// Pre process (occurs before Draw()) public void preProcess() { Vector2 viewOffset = -_currentScreenCenter + _halfScreenSize; float antiFogTextureScale = _scale * 0.5f; // Draw anti fog points (points where the anti fog brush texture will be drawn _spriteBatch.GraphicsDevice.SetRenderTarget(_antiFogRT); _spriteBatch.GraphicsDevice.Clear(Color.Transparent); _spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); foreach (WorldMapDefinition worldMap in DataManager.worldMapManager.worldMapDefinitions) { foreach (LevelPathDefinition levelPath in worldMap.levelPathDefinitions) { if (DataManager.worldMapManager.isLevelPathDiscovered(worldMap.uid, levelPath.id)) { foreach (LevelPathKey key in levelPath.pathKeys) { float increment = 0.1f; for (float i = increment; i < 1f; i += increment) { Vector2 point = Vector2.Zero; StasisMathHelper.bezier(ref key.p0, ref key.p1, ref key.p2, ref key.p3, i, out point); _spriteBatch.Draw(_antiFogBrush, viewOffset + point, _antiFogBrush.Bounds, Color.White, 0f, _antiFogBrushOrigin, antiFogTextureScale, SpriteEffects.None, 0f); } } } } foreach (LevelIconDefinition levelIcon in worldMap.levelIconDefinitions) { LevelIconState state = DataManager.worldMapManager.getLevelIconState(worldMap.uid, levelIcon.uid); if (state != null && state.discovered) { _spriteBatch.Draw(_antiFogBrush, viewOffset + levelIcon.position, _antiFogBrush.Bounds, Color.White, 0f, _antiFogBrushOrigin, antiFogTextureScale, SpriteEffects.None, 0f); } } } _spriteBatch.End(); _spriteBatch.GraphicsDevice.SetRenderTarget(_fogRT); _spriteBatch.GraphicsDevice.Clear(Color.Transparent); _spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, _fogEffect); _spriteBatch.Draw(_antiFogRT, _antiFogRT.Bounds, Color.White); _spriteBatch.End(); _spriteBatch.GraphicsDevice.SetRenderTarget(null); _spriteBatch.GraphicsDevice.Clear(Color.Black); }
// update public void update(GameTime gameTime) { if (_singleStep || !_paused) { string levelUid = LevelSystem.currentLevelUid; LevelSystem levelSystem = _systemManager.getSystem(SystemType.Level) as LevelSystem; if (levelSystem.finalized) { PlayerSystem playerSystem = _systemManager.getSystem(SystemType.Player) as PlayerSystem; RopeSystem ropeSystem = _systemManager.getSystem(SystemType.Rope) as RopeSystem; PhysicsComponent playerPhysicsComponent = _entityManager.getComponent(levelUid, PlayerSystem.PLAYER_ID, ComponentType.Physics) as PhysicsComponent; List <int> toolbarEntities = _entityManager.getEntitiesPosessing(levelUid, ComponentType.Toolbar); // Player equipment if (playerSystem != null) { ToolbarComponent playerToolbar = _entityManager.getComponent(levelUid, PlayerSystem.PLAYER_ID, ComponentType.Toolbar) as ToolbarComponent; WorldPositionComponent playerPositionComponent = _entityManager.getComponent(levelUid, PlayerSystem.PLAYER_ID, ComponentType.WorldPosition) as WorldPositionComponent; ItemComponent selectedItem = playerToolbar.selectedItem; if (selectedItem != null) { selectedItem.primaryContinuousAction = InputSystem.newMouseState.LeftButton == ButtonState.Pressed; selectedItem.primarySingleAction = selectedItem.primaryContinuousAction && InputSystem.oldMouseState.LeftButton == ButtonState.Released; selectedItem.secondaryContinuousAction = InputSystem.newMouseState.RightButton == ButtonState.Pressed; selectedItem.secondarySingleAction = selectedItem.secondaryContinuousAction && InputSystem.oldMouseState.RightButton == ButtonState.Released; //bool leftTriggerDown = InputSystem.usingGamepad && InputSystem.newGamepadState.Triggers.Left > 0.5f && InputSystem.oldGamepadState.Triggers.Left <= 0.5f; //bool rightTriggerDown = InputSystem.usingGamepad && InputSystem.newGamepadState.Triggers.Right > 0.5f && InputSystem.oldGamepadState.Triggers.Right <= 0.5f; AimComponent aimComponent = _entityManager.getComponent(levelUid, PlayerSystem.PLAYER_ID, ComponentType.Aim) as AimComponent; if (selectedItem.definition.hasAimingComponent && aimComponent != null) { WorldPositionComponent worldPositionComponent = _entityManager.getComponent(levelUid, PlayerSystem.PLAYER_ID, ComponentType.WorldPosition) as WorldPositionComponent; if (worldPositionComponent != null) { Vector2 worldPosition = worldPositionComponent.position; if (InputSystem.usingGamepad) { Vector2 vector = InputSystem.newGamepadState.ThumbSticks.Left * selectedItem.state.currentRangeLimit; vector.Y *= -1; aimComponent.angle = (float)Math.Atan2(vector.Y, vector.X); aimComponent.length = vector.Length(); aimComponent.vector = vector; } else { Vector2 relative = (InputSystem.worldMouse - worldPosition); aimComponent.angle = (float)Math.Atan2(relative.Y, relative.X); aimComponent.length = Math.Min(relative.Length(), selectedItem.state.currentRangeLimit); aimComponent.vector = relative; } } } } } // All toolbars for (int i = 0; i < toolbarEntities.Count; i++) { ToolbarComponent toolbarComponent = _entityManager.getComponent(levelUid, toolbarEntities[i], ComponentType.Toolbar) as ToolbarComponent; ItemComponent selectedItem = toolbarComponent.selectedItem; if (selectedItem != null) { if (selectedItem.secondarySingleAction) { Console.WriteLine("secondary action"); } switch (selectedItem.definition.uid) { // RopeGun case "ropegun": if (selectedItem.primarySingleAction) { AimComponent aimComponent = _entityManager.getComponent(levelUid, toolbarEntities[i], ComponentType.Aim) as AimComponent; Vector2 initialPointA = (_entityManager.getComponent(levelUid, toolbarEntities[i], ComponentType.WorldPosition) as WorldPositionComponent).position; Vector2 initialPointB = initialPointA + new Vector2((float)Math.Cos(aimComponent.angle), (float)Math.Sin(aimComponent.angle)) * aimComponent.length; int ropeEntityId = _entityManager.factory.createSingleAnchorRope(levelUid, initialPointA, initialPointB, _defaultRopeMaterial, true); if (ropeEntityId != -1) { RopeGrabComponent ropeGrabComponent = _entityManager.getComponent(levelUid, toolbarComponent.entityId, ComponentType.RopeGrab) as RopeGrabComponent; RopeComponent ropeComponent = _entityManager.getComponent(levelUid, ropeEntityId, ComponentType.Rope) as RopeComponent; PhysicsComponent physicsComponent = _entityManager.getComponent(levelUid, toolbarEntities[i], ComponentType.Physics) as PhysicsComponent; RopeGrabComponent newRopeGrabComponent = null; Vector2 initialVelocity = physicsComponent.body.LinearVelocity; RopeNode currentNode = null; int ropeSegmentCount; if (physicsComponent == null) { break; } // Handle initial velocity currentNode = ropeComponent.ropeNodeHead; ropeSegmentCount = currentNode.count; System.Diagnostics.Debug.Assert(ropeSegmentCount != 0); int count = ropeSegmentCount; while (currentNode != null) { float weight = (float)count / (float)ropeSegmentCount; currentNode.body.LinearVelocity = currentNode.body.LinearVelocity + initialVelocity * weight; count--; currentNode = currentNode.next; } // Handle previous grabs if (ropeGrabComponent != null) { RopeComponent previouslyGrabbedRope = _entityManager.getComponent(levelUid, ropeGrabComponent.ropeEntityId, ComponentType.Rope) as RopeComponent; ropeSystem.releaseRope(ropeGrabComponent, physicsComponent.body); if (previouslyGrabbedRope.destroyAfterRelease) { previouslyGrabbedRope.timeToLive = 100; } _entityManager.removeComponent(levelUid, toolbarComponent.entityId, ropeGrabComponent); ropeGrabComponent = null; } newRopeGrabComponent = new RopeGrabComponent(ropeEntityId, ropeComponent.ropeNodeHead, 0f, ropeComponent.reverseClimbDirection); ropeSystem.grabRope(newRopeGrabComponent, physicsComponent.body); _entityManager.addComponent(levelUid, toolbarComponent.entityId, newRopeGrabComponent); } } break; // Dynamite case "dynamite": if (selectedItem.primarySingleAction) { AimComponent aimComponent = _entityManager.getComponent(levelUid, toolbarEntities[i], ComponentType.Aim) as AimComponent; _entityManager.factory.createDynamite(levelUid, playerPhysicsComponent.body.Position, aimComponent.vector * 80f); } break; // Water gun case "watergun": if (selectedItem.primaryContinuousAction) { FluidSystem fluidSystem = _systemManager.getSystem(SystemType.Fluid) as FluidSystem; AimComponent aimComponent = _entityManager.getComponent(levelUid, toolbarEntities[i], ComponentType.Aim) as AimComponent; Vector2 aimUnitVector = Vector2.Normalize(aimComponent.vector); Vector2 particlePosition = playerPhysicsComponent.body.Position + aimUnitVector + new Vector2(StasisMathHelper.floatBetween(-0.1f, 0.1f, _rng), StasisMathHelper.floatBetween(-0.1f, 0.1f, _rng)); Vector2 particleVelocity = aimUnitVector * 0.4f; fluidSystem.createParticle(particlePosition, particleVelocity); } break; } selectedItem.primarySingleAction = false; selectedItem.secondarySingleAction = false; selectedItem.primaryContinuousAction = false; selectedItem.secondaryContinuousAction = false; } } } } _singleStep = false; }
public override void draw() { Vector2 viewOffset = -_currentScreenCenter + _halfScreenSize; foreach (WorldMapDefinition worldMap in DataManager.worldMapManager.worldMapDefinitions) { WorldMapState worldMapState = DataManager.worldMapManager.getWorldMapState(worldMap.uid); if (worldMapState.discovered) { // World map texture _spriteBatch.Draw(worldMap.texture, viewOffset, worldMap.texture.Bounds, Color.White, 0f, new Vector2(worldMap.texture.Width, worldMap.texture.Height) / 2f, _scale, SpriteEffects.None, 1f); // Paths foreach (LevelPathDefinition levelPath in worldMap.levelPathDefinitions) { if (DataManager.worldMapManager.isLevelPathDiscovered(worldMap.uid, levelPath.id)) { foreach (LevelPathKey key in levelPath.pathKeys) { float increment = 0.001f; for (float i = 0f; i < 1f; i += increment) { Vector2 point = Vector2.Zero; StasisMathHelper.bezier(ref key.p0, ref key.p1, ref key.p2, ref key.p3, i, out point); _spriteBatch.Draw(_pathTexture, viewOffset + point, _pathTexture.Bounds, Color.Yellow, 0f, _pathTextureOrigin, _scale, SpriteEffects.None, 0.3f); } } } } // Level icons foreach (LevelIconDefinition levelIcon in worldMap.levelIconDefinitions) { LevelIconState state = DataManager.worldMapManager.getLevelIconState(worldMap.uid, levelIcon.uid); if (state != null && state.discovered) { Texture2D