Example #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)
        {
            if (GameStateManager.CurrentGameState == GameStateManager.GameState.Game)
            {
                // Since we're drawing in order from back to front, depth buffer is disabled
                graphics.GraphicsDevice.RenderState.DepthBufferEnable = false;
                graphics.GraphicsDevice.Clear(Color.Black);

                // Prepare scene
                sceneGraph.NewScene();

                CurrentLevel.ResetCollisionDebugInfo();
                spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Deferred, SaveStateMode.SaveState);
                // AddToScene the background
                CurrentLevel.Draw(sceneGraph, spriteBatch, Color.Black);
                // AddToScene the player
                sceneGraph.AddToScene(playerSprite.ToSceneGraphNode());
                // AddToScene the enemies
                sceneGraph.AddToScene(CurrentLevel.NpcContainer.AddToScene());

                // Write debug info
                sceneGraph.AddText("Player position: " + playerSprite.Position + " Player destination: " +
                                   playerSprite.Destination);
                sceneGraph.AddText("Tile position:" + CurrentLevel.ToTileCoordinate(playerSprite.Position));
                sceneGraph.AddText("Player is dead:" + playerIsDead);
                sceneGraph.AddText("Player keypress: " + playerSprite.currentMovement.XDirection + " " +
                                   playerSprite.currentMovement.YDirection);
                sceneGraph.AddText(collisionDebugString);
                sceneGraph.AddText("Cam position:" + camera.Position);

                sceneGraph.Draw();

                gameHUD.Draw(bigFont, HUDPosition);

                //base.Draw(gameTime);
                spriteBatch.End();
            }
            else
            {
                if (GameStateManager.CurrentGameState == GameStateManager.GameState.Menu)
                {
                    IsMouseVisible = true;
                }

                GraphicsDevice.Clear(Color.Black);

                base.Draw(gameTime);
            }
        }
Example #2
0
        public void Draw(SceneGraph scene, SpriteBatch batch, Color layerColor)
        {
            List <Scene2DNode> tileNodes = GetVisibleTiles();

            scene.AddToScene(tileNodes);
        }