.RenderState.DestinationBlend = Blend.InvSourceAlpha;
     device.RenderState.CullMode         = Cull.CounterClockwise;
     device.RenderState.Lighting         = true;
 }
Example #6
0
    public void Render()
    {
        if (disposing | !alive)
        {
            return;
        }

        device.RenderState.Lighting            = false;
        device.RenderState.AlphaBlendEnable    = true;
        device.RenderState.AlphaBlendOperation = BlendOperation.Add;
        device.RenderState.AlphaSourceBlend    = Blend.One;
        device.RenderState.DestinationBlend    = Blend.One;
        device.Transform.World = photonMesh.Position.WorldMatrix;
        photonMesh.Render();
        device.RenderState.AlphaBlendEnable = false;
        device.RenderState.Lighting         = true;
    }
    /// <summary>
    /// Called once per frame, the call is the entry point for 3d rendering. This
    /// function sets up render states, clears the viewport, and renders the scene.
    /// </summary>
    protected override void Render()
    {
        RenderBGPointer();

        //Clear the backbuffer to a Blue color
        device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Blue, 1.0f, 0);

        //Set the view matrix
        device.Transform.View = viewMatrix;

        //Begin the scene
        device.BeginScene();
        device.RenderState.ZBufferEnable = false;
        device.RenderState.Lighting      = false;
        spaceSphere.Render();
        device.RenderState.Lighting      = true;
        device.RenderState.ZBufferEnable = true;

        device.Transform.World = playerShip.Position.WorldMatrix;
        playerShip.Render();
        opponentShip.Render();

        //Render our targeting pointer
        using (Sprite pointerSprite = new Sprite(device)) {
            pointerSprite.Begin(SpriteFlags.AlphaBlend);

            pointerSprite.Draw(bgPointerTexture, new Rectangle(0, 0, 128, 128),
                               new Vector3(0, 0, 0), new Vector3(42, this.Height - 250, 0), Color.White);
            pointerSprite.Transform = Matrix.Identity;
            pointerSprite.Draw(vectorPanel, new Rectangle(0, 0, 193, 173),
                               new Vector3(0, 0, 0), new Vector3(10, this.Height - 282, 0), Color.White);
            pointerSprite.End();
        }

        if (debugging)
        {
            drawingFont.DrawText(5, 5, Color.Yellow, debugText);
        }
        device.EndScene();
    }
Example #8
0
 public void Render()
 {
     arrowMesh.Render();
 }