texture = state.finished ? levelIcon.finishedTexture : levelIcon.unfinishedTexture; _spriteBatch.Draw(texture, viewOffset + levelIcon.position, texture.Bounds, Color.White, 0f, new Vector2(texture.Width, texture.Height) / 2f, _scale, SpriteEffects.None, 0.2f); } } } } // Draw fog render target _spriteBatch.Draw(_fogRT, Vector2.Zero, _fogRT.Bounds, Color.White, 0f, Vector2.Zero, _scale, SpriteEffects.None, 0.1f); // Draw level select icon _spriteBatch.Draw(_levelSelectIcon, _levelSelectPosition, _levelSelectIcon.Bounds, _levelSelectIconColor, _levelSelectAngle, _levelSelectIconHalfSize, _scale, SpriteEffects.None, 0f); // Draw title text if (_selectedLevelIcon != null) { _spriteBatch.DrawString(_levelSelectTitleFont, _selectedLevelIcon.title, new Vector2(32, 32), Color.White); } // Draw description text if (_selectedLevelIcon != null) { string text = wrapText(_levelSelectDescriptionFont, _selectedLevelIcon.description, 420); _spriteBatch.DrawString(_levelSelectDescriptionFont, text, new Vector2(32, 96), Color.LightGray); } base.draw(); }
// draw public void draw(GameTime gameTime) { string levelUid = LevelSystem.currentLevelUid; FluidSystem fluidSystem = (FluidSystem)_systemManager.getSystem(SystemType.Fluid); List <int> primitiveRenderEntities = _entityManager.getEntitiesPosessing(levelUid, ComponentType.PrimitivesRender); List <int> ropeEntities = _entityManager.getEntitiesPosessing(levelUid, ComponentType.Rope); List <int> characterRenderEntities = _entityManager.getEntitiesPosessing(levelUid, ComponentType.CharacterRender); List <int> characterMovementEntities = _entityManager.getEntitiesPosessing(levelUid, ComponentType.CharacterMovement); List <int> treeEntities = _entityManager.getEntitiesPosessing(levelUid, ComponentType.Tree); List <int> aimEntities = _entityManager.getEntitiesPosessing(levelUid, ComponentType.Aim); List <int> explosionEntities = _entityManager.getEntitiesPosessing(levelUid, ComponentType.Explosion); List <RopeGrabComponent> ropeGrabComponents = _entityManager.getComponents <RopeGrabComponent>(levelUid, ComponentType.RopeGrab); List <TooltipComponent> tooltipComponents = _entityManager.getComponents <TooltipComponent>(levelUid, ComponentType.Tooltip); Vector2 screenCenter = _cameraSystem.screenCenter; // Temporary debug draw if (LoderGame.debug) { Vector2 debugOffset = new Vector2(0f, 5f); _graphicsDevice.SetRenderTarget(_debugFluid); _graphicsDevice.Clear(Color.Black); _spriteBatch.Begin(); // Cells foreach (KeyValuePair <int, Dictionary <int, List <int> > > row1Pair in fluidSystem.fluidGrid) { foreach (KeyValuePair <int, List <int> > row2Pair in row1Pair.Value) { int gridSize = (int)(FluidSystem.CELL_SPACING * scale) - 1; Vector2 position = new Vector2((float)row1Pair.Key * FluidSystem.CELL_SPACING, (float)row2Pair.Key * FluidSystem.CELL_SPACING); _spriteBatch.Draw(_pixel, (position - debugOffset) * scale + _halfScreen, new Rectangle(0, 0, gridSize, gridSize), Color.DarkBlue, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0f); } } // Particle pressures for (int i = 0; i < FluidSystem.MAX_PARTICLES; i++) { Particle particle = fluidSystem.liquid[i]; _spriteBatch.Draw(_pixel, (particle.position - debugOffset) * scale + _halfScreen, new Rectangle(0, 0, 16, 16), Color.Red * 0.5f, 0f, new Vector2(8, 8), Math.Abs(particle.pressure) / FluidSystem.MAX_PRESSURE, SpriteEffects.None, 