public Begin ( SpriteSortMode sortMode = SpriteSortMode.Deferred, |
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sortMode | SpriteSortMode | The drawing order for sprite and text drawing. |
blendState | State of the blending. Uses |
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samplerState | State of the sampler. Uses |
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depthStencilState | State of the depth-stencil buffer. Uses |
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rasterizerState | State of the rasterization. Uses |
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effect | A custom |
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transformMatrix | System.Matrix | An optional matrix used to transform the sprite geometry. Uses |
return | void |
public override void ReflectionRender(SpriteBatch spriteBatch) { if (this.txTexture == RenderMaster.txNullTex) { return; } this.txToUse = this.txTexture; if (this.dentxAlternateTextures.ContainsKey(RenderMaster.enCurrentPass)) { this.txToUse = this.dentxAlternateTextures[RenderMaster.enCurrentPass]; } if (base.xEffectWrapper == null) { spriteBatch.Draw(this.txToUse, Utility.Vector2_ToInts(this.xTransform.v2Pos - this.v2OffsetRenderPos) - Utility.Vector2_ToInts(this.xCamera.v2TopLeft * this.v2ParallaxFactor), null, this.cColor * this.fAlpha, this.fRotation, new Vector2(this.v2Offset.X, (float)this.txTexture.Height - this.v2Offset.Y), this.v2Scale, this.enSpriteEffect | SpriteEffects.FlipVertically, 0f); return; } spriteBatch.End(); foreach (KeyValuePair<string, float> kvp in this.dsfFloatShaderParameters) { base.xEffectWrapper.xEffect.Parameters[kvp.Key].SetValue(kvp.Value); } spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, null, base.xEffectWrapper.xEffect); spriteBatch.Draw(this.txToUse, Utility.Vector2_ToInts(this.xTransform.v2Pos - this.v2OffsetRenderPos) - Utility.Vector2_ToInts(this.xCamera.v2TopLeft * this.v2ParallaxFactor), null, this.cColor * this.fAlpha, this.fRotation, new Vector2(this.v2Offset.X, (float)this.txTexture.Height - this.v2Offset.Y), this.v2Scale, this.enSpriteEffect | SpriteEffects.FlipVertically, 0f); spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, null); }
public void Draw(SpriteBatch spriteBatch) { //Draw all the Lights we have added to LightingManager.LightTarget LightingManager.BeginDrawMainTarget(); spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, null, null, null, null, Camera.Get_Transformation()); mapManager.DrawBackground(spriteBatch); mapManager.DrawMiddle(spriteBatch); mapManager.DrawForeground(spriteBatch); EnemyManager.Draw(spriteBatch); if (Player != null) Player.Draw(spriteBatch); spriteBatch.End(); LightingManager.EndDrawingMainTarget(); LightingManager.DrawLitScreen(); spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, null, null, null, null, Camera.Get_Transformation()); Camera.Draw(spriteBatch); spriteBatch.End(); }
public override void Render(SpriteBatch spriteBatch) { View view = player.View; int x = view.ScreenX + view.Width - MaxTextLength - MaxNameLength - Margin; int y = view.ScreenY + Margin; bool alreadyStarted = true; try { spriteBatch.End(); } catch (InvalidOperationException) { alreadyStarted = false; } spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Immediate, SaveStateMode.None); foreach (Resource resource in player.Resources) { drawText(resource.Type + ": ", font, x, y, spriteBatch); drawText(resource.Quantity.ToString(), font, x + MaxNameLength, y, spriteBatch); y += Margin + TextHeight; } spriteBatch.End(); if (alreadyStarted) spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.BackToFront, SaveStateMode.None); }
