protected override void Update(XGame.XGameTime gameTime) { this.rot += (float)((float)Math.PI / 30000000f) * (float)gameTime.ElapsedGameTime.Ticks; if (this.rot >= 2 * Math.PI) { this.rot = 0f; } this.text = String.Format("Game Template ( {0:F2} fps )", 10000000f / (float)gameTime.ElapsedGameTime.Ticks); }
protected override void Update(XGame.XGameTime gameTime) { this.rot += (float)((float)Math.PI / 30000000f) * (float)gameTime.ElapsedGameTime.Ticks; if (this.rot >= 2 * Math.PI) { this.rot = 0f; } float fps = 10000000f / (float)gameTime.ElapsedGameTime.Ticks; this.text = String.Format("GameTime : {0} , Fps : {1:F2} , Frame : {2}", gameTime.TotalGameTime, fps, gameTime.FrameCount); }
protected override void Draw(XGame.XGameTime gameTime) { this.form.Invoke(setTitle, new object[] { this.text }); Vector2 pos = new Vector2(this.Window.Width * 0.66f, this.Window.Height * 0.5f); this.GraphicsDevice.Clear(Color.Black); Rectangle dest = new Rectangle(0, 0, (int)this.Window.Width, (int)this.Window.Height); float colVal = (float)(this.rot / (2 * Math.PI)); spritebatch.Begin(spritemode: SpriteSortMode.Immediate); spritebatch.Draw(this.texture, dest, Color.White); spritebatch.Draw(this.texture, pos, null, new Color(.5f, .5f, .5f, colVal), this.rot, this.origin, 0.5f, SpriteEffects.None, 0.5f); spritebatch.End(); }
protected override void Draw(XGame.XGameTime gameTime) { this.GraphicsDevice.Clear(this.backColor); if (this.OnDraw != null) { this.OnDraw(this, EventArgs.Empty); } if (this.DrawGrid && this.Window != null) { this.gridDrawer.Draw(this.Scroll, this.ReferenceLength); } if (this.form.nodeViewer.Root != null) { spritebatch.Begin(spritemode: SpriteSortMode.BackToFront); this.form.nodeViewer.Root.Draw(spritebatch); spritebatch.End(); } if (this.selectedNode != null) { TextureNode n = this.selectedNode; textureBorderDrawer.Draw(n, (this.Window as DXGameWindow).Control.ClientSize.Width, (this.Window as DXGameWindow).Control.ClientSize.Height); spritebatch.Begin(); spritebatch.Draw( this.overlayTex.Texture, n.Destination, null, this.overlayColor, n.GlobalRotation, n.Center * this.overlayTex.Size, SpriteEffects.None, 0.6f); if (n.Texture != null) { Color c = n.Color; c.A = byte.MaxValue; spritebatch.Draw(n.Texture, n.Destination, null, c, n.GlobalRotation, n.Origin, SpriteEffects.None, 0.5f); } if (this.Mode.BasePoseSelected) { spritebatch.Draw( this.centerTex.Texture, n.GlobalPosition, null, Color.Red, 0, this.centerTex.Origin, 0.25f, SpriteEffects.None, 0f); } Vector4 point; Vector2 vec; for (int index = 0; index < (this.Mode.BasePoseSelected ? 8 : 4); index++) { vec = GameMode.ModePoints[index]; point = Vector2.Transform(new Vector2(vec.X * n.Destination.Width, vec.Y * n.Destination.Height), n.Transform); spritebatch.Draw( this.circleTex.Texture, new Vector2(point.X, point.Y), null, Color.White, n.GlobalRotation, this.circleTex.Origin, 0.025f, SpriteEffects.None, 0f); } spritebatch.End(); } }