0f); } // Particle near pressures for (int i = 0; i < FluidSystem.MAX_PARTICLES; i++) { Particle particle = fluidSystem.liquid[i]; _spriteBatch.Draw(_pixel, (particle.position - debugOffset) * scale + _halfScreen, new Rectangle(0, 0, 16, 16), Color.Orange * 0.5f, 0f, new Vector2(8, 8), Math.Abs(particle.pressureNear) / FluidSystem.MAX_PRESSURE_NEAR, SpriteEffects.None, 0f); } // Particle positions for (int i = 0; i < FluidSystem.MAX_PARTICLES; i++) { Particle particle = fluidSystem.liquid[i]; Color color = particle.active ? Color.White : Color.DarkGray; _spriteBatch.Draw(_pixel, (particle.position - debugOffset) * scale + _halfScreen, new Rectangle(0, 0, 4, 4), color, 0, new Vector2(2, 2), 1, SpriteEffects.None, 0); } // Simulation AABB Vector2[] vertices = new Vector2[4]; vertices[0] = fluidSystem.simulationAABB.LowerBound; vertices[1] = new Vector2(fluidSystem.simulationAABB.UpperBound.X, fluidSystem.simulationAABB.LowerBound.Y); vertices[2] = fluidSystem.simulationAABB.UpperBound; vertices[3] = new Vector2(fluidSystem.simulationAABB.LowerBound.X, fluidSystem.simulationAABB.UpperBound.Y); for (int i = 0; i < 4; i++) { Vector2 a = vertices[i]; Vector2 b = vertices[i == 3 ? 0 : i + 1]; Vector2 relative = b - a; float angle = (float)Math.Atan2(relative.Y, relative.X); Rectangle rect = new Rectangle(0, 0, (int)(relative.Length() * scale), 2); _spriteBatch.Draw(_pixel, (a - debugOffset) * scale + _halfScreen, rect, Color.Lime, angle, new Vector2(0, 1), 1f, SpriteEffects.None, 0); } _spriteBatch.End(); _graphicsDevice.SetRenderTarget(null); } // Begin drawing a source for post effects under the player's level _graphicsDevice.SetRenderTarget(_postSourceUnder); _graphicsDevice.Clear(Color.Black); // Draw background if (_backgroundRenderer.background != null) { _spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); _backgroundRenderer.drawFirstHalf(); _spriteBatch.End(); } // Begin ordered drawing _spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); _halfScreen = new Vector2(_graphicsDevice.Viewport.Width, _graphicsDevice.Viewport.Height) / 2; _viewMatrix = Matrix.CreateTranslation(new Vector3(-screenCenter, 0)) * Matrix.CreateScale(new Vector3(_scale, -_scale, 1f)); _projectionMatrix = Matrix.CreateOrthographic(_graphicsDevice.Viewport.Width, _graphicsDevice.Viewport.Height, 0, 1); _primitivesEffect.Parameters["view"].SetValue(_viewMatrix); _primitivesEffect.Parameters["projection"].SetValue(_projectionMatrix); // Primitive rendering for (int i = 0; i < primitiveRenderEntities.Count; i++) { int entityId = primitiveRenderEntities[i]; PrimitivesRenderComponent primitiveRenderComponent = (PrimitivesRenderComponent)_entityManager.getComponent(levelUid, entityId, ComponentType.PrimitivesRender); for (int j = 0; j < primitiveRenderComponent.primitiveRenderObjects.Count; j++) { PrimitiveRenderObject primitiveRenderObject = primitiveRenderComponent.primitiveRenderObjects[j]; PhysicsComponent physicsComponent = (PhysicsComponent)_entityManager.getComponent(levelUid, entityId, ComponentType.Physics); IComponent component; // Update world matrix if (physicsComponent != null) { primitiveRenderObject.worldMatrix = primitiveRenderObject.originMatrix * Matrix.CreateRotationZ(physicsComponent.body.Rotation) * Matrix.CreateTranslation(new Vector3(physicsComponent.body.Position, 0)); } else if (_entityManager.tryGetComponent(levelUid, entityId, ComponentType.FollowMetamer, out component)) { FollowMetamerComponent followMetamerComponent = component as FollowMetamerComponent; primitiveRenderObject.worldMatrix = primitiveRenderObject.originMatrix * Matrix.CreateRotationZ(followMetamerComponent.metamer.currentAngle + StasisMathHelper.halfPi) * Matrix.CreateTranslation(new Vector3(followMetamerComponent.metamer.position, 0)); } // Update vertices primitiveRenderObject.updateVertices(); addRenderablePrimitive(primitiveRenderObject); } } // Rope rendering for (int i = 0; i < ropeEntities.Count; i++) { int entityId = ropeEntities[i]; RopeComponent ropeComponent = _entityManager.getComponent(levelUid, entityId, ComponentType.Rope) as RopeComponent; RopeNode current = ropeComponent.ropeNodeHead; RopeNode head = current; RopeNode tail = head.tail; Vector2 position; float muIncrement = 1f / (float)ropeComponent.interpolationCount; while (current != null) { float mu = 0f; for (int j = 0; j < ropeComponent.interpolationCount; j++) { Texture2D texture = current.ropeNodeTextures[j].texture; Vector2 a; Vector2 b = current.body.GetWorldPoint(new Vector2(current.halfLength, 0)); Vector2 c = current.body.GetWorldPoint(new Vector2(-current.halfLength, 0)); Vector2 d; // Determine a's position if (current.previous == null) { a = b + (b - c); } else { a = current.previous.body.GetWorldPoint(new Vector2(current.halfLength, 0)); } // Determine d's position if (current.next == null) { d = c + (c - b); } else { d = current.next.body.GetWorldPoint(new Vector2(-current.halfLength, 0)); } StasisMathHelper.interpolate(ref a, ref b, ref c, ref d, mu, out position); _spriteBatch.Draw(texture, (position - screenCenter) * _scale + _halfScreen, texture.Bounds, Color.White, current.body.Rotation + current.ropeNodeTextures[j].angleOffset, current.ropeNodeTextures[j].center, 1f, SpriteEffects.None, 0.1f); mu += muIncrement; } current = current.next; } } // Character rendering for (int i = 0; i < characterRenderEntities.Count; i++) { PhysicsComponent physicsComponent = (PhysicsComponent)_entityManager.getComponent(levelUid, characterRenderEntities[i], ComponentType.Physics); CharacterRenderComponent characterRenderComponent = _entityManager.getComponent(levelUid, characterRenderEntities[i], ComponentType.CharacterRender) as CharacterRenderComponent; Vector2 offset; Texture2D texture = _animationManager.getTexture(characterRenderComponent.character, characterRenderComponent.animation, characterRenderComponent.currentFrame, out offset); _spriteBatch.Draw(texture, (physicsComponent.body.Position - screenCenter) * _scale + _halfScreen, texture.Bounds, Color.White, 0, offset, 1f, SpriteEffects.None, 0.05f); } /* * for (int i = 0; i < characterMovementEntities.Count; i++) * { * PhysicsComponent physicsComponent = (PhysicsComponent)_entityManager.getComponent(levelUid, characterMovementEntities[i], ComponentType.Physics); * CharacterMovementComponent characterMovementComponent = (CharacterMovementComponent)_entityManager.getComponent(levelUid, characterMovementEntities[i], ComponentType.CharacterMovement); * Vector2 movementUnitVector = characterMovementComponent.movementUnitVector; * Rectangle source = new Rectangle(0, 0, (int)(movementUnitVector.Length() * _scale), 2); * float angle = (float)Math.Atan2(movementUnitVector.Y, movementUnitVector.X); * * _spriteBatch.Draw(_pixel, (physicsComponent.body.Position - screenCenter) * _scale + _halfScreen, source, Color.Yellow, angle, new Vector2(0, 1), 1f, SpriteEffects.None, 0); * }*/ // Tree _primitivesEffect.Parameters["world"].SetValue(Matrix.Identity); for (int i = 0; i < treeEntities.Count; i++) { TreeComponent treeComponent = _entityManager.getComponent(levelUid, treeEntities[i], ComponentType.Tree) as TreeComponent; if (treeComponent.tree.active) { addRenderablePrimitive(treeComponent.tree); treeComponent.tree.rootMetamer.draw(this); } } drawRenderablePrimitives(); // Rope grab components (TEMPORARY) for (int i = 0; i < ropeGrabComponents.Count; i++) { foreach (KeyValuePair <Body, RevoluteJoint> pair in ropeGrabComponents[i].joints) { Vector2 pointA = pair.Value.BodyA.Position; Vector2 pointB = pair.Value.BodyB.Position; Vector2 relative = pointB - pointA; float angle = (float)Math.Atan2(relative.Y, relative.X); _spriteBatch.Draw(_pixel, (pointA - screenCenter) * _scale + _halfScreen, new Rectangle(0, 0, (int)(relative.Length() * _scale), 2), Color.Green, angle, new Vector2(0, 1), 1f, SpriteEffects.None, 0f); } } // Draw explosions (TEMPORARY) for (int i = 0; i < explosionEntities.Count; i++) { ExplosionComponent explosionComponent = (ExplosionComponent)_entityManager.getComponent(levelUid, explosionEntities[i], ComponentType.Explosion); _spriteBatch.Draw(_circle, (explosionComponent.position - screenCenter) * _scale + _halfScreen, _circle.Bounds, Color.Red, 0f, new Vector2(_circle.Width, _circle.Height) / 2f, ((explosionComponent.radius * _scale) / (_circle.Width / 2f)), SpriteEffects.None, 0f); } // Aim components for (int i = 0; i < aimEntities.Count; i++) { AimComponent aimComponent = (AimComponent)_entityManager.getComponent(levelUid, aimEntities[i], ComponentType.Aim); Vector2 worldPosition = (_entityManager.getComponent(levelUid, aimEntities[i], ComponentType.WorldPosition) as WorldPositionComponent).position; float length = aimComponent.length; _spriteBatch.Draw(_reticle, (worldPosition - screenCenter + new Vector2((float)Math.Cos(aimComponent.angle), (float)Math.Sin(aimComponent.angle)) * length) * _scale + _halfScreen, _reticle.Bounds, Color.Red, aimComponent.angle, new Vector2(_reticle.Width, _reticle.Height) / 2f, 1f, SpriteEffects.None, 0f); } _spriteBatch.End(); // Begin drawing source for post effects over the player's layer _graphicsDevice.SetRenderTarget(_postSourceOver); _graphicsDevice.Clear(Color.Transparent); _spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); // Draw background's second half if (_backgroundRenderer.background != null) { _backgroundRenderer.drawSecondHalf(); } // Draw tooltips for (int i = 0; i < tooltipComponents.Count; i++) { TooltipComponent tooltip = tooltipComponents[i]; if (tooltip.draw) { Vector2 tooltipPosition = (tooltip.position - screenCenter) * _scale + _halfScreen - new Vector2(0, 50f); _spriteBatch.DrawString(_tooltipFont, tooltip.message, tooltipPosition + new Vector2(2, 2), Color.Black, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0.0001f); _spriteBatch.DrawString(_tooltipFont, tooltip.message, tooltipPosition, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0f); tooltip.draw = false; } } _spriteBatch.End(); _graphicsDevice.SetRenderTarget(null); _graphicsDevice.Clear(Color.Transparent); // Render fluid _graphicsDevice.SetRenderTarget(_fluidRenderTarget); _graphicsDevice.Clear(Color.Transparent); spriteBatch.Begin(); int