public void Draw(SpriteBatch sb) { sb.Begin(); sb.Draw(gameOverText, new Rectangle(0, 0, 1920, 1080), Color.White * gameOverOpacity); sb.End(); if (titleButtonPosition != null && titleButtonPosition.Y > 0) { sb.Begin(); sb.Draw(buttonTexture, new Rectangle(530, 780, 870, 100), c); sb.End(); sb.Begin(); sb.Draw(buttonTexture, new Rectangle(525, 775, 870, 100), Color.White); sb.End(); sb.Begin(); sb.Draw(buttonTexture, new Rectangle(525, 775, 870, 100), c); sb.End(); sb.Begin(); sb.DrawString(font, "RETURN TO TITLE SCREEN", titleButtonPosition, Color.White); sb.End(); } }
public void StarDraw(SpriteBatch spriteBatch, Vector2 location) { Rectangle sourceRectangle = new Rectangle((int)MarioSpriteConstants.FIRELEFTJUMPSOURCE.X, (int)MarioSpriteConstants.FIRELEFTJUMPSOURCE.Y, (int)MarioSpriteConstants.FIRELEFTJUMPWIDTHHEIGHT.X, (int)MarioSpriteConstants.FIRELEFTJUMPWIDTHHEIGHT.Y); Rectangle destinationRectangle = new Rectangle((int)location.X, (int)location.Y, (int)MarioSpriteConstants.FIRELEFTJUMPWIDTHHEIGHT.X, (int)MarioSpriteConstants.FIRELEFTJUMPWIDTHHEIGHT.Y); if (starDrawCounter < MarioSpriteConstants.STARDRAWBROWNCOUNTER) { spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, ScreenScaler.ScalingMatrix); spriteBatch.Draw(spriteSheet, destinationRectangle, sourceRectangle, Color.Brown); spriteBatch.End(); starDrawCounter++; } else if (starDrawCounter > MarioSpriteConstants.STARDRAWBROWNCOUNTER && starDrawCounter < MarioSpriteConstants.STARDRAWYELLOWGREENCOUNTER) { spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, ScreenScaler.ScalingMatrix); spriteBatch.Draw(spriteSheet, destinationRectangle, sourceRectangle, Color.YellowGreen); spriteBatch.End(); starDrawCounter++; } else { spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, ScreenScaler.ScalingMatrix); spriteBatch.Draw(spriteSheet, destinationRectangle, sourceRectangle, Color.Orange); spriteBatch.End(); if (starDrawCounter < MarioSpriteConstants.STARDRAWORANGECOUNTER) { starDrawCounter++; } else { starDrawCounter = MarioSpriteConstants.RESETTOZERO; } } }
public override void Draw(SpriteBatch spriteBatch) { base.Draw(spriteBatch); //TODO: Add your Draw logic here spriteBatch.Begin(SpriteSortMode.Texture, BlendState.Additive); EntityManager.Draw(spriteBatch); spriteBatch.End(); spriteBatch.Begin(0, BlendState.Additive); spriteBatch.DrawString(Art.Font, "Lives: " + PlayerStatus.Lives, new Vector2(5), Color.White); drawRightAlignedString("Score: " + PlayerStatus.Score, 5, Color.White); drawRightAlignedString("Multiplier: " + PlayerStatus.Multiplier, 35, Color.White); if (PlayerStatus.IsGameOver) { string text = "Game Over\n" + "Your Score: " + PlayerStatus.Score + "\n" + "High Score: " + PlayerStatus.HighScore; drawCentertAlignedString(text, Color.White); } // draw the custom mouse cursor spriteBatch.Draw(Art.Pointer, Input.MousePosition, Color.White); spriteBatch.End(); }
public override void Draw(SpriteBatch batch) { int tilesWide = (int)(currentLayer.LayerTexture.Width / map.TileDimensions.Width); int tilesHigh = (int)(currentLayer.LayerTexture.Height / map.TileDimensions.Height); batch.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied); batch.Draw (backgroundTexture, new Rectangle (0, 0, Moxy.ScreenWidth, Moxy.ScreenHeight), null, Color.Black); batch.End(); batch.Begin (SpriteSortMode.Texture, BlendState.AlphaBlend); for (int x = 0; x < tilesWide; x++) { for (int y = 0; y < tilesHigh; y++) { var tileID = (y * tilesWide) + x; var tileLocation = new Vector2(x * (map.TileDimensions.Width * scale), y * (map.TileDimensions.Height * scale)) + tileDisplayOffset; // Draw the tile at it's respective location batch.Draw (currentLayer.LayerTexture, tileLocation, currentLayer.LayerBounds[tileID], Color.White, 0f, Vector2.Zero, scale, SpriteEffects.None, 1f); // Highlight if it's currently selected if (tileID == mapState.currentTileID) batch.Draw (mapState.highlightTexture, tileLocation, null, Color.White, 0f, Vector2.Zero, scale, SpriteEffects.None, 1f); } } batch.End(); }
