public void Draw(SpriteRender spriteRender) { if (_weapon != null) { _weapon.Draw(spriteRender); } }
public void Draw(SpriteRender spriteRender) { foreach (IItem item in this.Items.Values) { spriteRender.Draw(item.ItemFrame, item.Position); } }
public override void Draw(GameTime gameTime) { SpriteRender spriteRender = Game.Services.GetService <SpriteRender>(); texture.Draw(gameTime, spriteRender, element.rectangle.Center.ToVector2(), 1); base.Draw(gameTime); }
public void Draw() { SpriteRender.ResetView(800, 600); SpriteRender.DrawRect(10, 10, 0.0f, healthBarWidth, 15, Color4.DarkRed); SpriteRender.DrawRect(10, 10, 0.0f, (health / 100) * healthBarWidth, 15, Color4.Red); if (score != 0) { TextRender.Draw(350f, 10f, 0.0f, score.ToString(), Fonts.Standard, Color4.White, 2f); } TextRender.Draw(500f, 10f, 0.0f, lives + "", Fonts.Standard, Color4.Yellow, 2f); TextRender.Draw(550f, 10f, 0.0f, tokens + "", Fonts.Standard, Color4.Yellow, 2f); if ((int)(inventory & InventoryItem.Key1) > 0) { SpriteRender.Draw(170, 5, 0, 20, 20, Textures.Key); } if ((int)(inventory & InventoryItem.Key2) > 0) { SpriteRender.Draw(200, 5, 0, 20, 20, Textures.Key); } if ((int)(inventory & InventoryItem.Key3) > 0) { SpriteRender.Draw(230, 5, 0, 20, 20, Textures.Key); } if ((int)(inventory & InventoryItem.Key4) > 0) { SpriteRender.Draw(260, 5, 0, 20, 20, Textures.Key); } }
protected override void LoadContent() { // Load Spritebatch and SpriteRender for spritesheets spriteBatch = new SpriteBatch(GraphicsDevice); spriteRender = new SpriteRender(spriteBatch); var spriteSheetLoader = new SpriteSheetLoader(this.Content); mapTileSheet = spriteSheetLoader.Load("tiles/tileAtlas"); menuTileSheet = spriteSheetLoader.Load("menu/menuAtlas"); buildingTileSheet = spriteSheetLoader.Load("buildings/buildingAtlas"); interactiveTileSheet = spriteSheetLoader.Load("interactives/interactiveAtlas"); peopleTileSheet = spriteSheetLoader.Load("people/peopleAtlas"); font = Content.Load <SpriteFont>("maelFont"); // Make a 1x1 texture named pixel. pixel = new Texture2D(GraphicsDevice, 1, 1); // Create a 1D array of color data to fill the pixel texture with. Color[] colorData = { new Color(Color.White, 0.5f) }; // Set the texture data with our color information. pixel.SetData(colorData); }
public override void LoadGame() { //texture = TK.ContentPipeline.LoadTexture("Textures/char.png"); //x = 0; //y = 0; //vX = 0; //vY = 0; //dX = 0.3f; //dY = 0.3f; //aX = 0.1f; //aY = 0.1f; //r = 0; //pX = 0; //pY = 0; //pvX = 0; //pvY = 0; //Loader.LoadTextures(); //Loader.LoadSoundEffects(); //Loader.LoadFonts(); //gameplay.Load(); _sprites.Add(new Player("char.png", 1)); SpriteRender.SetView(0, 0, 800, 600, 1); }
/// <inheritdoc /> public override bool RayCastSelf(ref RayCastData ray, out float distance, out Vector3 normal) { SpriteRender sprite = (SpriteRender)Actor; Vector3 viewPosition = ray.View.Position; Vector3 viewDirection = ray.View.Direction; Matrix m1, m2, m3, world; var size = sprite.Size; Matrix.Scaling(size.X, size.Y, 1.0f, out m1); var transform = sprite.Transform; if (sprite.FaceCamera) { var up = Vector3.Up; Matrix.Billboard(ref transform.Translation, ref viewPosition, ref up, ref viewDirection, out m2); Matrix.Multiply(ref m1, ref m2, out m3); Matrix.Scaling(ref transform.Scale, out m1); Matrix.Multiply(ref m1, ref m3, out world); } else { transform.GetWorld(out m2); Matrix.Multiply(ref m1, ref m2, out world); } OrientedBoundingBox bounds; bounds.Extents = Vector3.Half; bounds.Transformation = world; normal = -ray.Ray.Direction; return(bounds.Intersects(ref ray.Ray, out distance)); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your managed content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // texturePacker spriter