public Core(Vector2 screenSize, GraphicsDeviceManager graphics, ContentManager content) { GameManager.initialize(screenSize, graphics, content, this); graphics.PreferredBackBufferWidth = (int)screenSize.X; graphics.PreferredBackBufferHeight = (int)screenSize.Y; graphics.ApplyChanges(); this.Cameras = new List<Camera>(); Camera camera = new Camera(0,0,(int)screenSize.X, (int)screenSize.Y); this.Cameras.Add(camera); GameManager.currentDrawCamera = camera; GameManager.WorldBounds = new Rectangle(0, 0, (int)Level.LEVEL_WIDTH * Level.ROOM_WIDTH * Level.BLOCK_WIDTH, (int)Level.LEVEL_HEIGHT * Level.ROOM_HEIGHT * Level.BLOCK_HEIGHT); setupQuadTree(); this.Stopwatch = new Stopwatch(); }
public Core(Vector2 screenSize, GraphicsDeviceManager graphics, ContentManager content) { Controller.Initialize(screenSize, graphics, content, this); graphics.PreferredBackBufferWidth = (int)screenSize.X; graphics.PreferredBackBufferHeight = (int)screenSize.Y; graphics.SynchronizeWithVerticalRetrace = false; graphics.ApplyChanges(); this.Cameras = new List<Camera>(); Camera camera = new Camera(0,0,(int)screenSize.X, (int)screenSize.Y); this.Cameras.Add(camera); Controller.CurrentDrawCamera = camera; Controller.WorldBounds = new Rectangle(0, 0, 2500,2000); Controller.LayerController.AddLayer("base"); SetupQuadTree(); this.Stopwatch = new Stopwatch(); }
private void DrawDebug(SpriteBatch spriteBatch, Camera camera, GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.LinearClamp, null, null, null, camera.GetTransformMatrix()); DrawCollisionQuad(spriteBatch); spriteBatch.End(); this.Stopwatch.Stop(); DebugInfo.AddDebugItem("Draw", this.Stopwatch.ElapsedMilliseconds + " ms"); DebugInfo.AddDebugItem("FPS", "" + Math.Round(1 / gameTime.ElapsedGameTime.TotalSeconds)); spriteBatch.Begin(); DebugInfo.Draw(spriteBatch); spriteBatch.End(); }