public override void draw(SpriteBatch spriteBatch) { Game1.graphics.GraphicsDevice.Clear(Color.Lerp(Color.DarkGray, Color.White, 0.4f)); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, Game1.grayCheckerBoard, Matrix.CreateScale(720, 480, 0)); spriteBatch.Draw(Game1.globalBlackPixel, Vector2.Zero, Color.White); spriteBatch.End(); spriteBatch.Begin(); for (int i = 0; i < menuList.Count; i++) { MBQG.drawGUIBox(spriteBatch, new Vector2((float)(144 + (25 * menuList[i].distanceOut)), 81 + i * 64), 28, 3, (i <= Game1.MagnetBoySaveData.furthestLevelUnlocked) ? Color.Purple : Color.Lerp(Color.Purple, Color.Black, 0.5f), AnimationFactory.DepthLayer3); spriteBatch.DrawString(Game1.gameFontText, Game1.levelNames[i], new Vector2((float)(152 + (25 * menuList[i].distanceOut)), 85 + i * 64), Color.Lerp(Color.Black, Color.White, (float)menuList[i].distanceOut)); if (i <= Game1.MagnetBoySaveData.furthestLevelUnlocked) { spriteBatch.DrawString(Game1.gameFontText, "BEST TIME COMPLETED IN " + (Game1.MagnetBoySaveData.levelBestTime(i) / 1000) , new Vector2((float)(168 + (25 * menuList[i].distanceOut)), 106 + i * 64), Color.Lerp(new Color(40, 40, 40), Color.DarkGray, (float)menuList[i].distanceOut)); } else { spriteBatch.DrawString(Game1.gameFontText, "LOCKED", new Vector2((float)(168 + (25 * menuList[i].distanceOut)), 106 + i * 64), Color.Lerp(new Color(40, 40, 40), Color.DarkGray, (float)menuList[i].distanceOut)); } } AnimationFactory.drawAnimationFrame(spriteBatch, "xboxButtons", 0, new Vector2(220, 400), AnimationFactory.DepthLayer0); spriteBatch.DrawString(Game1.gameFontText, "Begin Level", new Vector2(245, 401), Color.Black); AnimationFactory.drawAnimationFrame(spriteBatch, "xboxButtons", 3, new Vector2(425, 400), AnimationFactory.DepthLayer0); spriteBatch.DrawString(Game1.gameFontText, "Back", new Vector2(450, 401), Color.Black); spriteBatch.End(); }
public static void Draw(SpriteBatch spriteBatch) { //gsm.game.GraphicsDevice.SetRenderTarget(overlayTarget); //gsm.game.GraphicsDevice.Clear(Color.Transparent); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied); words1.Draw(spriteBatch); words2.Draw(spriteBatch); words3.Draw(spriteBatch); words4.Draw(spriteBatch); words5.Draw(spriteBatch); words6.Draw(spriteBatch); spriteBatch.End(); if (fadeOverlay.color == Color.Black) spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied); else if (fadeOverlay.color == Color.White) spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive); else spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied); fadeOverlay.Draw(spriteBatch); spriteBatch.End(); //gsm.game.GraphicsDevice.SetRenderTarget(null); //spriteBatch.Begin(); //spriteBatch.Draw(overlayTarget, Vector2.Zero, Color.White); //spriteBatch.End(); }
public static Texture2D ConvertToPreMultipliedAlphaGPU(Texture2D texture) { // code borrowed from http://jakepoz.com/jake_poznanski__speeding_up_xna.html // Set up a render target to hold our final texture which will have premulitplied alpha values RenderTarget2D result = new RenderTarget2D(device, texture.Width, texture.Height); device.SetRenderTarget(result); device.Clear(Color.Black); // Multiply each color by the source alpha, and write in just the color values into the final texture SpriteBatch spriteBatch = new SpriteBatch(device); spriteBatch.Begin(SpriteSortMode.Immediate, blendColor); spriteBatch.Draw(texture, texture.Bounds, Color.White); spriteBatch.End(); // Now copy over the alpha values from the PNG source texture to the final one, without multiplying them spriteBatch.Begin(SpriteSortMode.Immediate, blendAlpha); spriteBatch.Draw(texture, texture.Bounds, Color.White); spriteBatch.End(); // Release the GPU back to drawing to the screen device.SetRenderTarget(null); return result as Texture2D; }