render class this.spriteRender = new SpriteRender(this.spriteBatch); /// the master blaster Content.RootDirectory = "Content"; ObjectManager.Add(ComponentStrings.ContentManager, new AssetManager(Content)); _contentManager = ObjectManager.Get <IContentManager>(ComponentStrings.ContentManager); LoadAssets(); // requires content manager // create the game components AddComponent(ComponentStrings.EntityManager); AddComponent(ComponentStrings.Input); AddComponent(ComponentStrings.Debug); AddComponent(ComponentStrings.ControllerDebug); AddComponent(ComponentStrings.ItemManager); AddComponent(ComponentStrings.GameOptions); AddComponent(ComponentStrings.ActiveGear); AddComponent(ComponentStrings.Inventory); AddComponent(ComponentStrings.Player); AddComponent(ComponentStrings.HUD); AddComponent(ComponentStrings.ItemDebug); AddComponent(ComponentStrings.GameManager); _input = ObjectManager.Get <IInput>(ComponentStrings.Input); _debug = ObjectManager.Get <IDebug>(ComponentStrings.Debug); _controllerDebug = ObjectManager.Get <IControllerDebug>(ComponentStrings.ControllerDebug); _itemDebug = ObjectManager.Get <IItemDebug>(ComponentStrings.ItemDebug); _gameManager = ObjectManager.Get <IGameManager>(ComponentStrings.GameManager); }
public PlayerGraphicsComponent(SpriteSheetLoader spriteSheetLoader, SpriteBatch spriteBatch, PlayerInputComponent playerInput) { _playerInput = playerInput; _spriteBatch = spriteBatch; _spriteRender = new SpriteRender(_spriteBatch); _spriteSheetLoader = spriteSheetLoader; }
public Animation(SpriteRender SpriteRender, GameTime GameTime, float Speed, Vector2 Position) { Sprites = new List <Sprite>(); this.SpriteRender = SpriteRender; this.GameTime = GameTime; this.Speed = Speed; this.Position = Position; }
public override void Draw() { if (this.Dead || this.Texture == null) { return; } SpriteRender.Draw(this.X, this.Y, this.Z, this.Width, this.Height, this.Texture, Color, 1.0, false, false); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { SpriteBatch = new SpriteBatch(GraphicsDevice); SpriteRender = new SpriteRender(SpriteBatch); var spriteSheetLoader = new SpriteSheetLoader(Content, GraphicsDevice); var spriteSheet = spriteSheetLoader.Load(@"Spritesheets\mlm_armies\mlm_armies.png"); entityFactory = new EntityFactory(spriteSheet); }
public static void DrawRoads(SpriteRender spriteRender, Road[,] roads) { foreach (Road road in roads) { if (road != null) { spriteRender.Draw(road.SpriteFrame, road.Coords); } } }
public static void DrawMainMenu(SpriteRender spriteRender, List <Button> menu) { foreach (Button button in menu) { if (button.SpriteFrame != null) { spriteRender.Draw(button.SpriteFrame, button.Pos); } } }
public void LoadContent() { GameObject obj = GameObject.CreatNewGameObject(gameScene, null); SpriteRender sr = obj.AddComponent <SpriteRender>(); sr.Sprite = ResoucesManager.init.GetTexture("Assets/020"); obj.Position = new Vector3(0, 0, 0); obj.Scale = new Vector2(0.3f, 0.3f); Animator anima = obj.AddComponent <Animator>(); anima.SliceImage(4, 4, 5); obj.AddComponent <AudioListener>(); AudioSource _audio = obj.AddComponent <AudioSource>(); _audio.AudioClip = ResoucesManager.init.GetSoundEffect("Assets/PaddleBounceSound"); TimerTick tick = obj.AddComponent <TimerTick>(); tick.TickListen += () => { _audio.Play(); }; obj.AddComponent <TestBehaiour>(); BoxCollider box_0 = obj.AddComponent <BoxCollider>(); box_0.isTrigger = true; GameObject obj_collider = GameObject.CreatNewGameObject(gameScene, null); obj_collider.Position = new Vector3(100, 100, 0); obj_collider.Scale = new Vector2(0.3f, 0.3f); SpriteRender sr_collider = obj_collider.AddComponent <SpriteRender>(); sr_collider.Sprite = ResoucesManager.init.GetTexture("Assets/Block"); BoxCollider box_1 = obj_collider.AddComponent <BoxCollider>(); GameObject obj_collider_2 = GameObject.CreatNewGameObject(gameScene, null); obj_collider_2.Position = new Vector3(500, 500, 0); obj_collider_2.Scale = new Vector2(0.3f, 0.3f); SpriteRender sr_collider_2 = obj_collider_2.AddComponent <SpriteRender>(); sr_collider_2.Sprite = ResoucesManager.init.GetTexture("Assets/Block_2"); BoxCollider box_2 = obj_collider_2.AddComponent <BoxCollider>(); box_2.Freze_x = true; box_2.Freze_y = true; GameObject obj_back = GameObject.CreatNewGameObject(gameScene, null); obj_back.Position = new Vector3(0, 0, -5f); obj_back.Scale = new Vector2(2.0f, 1.5f); SpriteRender sr_back = obj_back.AddComponent <SpriteRender>(); sr_back.Sprite = ResoucesManager.init.GetTexture("Assets/Back"); }
public void DrawDead() { var totalTime = endTime.Subtract(startTime); SpriteRender.ResetView(800, 600); TextRender.Draw(100f, 100f, 0f, "GAME OVER", Fonts.Standard, Color4.Red, 5f); TextRender.Draw(100f, 460f, 0f, "TIME: " + (int)totalTime.TotalMinutes + ":" + totalTime.Seconds.ToString("00"), Fonts.Standard, Color4.White, 2f); TextRender.Draw(100f, 480f, 0f, "SCORE: " + lastscore, Fonts.Standard, Color4.White, 2f); TextRender.Draw(100f, 500f, 0f, "HIGHSCORE: " + highscore, Fonts.Standard, Color4.White, 2f); TextRender.Draw(100f, 520f, 0f, "PRESS ENTER TO PLAY AGAIN", Fonts.Standard, Color4.White, 2f); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); Darker = Content.Load <Effect>("Shaders/GrayScaleShader"); renderer = new SpriteRender(spriteBatch); Form MyGameForm = (Form)Form.FromHandle(Window.Handle); MyGameForm.Closing += ClosingFunction; // TODO: use this.Content to load your game content here }
public override void Draw(SpriteRender spriteRender) { if (IsActive && this.barberPoleAnimationManager.CurrentSprite != null) { spriteRender.Draw( this.barberPoleAnimationManager.CurrentSprite, this.barberPoleAnimationManager.CurrentPosition, Color.White, 0, 1, this.barberPoleAnimationManager.CurrentSpriteEffects); } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. this.spriteBatch = new SpriteBatch(GraphicsDevice); this.spriteRender = new SpriteRender(this.spriteBatch); // TODO: use this.Content to load your game content here var spriteSheetLoader = new SpriteSheetLoader(Content, GraphicsDevice); spriteSheet = spriteSheetLoader.Load("salle.png"); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); Services.AddService(spriteBatch); spriteRender = new SpriteRender(this.spriteBatch); Services.AddService(spriteRender); Textures.Load(Content); screenManager = new ScreenManager(this); Services.AddService(screenManager); screenManager.AddScreen(new BackgroundScreen(this)); screenManager.AddScreen(new MainScreen(this)); }
public Bullet(MainAsteroidsScene scene, int collideLayer) : base(scene) { polygonCollider = new PolygonCollider(this, Core.Resources.Resources.Polygones.Bullet, scene.collidersWorld, collideLayer); polygonCollider.Tag = "Bullet"; polygonCollider.OnCollide += PolygonCollider_OnCollide; physic = new PhysicCore(this); polygonRender = new PolygonRender(this, Core.Resources.Resources.Polygones.Bullet); spriteRender = new SpriteRender(this, Core.Resources.Resources.Sprites.Bullet); spriteRender.SetActive(false); }
public override void Draw(GameTime gameTime) { if (!ended) { SpriteBatch sb = Game.Services.GetService <SpriteBatch>(); SpriteRender sr = Game.Services.GetService <SpriteRender>(); sb.Begin(); texture.Draw(gameTime, sr, position, scale); sb.End(); base.Draw(gameTime); } }
public void DrawGame(TimeSpan delta) { SpriteRender.SetView((float)level.Player.X, (float)level.Player.Y, (float)800, (float)600, 5.0f); foreach (var body in world._bodies) { var sprite = body as Sprite; sprite.Draw(); } hud.Draw(); }
