Example #1
0
        /// <summary>
        /// Render the ship.
        /// </summary>
        /// <param name="elapsedTime">The amount of elapsed time, in seconds.</param>
        /// <param name="lineBatch">The LineBatch to render to.</param>
        public override void Draw(float elapsedTime, LineBatch lineBatch)
        {
            if (polygon != null)
            {
                if (lineBatch == null)
                {
                    throw new ArgumentNullException("lineBatch");
                }
                // create the transformation
                Matrix rotationMatrix = Matrix.CreateRotationZ(rotation);
                Matrix world          = rotationMatrix *
                                        Matrix.CreateTranslation(position.X, position.Y, 0f);
                // transform the polygon
                polygon.Transform(world);
                // draw the polygon
                lineBatch.DrawPolygon(polygon, color);

                // draw the motion blur
                if (useMotionBlur && velocity.LengthSquared() > 1024f)
                {
                    // draw several "blur" polygons behind the real polygon
                    Vector2 backwards = Vector2.Normalize(position - lastPosition);
                    float   speed     = velocity.Length();
                    for (int i = 1; i < speed / 16; ++i)
                    {
                        // calculate the "blur" polygon's position
                        Vector2 blurPosition = this.position - backwards * (i * 4);
                        // calculate the transformation for the "blur" polygon
                        Matrix blurWorld = rotationMatrix *
                                           Matrix.CreateTranslation(blurPosition.X, blurPosition.Y, 0);
                        // transform the polygon to the "blur" location
                        polygon.Transform(blurWorld);
                        // calculate the alpha of the "blur" location
                        byte alpha = (byte)(160 / (i + 1));
                        if (alpha < 1)
                        {
                            break;
                        }
                        // draw the "blur" polygon
                        lineBatch.DrawPolygon(polygon,
                                              new Color(color.R, color.G, color.B, alpha));
                    }
                }
            }
            if (chlorine1Polygon != null)
            {
                if (lineBatch == null)
                {
                    throw new ArgumentNullException("lineBatch");
                }
                // create the transformation
                Matrix rotationMatrix = Matrix.CreateRotationZ(rotation);
                Matrix world          = rotationMatrix *
                                        Matrix.CreateTranslation(position.X, position.Y, 0f);
                // transform the polygon
                chlorine1Polygon.Transform(world);
                // draw the polygon
                lineBatch.DrawPolygon(chlorine1Polygon, Color.Green);

                // draw the motion blur
                if (useMotionBlur && velocity.LengthSquared() > 1024f)
                {
                    // draw several "blur" polygons behind the real polygon
                    Vector2 backwards = Vector2.Normalize(position - lastPosition);
                    float   speed     = velocity.Length();
                    for (int i = 1; i < speed / 16; ++i)
                    {
                        // calculate the "blur" polygon's position
                        Vector2 blurPosition = this.position - backwards * (i * 4);
                        // calculate the transformation for the "blur" polygon
                        Matrix blurWorld = rotationMatrix *
                                           Matrix.CreateTranslation(blurPosition.X, blurPosition.Y, 0);
                        // transform the polygon to the "blur" location
                        chlorine1Polygon.Transform(blurWorld);
                        // calculate the alpha of the "blur" location
                        byte alpha = (byte)(160 / (i + 1));
                        if (alpha < 1)
                        {
                            break;
                        }
                        // draw the "blur" polygon
                        lineBatch.DrawPolygon(chlorine1Polygon,
                                              new Color(Color.Green.R, Color.Green.G, Color.Green.B, alpha));
                    }
                }
            }
            if (chlorine2Polygon != null)
            {
                if (lineBatch == null)
                {
                    throw new ArgumentNullException("lineBatch");
                }
                // create the transformation
                Matrix rotationMatrix = Matrix.CreateRotationZ(rotation);
                Matrix world          = rotationMatrix *
                                        Matrix.CreateTranslation(position.X, position.Y, 0f);
                // transform the polygon
                chlorine2Polygon.Transform(world);
                // draw the polygon
                lineBatch.DrawPolygon(chlorine2Polygon, Color.Green);

                // draw the motion blur
                if (useMotionBlur && velocity.LengthSquared() > 1024f)
                {
                    // draw several "blur" polygons behind the real polygon
                    Vector2 backwards = Vector2.Normalize(position - lastPosition);
                    float   speed     = velocity.Length();
                    for (int i = 1; i < speed / 16; ++i)
                    {
                        // calculate the "blur" polygon's position
                        Vector2 blurPosition = this.position - backwards * (i * 4);
                        // calculate the transformation for the "blur" polygon
                        Matrix blurWorld = rotationMatrix *
                                           Matrix.CreateTranslation(blurPosition.X, blurPosition.Y, 0);
                        // transform the polygon to the "blur" location
                        chlorine2Polygon.Transform(blurWorld);
                        // calculate the alpha of the "blur" location
                        byte alpha = (byte)(160 / (i + 1));
                        if (alpha < 1)
                        {
                            break;
                        }
                        // draw the "blur" polygon
                        lineBatch.DrawPolygon(chlorine2Polygon,
                                              new Color(Color.Green.R, Color.Green.G, Color.Green.B, alpha));
                    }
                }
            }
            if (fluorine1Polygon != null)
            {
                if (lineBatch == null)
                {
                    throw new ArgumentNullException("lineBatch");
                }
                // create the transformation
                Matrix rotationMatrix = Matrix.CreateRotationZ(rotation);
                Matrix world          = rotationMatrix *
                                        Matrix.CreateTranslation(position.X, position.Y, 0f);
                // transform the polygon
                fluorine1Polygon.Transform(world);
                // draw the polygon
                lineBatch.DrawPolygon(fluorine1Polygon, Color.Purple);