public override void Draw(GameTime gameTime) { if (starting) return; SpriteBatch spriteBatch = new SpriteBatch(Game.GraphicsDevice); // draw pulsing success/failure spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied); Rectangle playerRegion = player.GetRegion(); Rectangle relative = player.GetRelativeRegion(); spriteBatch.Draw(fadeTexture, player.GetRegion(), player.GetRelativeRegion(), puzzleSuccess?(new Color(64, 255, 64, fadeAlpha)):(new Color(255, 69, 0, fadeAlpha))); spriteBatch.End(); base.Draw(gameTime); // draw status bars over fade if (!puzzleSuccess) return; // draw success plus if (this.countUpdates > 60) { spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, this.matrix); spriteBatch.Draw(plusTexture, new Vector2(), player.ColorOf()); spriteBatch.End(); } Game.GraphicsDevice.ScissorRectangle = this.drawRegion; RasterizerState rs = new RasterizerState(); // draw success chevron rs.ScissorTestEnable = true; spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, rs); spriteBatch.Draw(chevronTexture, chevronPosition + displacement, null, player.ColorOf(), player.ClockwiseAngle(), new Vector2(42,35), 1.0f, SpriteEffects.None, 0); spriteBatch.End(); }
public void Draw(SpriteBatch sb) { sb.Begin(); sb.Draw(background, new Rectangle(0, 0, 1920, 1080), Color.Black); sb.End(); sb.Begin(); if (counter >= 0) { sb.DrawString(font, health, new Vector2(150, 150), Color.White); } if (counter >= 1) { sb.DrawString(font, charge, new Vector2(300, 300), Color.White); } if (counter >= 2) { sb.DrawString(font, level, new Vector2(450, 450), Color.White); } if (counter >= 3) { sb.DrawString(font, enemy, new Vector2(600, 600), Color.White); } sb.End(); sb.Begin(); if (counter == 4) { sb.Draw(readyText, new Rectangle(0, 0, 1920, 1080), Color.White); } sb.End(); }
public void DrawHUD(SpriteBatch batch) { batch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, Matrix.CreateTranslation(2, 2 + endVectorNames ,0)); batch.Draw(pointsName, Vector2.Zero, Color.White); batch.End(); batch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, Matrix.CreateTranslation(2, 2, 0)); DrawPoints(batch); batch.End(); if (SurvivalManager.Get().GetCombo() > 1) { batch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, Matrix.CreateTranslation(2, 21 + endVectorNames, 0)); batch.Draw(comboName, Vector2.Zero, Color.White); DrawCombo(batch); batch.End(); } }
public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { this.Stopwatch.Reset(); this.Stopwatch.Start(); GameManager.Graphics.GraphicsDevice.Clear(CurrentState.BackgroundColor); foreach (Camera camera in Cameras) { GameManager.currentDrawCamera = camera; GameManager.Graphics.GraphicsDevice.Viewport = camera.Viewport; spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.LinearClamp, null, null, null, camera.GetTransformMatrix()); this.CurrentState.Draw(spriteBatch); spriteBatch.End(); #if(DEBUG) 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(); #endif Node.ResetDrawDepth(); } }
public override void Draw(SpriteBatch batch) { batch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, camera.Transform); world.Map.Draw(batch); world.BulletManager.Draw(batch); world.Player.Draw(batch); foreach (var enemy in world.Enemies) { enemy.Draw(batch); } foreach (var power in world.Powers) { power.Draw(batch); } batch.End(); batch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, hudCamera.Transform); hud.Render(batch); batch.End(); }
public override void applyEffect(SpriteBatch spriteBatch) { Texture2D scene; scene = (Texture2D)_buffer; // do the horizontal pass _device.SetRenderTarget(_horzBuffer); setBlurEffectParameters(1.0f / _horzBuffer.Width, 0f); spriteBatch.Begin(0, BlendState.Opaque, null, null, null, _blur); spriteBatch.Draw(scene, _horzBuffer.Bounds, Color.White); spriteBatch.End(); // do the vertical pass _device.SetRenderTarget(_vertBuffer); setBlurEffectParameters(0f, 1.0f / _horzBuffer.Height); spriteBatch.Begin(0, BlendState.Opaque, null, null, null, _blur); spriteBatch.Draw((Texture2D)_horzBuffer, _vertBuffer.Bounds, Color.White); spriteBatch.End(); // draw the blured scene whith the original one on the screen _device.SetRenderTarget(null); /*spriteBatch.Begin(); spriteBatch.Draw(scene, new Vector2(0, 0), Color.White); spriteBatch.End();*/ spriteBatch.Begin(0, BlendState.Opaque); spriteBatch.Draw((Texture2D)_vertBuffer, _buffer.Bounds, Color.White); spriteBatch.End(); }