public Asteroid(MainAsteroidsScene scene, SpriteInfo spriteInfo, Polygon polygon) : base(scene) { this.scene = scene; SpriteRender = new SpriteRender(this, spriteInfo); SpriteRender.SetActive(false); PolygonRender = new PolygonRender(this, polygon); collider2D = new PolygonCollider(this, polygon, scene.collidersWorld, 1); collider2D.OnCollide += Collider2D_OnCollide; collider2D.Tag = "Asteroid"; Physic = new PhysicCore(this); }
public override void update(GameObject gameObject, SpriteRender spriteRender, GameTime gameTime, float depth) { int originY = Sprite.TILE_TEXTURE_HEIGHT * 2 + 48; string gameObjectStateString = GameObjectStateProvider.GetStateString(gameObject); TextureDefinition textureDefinition = TextureDefinitionFactory.Get(gameObjectStateString); Sprite sprite = gameObject.AnimationContainer.getCurrentSprite(TextureDefinitionFactory.Get(gameObjectStateString), gameTime); sprite.Depth = depth; spriteRender.Draw(sprite, gameObject.position, new Vector2(0, originY)); }
public void DrawEnd() { var totalTime = endTime.Subtract(startTime); SpriteRender.ResetView(800, 600); TextRender.Draw(100f, 100f, 0f, "CONGRATULATIONS", Fonts.Standard, Color4.Green, 5f); TextRender.Draw(100f, 150f, 0f, "", Fonts.Standard, Color4.White, 1.75f); TextRender.Draw(100f, 440f, 0f, "TIME: " + (int)totalTime.TotalMinutes + ":" + totalTime.Seconds.ToString("00"), Fonts.Standard, Color4.White, 2f); TextRender.Draw(100f, 460f, 0f, "TOKENS: " + savedTokens, Fonts.Standard, Color4.White, 2f); TextRender.Draw(100f, 480f, 0f, "SCORE: " + savedScore, Fonts.Standard, Color4.White, 2f); TextRender.Draw(100f, 500f, 0f, "HIGHSCORE: " + highscore, Fonts.Standard, Color4.White, 2f); TextRender.Draw(100f, 520f, 0f, "PRESS ENTER TO PLAY AGAIN", Fonts.Standard, Color4.White, 2f); }
public override void update(GameObject gameObject, SpriteRender spriteRender, GameTime gameTime, float depth) { string gameObjectStateString = GameObjectStateProvider.GetStateString(gameObject); TextureDefinition textureDefinition = TextureDefinitionFactory.Get(gameObjectStateString); // gameObject.state as first param Sprite sprite = gameObject.AnimationContainer.getCurrentSprite(TextureDefinitionFactory.Get(gameObjectStateString), gameTime); sprite.Depth = depth; spriteRender.Draw(sprite, gameObject.position, gameObject.Color); }
public static void DrawBuildings(SpriteRender spriteRender, List <Building> buildings) { foreach (Building building in buildings) { int offset = 0; if (building.SpriteFrame != buildingTileSheet.Sprite(TexturePackerMonoGameDefinitions.buildingAtlas.SmallSelect) && building.SpriteFrame != buildingTileSheet.Sprite(TexturePackerMonoGameDefinitions.buildingAtlas.LargeSelect)) { offset = tileSize / 4; } spriteRender.Draw(building.SpriteFrame, new Vector2(building.Position.X, building.Position.Y - offset)); } }
public void Draw(GameTime gameTime, SpriteRender spriteRender, Vector2 position, float scale) { if (!ended) { spriteRender.Draw( spriteSheet.Sprite(frames[curFrame]), position, Color.White, 0, scale, SpriteEffects.None ); } }
public void DrawMoja(SpriteRender spriteRender, SpriteSheet spriteSheet) { List <String> lista1 = PlayerAnimationLists.getTestList(); List <String> list = new List <String>(); //list.Add(TexturePackerMonoGameDefinitions.mainMenu.MainMenu1); //list.Add(TexturePackerMonoGameDefinitions.mainMenu.MainMenu2); //lista1.Add(TexturePackerMonoGameDefinitions.CapGuyDemo.Capguy_turn_0002); //lista1.Add(TexturePackerMonoGameDefinitions.CapGuyDemo.Capguy_turn_0003); //lista1.Add(TexturePackerMonoGameDefinitions.CapGuyDemo.Capguy_turn_0004); //lista1.Add(TexturePackerMonoGameDefinitions.CapGuyDemo.Capguy_turn_0005); spriteRender.Draw( spriteSheet.Sprite(lista1[currentFrame]), new Vector2(200, 200)); }