                // draw the motion blur
                if (useMotionBlur && velocity.LengthSquared() > 1024f)
                {
                    // draw several "blur" polygons behind the real polygon
                    Vector2 backwards = Vector2.Normalize(position - lastPosition);
                    float   speed     = velocity.Length();
                    for (int i = 1; i < speed / 16; ++i)
                    {
                        // calculate the "blur" polygon's position
                        Vector2 blurPosition = this.position - backwards * (i * 4);
                        // calculate the transformation for the "blur" polygon
                        Matrix blurWorld = rotationMatrix *
                                           Matrix.CreateTranslation(blurPosition.X, blurPosition.Y, 0);
                        // transform the polygon to the "blur" location
                        fluorine1Polygon.Transform(blurWorld);
                        // calculate the alpha of the "blur" location
                        byte alpha = (byte)(160 / (i + 1));
                        if (alpha < 1)
                        {
                            break;
                        }
                        // draw the "blur" polygon
                        lineBatch.DrawPolygon(fluorine1Polygon,
                                              new Color(Color.Purple.R, Color.Purple.G, Color.Purple.B, alpha));
                    }
                }
            }
            if (fluorine2Polygon != null)
            {
                if (lineBatch == null)
                {
                    throw new ArgumentNullException("lineBatch");
                }
                // create the transformation
                Matrix rotationMatrix = Matrix.CreateRotationZ(rotation);
                Matrix world          = rotationMatrix *
                                        Matrix.CreateTranslation(position.X, position.Y, 0f);
                // transform the polygon
                fluorine2Polygon.Transform(world);
                // draw the polygon
                lineBatch.DrawPolygon(fluorine2Polygon, Color.Purple);

                // draw the motion blur
                if (useMotionBlur && velocity.LengthSquared() > 1024f)
                {
                    // draw several "blur" polygons behind the real polygon
                    Vector2 backwards = Vector2.Normalize(position - lastPosition);
                    float   speed     = velocity.Length();
                    for (int i = 1; i < speed / 16; ++i)
                    {
                        // calculate the "blur" polygon's position
                        Vector2 blurPosition = this.position - backwards * (i * 4);
                        // calculate the transformation for the "blur" polygon
                        Matrix blurWorld = rotationMatrix *
                                           Matrix.CreateTranslation(blurPosition.X, blurPosition.Y, 0);
                        // transform the polygon to the "blur" location
                        fluorine2Polygon.Transform(blurWorld);
                        // calculate the alpha of the "blur" location
                        byte alpha = (byte)(160 / (i + 1));
                        if (alpha < 1)
                        {
                            break;
                        }
                        // draw the "blur" polygon
                        lineBatch.DrawPolygon(fluorine2Polygon,
                                              new Color(Color.Purple.R, Color.Purple.G, Color.Purple.B, alpha));
                    }
                }
            }
        }
Example #2
0
 /// <summary>
 /// Render the power-up.
 /// </summary>
 /// <param name="elapsedTime">The amount of elapsed time, in seconds.</param>
 /// <param name="lineBatch">The LineBatch to render to.</param>
 public override void Draw(float elapsedTime, LineBatch lineBatch)
 {
     // update the scale period
     scalePeriodElapsed += elapsedTime * timeToScalePeriod;
     while (scalePeriodElapsed < 0)
     {
         scalePeriodElapsed += MathHelper.TwoPi;
     }
     while (scalePeriodElapsed > MathHelper.TwoPi)
     {
         scalePeriodElapsed -= MathHelper.TwoPi;
     }
     // draw the polygons
     if (polygon != null)
     {
         if (lineBatch == null)
         {
             throw new ArgumentNullException("lineBatch");
         }
         // calculate the transformation
         Matrix scaleMatrix = Matrix.CreateScale(0.8f +
                                                 0.1f * (float)Math.Cos(scalePeriodElapsed));
         Matrix world = scaleMatrix *
                        Matrix.CreateTranslation(position.X, position.Y, 0f);
         // transform the polygons
         polygon.Transform(world);
         innerPolygon.Transform(world);
         // draw the polygons
         lineBatch.DrawPolygon(polygon, Color.White);
         if (innerPolygon != null)
         {
             lineBatch.DrawPolygon(innerPolygon, color, true);
         }
         // draw the motion blur
         if (useMotionBlur && velocity.LengthSquared() > 1024f)
         {
             // draw several "blur" polygons behind the real polygons
             Vector2 backwards = Vector2.Normalize(position - lastPosition);
             float   speed     = velocity.Length();
             for (int i = 1; i < speed / 16; ++i)
             {
                 // calculate the "blur" position
                 Vector2 blurPosition = this.position - backwards * (i * 4);
                 // calculate the transformation
                 Matrix blurWorld = scaleMatrix *
                                    Matrix.CreateTranslation(blurPosition.X, blurPosition.Y, 0);
                 // transform the polygons
                 polygon.Transform(blurWorld);
                 if (innerPolygon != null)
                 {
                     innerPolygon.Transform(blurWorld);
                 }
                 // calculate the alpha of the "blur" polygons polygons
                 byte alpha = (byte)(160 / (i + 1));
                 if (alpha < 1)
                 {
                     break;
                 }
                 // draw the "blur" polygons
                 lineBatch.DrawPolygon(polygon, new Color(255, 255, 255, alpha));
                 if (innerPolygon != null)
                 {
                     lineBatch.DrawPolygon(innerPolygon,
                                           new Color(color.R, color.G, color.B, alpha), true);
                 }
             }
         }
     }
 }