public override void Draw(SpriteBatch spriteBatch, MGCamera camera) { if (Visible) { Vector2 position; Vector2 vector; base.ConvertToWorld(out position, out vector); float rotation = base.ConvertToWorldRot(); Color color = _color * (_opacity / 255f); color.A = (byte)_opacity; if (camera == null) { spriteBatch.Begin(SpriteSortMode.BackToFront, _blendState); } else { spriteBatch.Begin(SpriteSortMode.BackToFront, _blendState, null, null, null, null, camera.Transform); } spriteBatch.Draw(Texture, position, new Rectangle((int)FS.TextCoords.X, (int)FS.TextCoords.Y, (int)FS.Width, (int)FS.Width), color, rotation, _anchorPoisiton, _scale, SpriteEffects.None, 0f); spriteBatch.End(); } }
public override void Render(SpriteBatch spriteBatch) { if (this.bRenderShadow) { if (this.bCustomShadow) { spriteBatch.Draw(this.txShadowTexture, Utility.Vector2_ToInts(this.xTransform.v2Pos) - this.xCamera.v2TopLeft, null, this.cColor * this.fAlpha, 0f, this.v2Offset, base.fScale, SpriteEffects.None, 0f); } else { spriteBatch.Draw(ItemRenderComponent.txGenericShadow, Utility.Vector2_ToInts(this.xTransform.v2Pos) - this.xCamera.v2TopLeft, null, this.cColor * 0.6f, 0f, ItemRenderComponent.v2ShadowOffset, 1f, SpriteEffects.None, 0f); } } if (base.xEffectWrapper == null) { spriteBatch.Draw(this.txTexture, Utility.Vector2_ToInts(this.xTransform.v2Pos + this.v2OffsetRenderPos) - this.xCamera.v2TopLeft, null, this.cColor * this.fAlpha, this.fRotation, this.v2Offset, base.fScale, SpriteEffects.None, 0f); return; } spriteBatch.End(); foreach (KeyValuePair<string, float> kvp in this.dsfFloatShaderParameters) { base.xEffectWrapper.xEffect.Parameters[kvp.Key].SetValue(kvp.Value); } spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, null, base.xEffectWrapper.xEffect); spriteBatch.Draw(this.txTexture, Utility.Vector2_ToInts(this.xTransform.v2Pos + this.v2OffsetRenderPos) - this.xCamera.v2TopLeft, null, this.cColor * this.fAlpha, this.fRotation, this.v2Offset, base.fScale, SpriteEffects.None, 0f); spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, null); }
public void Draw(SpriteBatch batch) { if (enabled && render) { Main.graphics.GraphicsDevice.SetRenderTarget(swapTarget); Main.graphics.GraphicsDevice.Clear(Color.Transparent); batch.End(); batch.Begin(); batch.Draw(visualGridSprites[focus], Main.screenRect, Color.White); for (int i = 0; i < width; i++) for (int j = 0; j < height; j++) { if (grid[i, j].inhabitants.Count > 0) { batch.Draw(Main.sprites["filledGrid"], new Rectangle((int)(i * gridSize.X), (int)(j * gridSize.Y), (int)gridSize.X, (int)gridSize.Y), (grid[i, j].inhabitants[0] as IDrawableGridAsset).gridColor); } } batch.End(); batch.Begin(); Main.graphics.GraphicsDevice.SetRenderTarget(null); visualGrid = new DrawableAsset<RenderTarget2D>(new Vector2(Main.windowSize.X / 2, Main.windowSize.Y / 2), new Vector2(0, -1), Main.windowSize, swapTarget); visualGrid.Draw(batch); } }
public override void Draw(GameTime pGameTime, SpriteBatch pSpriteBatch) { //Console.WriteLine(pGameTime.ElapsedGameTime.Milliseconds); #if DEBUG pSpriteBatch.Begin(); Vector3 m_CalculatedMouse = Vector3.Transform(new Vector3(Mouse.GetState().X, Mouse.GetState().Y, 0), m_CameraManager.ActiveCamera().GetMatrix()); pSpriteBatch.DrawString(Main.INSTANCE.Fonts["debug"], string.Format("TRANSLATED MOUSE: {0},{1}", m_CalculatedMouse.X, m_CalculatedMouse.Y), new Vector2(0, 30), Color.White); pSpriteBatch.DrawString(Main.INSTANCE.Fonts["debug"], "PLAYER ACTION: " + m_GameLevel.Players[0].PlayerAction.ToString(), new Vector2(0, 45), Color.White); pSpriteBatch.End(); #endif pSpriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, m_CameraManager.ActiveCamera().GetMatrix()); m_GameLevel.Draw(pGameTime, pSpriteBatch); pSpriteBatch.End(); base.Draw(pGameTime, pSpriteBatch); }