limit = fluidSystem.numActiveParticles; for (int i = 0; i < limit; i++) { // Current particle Particle particle = fluidSystem.liquid[fluidSystem.activeParticles[i]]; Color color = new Color(1, particle.velocity.X < 0 ? -particle.velocity.X : particle.velocity.X, particle.velocity.Y < 0 ? -particle.velocity.Y : particle.velocity.Y); spriteBatch.Draw(_fluidParticleTexture, (particle.position - _cameraSystem.screenCenter) * scale + _halfScreen, _fluidParticleTexture.Bounds, color, 0, new Vector2(16, 16), 1, SpriteEffects.None, 0); } spriteBatch.End(); _graphicsDevice.SetRenderTarget(_renderedFluid); _graphicsDevice.Clear(Color.Transparent); // Draw post-processed render target to screen _graphicsDevice.Textures[1] = _postSourceUnder; _fluidEffect.Parameters["renderSize"].SetValue(new Vector2(_renderedFluid.Width, _renderedFluid.Height)); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, null, null, _fluidEffect); spriteBatch.Draw(_fluidRenderTarget, Vector2.Zero, Color.DarkBlue); spriteBatch.End(); _graphicsDevice.SetRenderTarget(null); // Draw post source under and over _spriteBatch.Begin(); _spriteBatch.Draw(_postSourceUnder, _postSourceUnder.Bounds, Color.White); _spriteBatch.End(); // Draw fluid if (fluidSystem != null) { _spriteBatch.Begin(); _spriteBatch.Draw(_renderedFluid, _renderedFluid.Bounds, Color.White); _spriteBatch.End(); } _spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend); _spriteBatch.Draw(_postSourceOver, _postSourceOver.Bounds, Color.White); _spriteBatch.End(); // Particle debug if (LoderGame.debug) { _spriteBatch.Begin(); _spriteBatch.Draw(_debugFluid, Vector2.Zero, _debugFluid.Bounds, Color.White, 0f, Vector2.Zero, _enlargeDebugFuild ? 1f : 0.25f, SpriteEffects.None, 0f); _spriteBatch.End(); /* * _spriteBatch.Begin(); * int limit = fluidSystem.numActiveParticles; * for (int i = 0; i < limit; i++) * { * // Current particle * Particle particle = fluidSystem.liquid[fluidSystem.activeParticles[i]]; * spriteBatch.Draw(_pixel, (particle.position - _cameraSystem.screenCenter) * scale + _halfScreen, new Rectangle(0, 0, 2, 2), Color.White, 0, new Vector2(1, 1), 1, SpriteEffects.None, 0); * } * _spriteBatch.End(); */ } // AI Wander Behavior debug if (LoderGame.debug) { AIBehaviorSystem aiBehaviorSystem = _systemManager.getSystem(SystemType.AIBehavior) as AIBehaviorSystem; List <int> wanderBehaviorEntities = _entityManager.getEntitiesPosessing(levelUid, ComponentType.AIWanderBehavior); for (int i = 0; i < wanderBehaviorEntities.Count; i++) { AIWanderBehaviorComponent wanderComponent = _entityManager.getComponent(levelUid, wanderBehaviorEntities[i], ComponentType.AIWanderBehavior) as AIWanderBehaviorComponent; List <WaypointsComponent> waypointsComponents = _entityManager.getComponents <WaypointsComponent>(levelUid, ComponentType.Waypoints); if (waypointsComponents.Count > 0) { WaypointsComponent waypointsComponent = aiBehaviorSystem.getWaypointsComponent(wanderComponent.waypointsUid, waypointsComponents); Vector2 waypointPosition = waypointsComponent.waypoints[wanderComponent.currentWaypointIndex]; _spriteBatch.Begin(); _spriteBatch.Draw(_circle, (waypointPosition - screenCenter) * _scale + _halfScreen, _circle.Bounds, Color.Red, 0f, new Vector2(_circle.Width, _circle.Height) / 2f, 0.02f, SpriteEffects.None, 0f); _spriteBatch.End(); } } } }