public void Draw(SpriteBatch sb) { sb.Begin(); sb.Draw(pauseBackground, new Rectangle(0, 0, 1920, 1080), c); sb.End(); sb.Begin(); sb.Draw(resumeButton, new Rectangle(565, 490, 800, 100), c); sb.Draw(titleButton, new Rectangle(565, 615, 800, 100), c); sb.Draw(quitButton, new Rectangle(565, 740, 800, 100), c); sb.End(); if (highlightedData != null) { sb.Begin(); sb.Draw(highlightedOption, highlightedData, Color.White); sb.End(); } sb.Begin(); sb.Draw(resumeButton, new Rectangle(560, 485, 800, 100), c); sb.Draw(titleButton, new Rectangle(560, 610, 800, 100), c); sb.Draw(quitButton, new Rectangle(560, 735, 800, 100), c); sb.End(); sb.Begin(); sb.Draw(pauseText, new Rectangle(0, 20, 1920, 1080), Color.White); sb.End(); }
public static void Draw(SpriteBatch sb,Texture2D tex1) { sb.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied); shaders.MainMenuBlurBegin(); sb.Draw(tex1, Vector2.Zero, Color.White); shaders.MainMenuBlurEnd(); sb.End(); sb.Begin(); for (int i = 0; i != items.Length; i++) { Color col = Color.Red; float scale = 1f; int selected = gfunc.roundUp(f_selectedItem); if (i == selected) { col = Color.White; scale = 1.25f; } sb.Draw(items[i].texture, items[i].position, null, col, 0, new Vector2(items[i].texture.Width, items[i].texture.Height) / 2, scale, SpriteEffects.None, 1); } sb.Draw(title, new Vector2(Game1.v_resolution.X / 2, 0), null, Color.White, 0, new Vector2(title.Width / 2, 0), 1, SpriteEffects.None, .25f); sb.End(); }
public override void Draw(SpriteBatch spriteBatch) { spriteBatch.Begin(); spriteBatch.Draw(TextureManager.Instance.GetTextureByString("pixel"), _outLine, Color.Azure); spriteBatch.Draw(TextureManager.Instance.GetTextureByString("pixel"), _inLine, _bgColor); spriteBatch.Draw(TextureManager.Instance.GetTextureByString("pixel"), _scrollUp, Color.FloralWhite); spriteBatch.Draw(TextureManager.Instance.GetTextureByString("pixel"), _scrollDown, Color.FloralWhite); spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, null, null, null, _camera.GetTransformMatrix()); if (_rowList.Count > 0 && _scrollIndex < _rowList.Count-1) for (int i = _rowList[_scrollIndex]; i < _rowList[_scrollIndex + 1]; i++) _spriteList[i].Draw(spriteBatch); if (_scrollIndex == _rowList.Count-1) for (int i = _rowList[_scrollIndex]; i < _spriteList.Count; i++) _spriteList[i].Draw(spriteBatch); spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, null, null, null, _camera.GetTransformMatrix()); if (_selectedSprite != null) _selectedSprite.Draw(spriteBatch, Color.Red, 0.5f); spriteBatch.End(); base.Draw(spriteBatch); }
public override void Draw(GameTime gameTime, GraphicsDevice graphicsDevice, SpriteBatch spriteBatch) { if (!end) { spriteBatch.Begin(); StringTool.DrawString(spriteBatch, DataSystem.fontCourierNew, "White: " + white.HP.ToString(), new Rectangle(0, 0, 200, 60), StringTool.Alignment.Right, Color.White); StringTool.DrawString(spriteBatch, DataSystem.fontCourierNew, "Black: " + black.HP.ToString(), new Rectangle(Util.screenWidth - 200, 0, Util.screenWidth, 60), StringTool.Alignment.Left, Color.White); spriteBatch.End(); graphicsDevice.DepthStencilState = DepthStencilState.Default; spriteBatch.Begin(); white.Draw(camera); black.Draw(camera); landscape.Draw(gameTime, graphicsDevice, camera); spriteBatch.End(); graphicsDevice.DepthStencilState = DepthStencilState.Default; } else { spriteBatch.Begin(); if (dieSide == 0) StringTool.DrawString(spriteBatch, DataSystem.fontDavida, "Black WIN this battle", new Rectangle(0, 0, Util.screenWidth, Util.screenHeight), StringTool.Alignment.Center, new Color(t * 4, t * 4, t * 4)); else StringTool.DrawString(spriteBatch, DataSystem.fontDavida, "White WIN this battle", new Rectangle(0, 0, Util.screenWidth, Util.screenHeight), StringTool.Alignment.Center, new Color(t * 4, t * 4, t * 4)); spriteBatch.End(); graphicsDevice.DepthStencilState = DepthStencilState.Default; } }
public override void draw(SpriteBatch sb) { if (m_unitHealth > 0) { sb.Begin(); sb.Draw(m_baseTexture, m_position, null, Color.White, 0, m_origin, 0.5f, SpriteEffects.None, 0); sb.End(); sb.Begin(); foreach (Bullet curB in bullets) { curB.draw(sb); } sb.Draw(m_texture, m_position, null, Color.White, m_rotation, m_origin, 0.5f, SpriteEffects.None, 0); if (m_displayInfo) { drawDisplayInfo(sb); } sb.End(); } }
public static void draw(SpriteBatch sb,Texture2D tex1) { sb.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied); //shaders.MainMenuBlurBegin(); sb.Draw(tex1, Vector2.Zero, Color.White); //shaders.MainMenuBlurEnd(); sb.End(); sb.Begin(); if (timeWaited < 3) { if (timeWaited > 0.5f) { if (Controller.is_a_pressed(PlayerIndex.One)) timeWaited = 3; } sb.Draw(howtoTex, Vector2.Zero, Color.White); } else { if (Controller.is_a_pressed(PlayerIndex.One)) timeWaited = 5; sb.Draw(controls, Vector2.Zero, Color.White); } timeWaited += 0.005f; if (timeWaited > 5) { Game1.currentMenu = Game1.activeMenu.main; timeWaited = 0; } sb.End(); }
public void PreRender(SpriteBatch spriteBatch) { Vector2 v2TruPos = new Vector2(75f, 75f); PlayerAnimation arg_22_0 = this.dixAnimations[this.iActiveAnimation]; RenderMaster.ChangeClothingSetInShader(Program.GetTheGame().dsxEffects["ColorReplace"].xEffect, this.av4ClothingColors); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, null, Program.GetTheGame().dsxEffects["ColorReplace"].xEffect); spriteBatch.Draw(this.dixAnimations[this.iActiveAnimation].xTextureSet.txBase, v2TruPos, new Rectangle?(this.dixAnimations[this.iActiveAnimation].recCurrentFrame), this.cColor, this.fRotation, this.dixAnimations[this.iActiveAnimation].v2PositionOffset, base.fScale, this.enSpriteEffect, 0f); spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, null); if (!this.dixAnimations[this.iActiveAnimation].xTextureSet.bIgnoreHatStuff && this.xOwnerObject.Owner.xEquipment.xFacegear != null && !this.xOwnerObject.Owner.xEquipment.xFacegear.abOverHair[(int)this.dixAnimations[this.iActiveAnimation].byAnimationDirection]) { this.RenderFacegear(spriteBatch); } byte byLol = this.dixAnimations[this.iActiveAnimation].byAnimationDirection; if (!this.dixAnimations[this.iActiveAnimation].xTextureSet.bIgnoreHatStuff && this.xOwnerObject.Owner.xEquipment.xHairdo != null && (this.xOwnerObject.Owner.xEquipment.DisplayHat == null || !this.xOwnerObject.Owner.xEquipment.DisplayHat.bHideHair)) { HairdoInfo xHairdo = this.xOwnerObject.Owner.xEquipment.xHairdo; if (HatAnimation.dixLibrary.ContainsKey(this.iActiveAnimation)) { Vector2 v2RenderPos = v2TruPos - this.dixAnimations[this.iActiveAnimation].v2PositionOffset + HatAnimation.dixLibrary[this.iActiveAnimation].av2Offsets[this.dixAnimations[this.iActiveAnimation].iRenderedFrame] * base.fScale; v2RenderPos = Utility.Vector2_ToInts(v2RenderPos); spriteBatch.End(); Program.GetTheGame().dsxEffects["ColorReplace"].xEffect.Parameters["ReplacementPalette"].SetValue(this.av4HairdoColors); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, null, Program.GetTheGame().dsxEffects["ColorReplace"].xEffect); if (this.xOwnerObject.Owner.xEquipment.DisplayHat == null || !this.xOwnerObject.Owner.xEquipment.DisplayHat.GetCurrentSet(this.xOwnerObject.Owner.xEquipment.xHairdo.enItemType).bObstructsTop || xHairdo.atxObstructedAlternatesTopSides[(int)byLol] == null) { spriteBatch.Draw(xHairdo.atxTextures[(int)byLol], v2RenderPos, null, this.cColor, 0f, xHairdo.av2RenderOffsets[(int)byLol], base.fScale, SpriteEffects.None, 0f); } else { spriteBatch.Draw(xHairdo.atxObstructedAlternatesTopSides[(int)byLol], v2RenderPos, null, this.cColor, 0f, xHairdo.av2RenderOffsets[(int)byLol], base.fScale, SpriteEffects.None, 0f); } spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, null); } } if (!this.dixAnimations[this.iActiveAnimation].xTextureSet.bIgnoreHatStuff && this.xOwnerObject.Owner.xEquipment.DisplayFacegear != null && this.xOwnerObject.Owner.xEquipment.DisplayFacegear.abOverHair[(int)this.dixAnimations[this.iActiveAnimation].byAnimationDirection]) { this.RenderFacegear(spriteBatch); } if (!this.dixAnimations[this.iActiveAnimation].xTextureSet.bIgnoreHatStuff && this.xOwnerObject.Owner.xEquipment.DisplayHat != null) { HatInfo arg_4B0_0 = this.xOwnerObject.Owner.xEquipment.DisplayHat; HatInfo.VisualSet xUsedSet = this.xOwnerObject.Owner.xEquipment.DisplayHat.GetCurrentSet(this.xOwnerObject.Owner.xEquipment.xHairdo.enItemType); if (HatAnimation.dixLibrary.ContainsKey(this.iActiveAnimation)) { Vector2 v2RenderPos2 = v2TruPos - this.dixAnimations[this.iActiveAnimation].v2PositionOffset + HatAnimation.dixLibrary[this.iActiveAnimation].av2Offsets[this.dixAnimations[this.iActiveAnimation].iRenderedFrame] * base.fScale; v2RenderPos2 = Utility.Vector2_ToInts(v2RenderPos2); spriteBatch.Draw(xUsedSet.atxTextures[(int)byLol], v2RenderPos2, null, this.cColor, 0f, xUsedSet.av2RenderOffsets[(int)byLol], base.fScale, SpriteEffects.None, 0f); } } spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, null, Program.GetTheGame().dsxEffects["ColorReplace"].xEffect); foreach (Texture2D tx in this.dixAnimations[this.iActiveAnimation].xTextureSet.ltxRenderOnTop) { spriteBatch.Draw(tx, v2TruPos, new Rectangle?(this.dixAnimations[this.iActiveAnimation].recCurrentFrame), this.cColor, this.fRotation, this.dixAnimations[this.iActiveAnimation].v2PositionOffset, base.fScale, SpriteEffects.None, 0f); } spriteBatch.End(); }
public override void Render(SpriteBatch spriteBatch) { spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, SamplerState.PointClamp, DepthStencilState.Default, null, null); spriteBatch.Draw(this.txTexture, Utility.Vector2_ToInts(this.v2TopLeftPosition) - Utility.Vector2_ToInts(this.xCamera.v2TopLeft), null, Color.White * this.fAlpha, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0f); spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, null, null); }
public override void Render(SpriteBatch spriteBatch) { spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.Default, null); spriteBatch.Draw(this.txTexture, Utility.Vector2_ToInts(Vector2.Zero) - Utility.Vector2_ToInts(this.xCamera.v2TopLeft * this.v2ParallaxFactor), new Rectangle?(new Rectangle(0, 0, 640, 360)), this.cColor * this.fAlpha, this.fRotation, Vector2.Zero, this.v2Scale, this.enSpriteEffect, 0f); spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, null); }
public void Draw(SpriteBatch batch, GameTime gameTime) { batch.Begin(); batch.Draw(background, new Rectangle((int)startPos.X, (int)startPos.Y, CANVAS_WIDTH, CANVAS_HEIGHT), Color.CornflowerBlue); batch.End(); batch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, RasterizerState.CullNone, null, Camera.GetTransform()); gameRef.level.Draw(batch, gameTime); if (gameRef.ShowCollisionMap) { int startX = (int)((Camera.Position.X / Engine.TileWidth)) - 2; int startY = (int)((Camera.Position.Y / Engine.TileHeight)) - 2; int endX = startX + (int)((Camera.View.Width / Engine.TileWidth)) + 4; int endY = startY + (int)((Camera.View.Height / Engine.TileHeight)) + 4; for (int x = startX; x < endX; x++) { if (x < 0 || x >= gameRef.level.WidthInTiles) continue; for (int y = startY; y < endY; y++) { if (y < 0 || y >= gameRef.level.HeightInTiles) continue; if (gameRef.level.GetIsCollision(x, y)) batch.Draw(background, new Rectangle(x * Engine.TileWidth, y * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight), Color.Red * .4f); } } } batch.Draw(playerSpawnTex, new Rectangle(gameRef.level.PlayerSpawnPoint.X * Engine.TileWidth, gameRef.level.PlayerSpawnPoint.Y * Engine.TileHeight, 32, 32), Color.White); batch.End(); batch.Begin(); batch.DrawString(font, Engine.VectorToCell(transformedPos).ToString(), startPos, Color.White); batch.DrawString(font, "Layer " + (gameRef.level.CurrentLayerIndex + 1).ToString(), startPos + new Vector2(font.MeasureString(Engine.VectorToCell(transformedPos).ToString()).X + 10, 0), Color.White); batch.DrawString(font, "| Tool: " + gameRef.SelectedTool.ToString(), new Vector2( font.MeasureString( Engine.VectorToCell(transformedPos).ToString() + 10 + "Layer " + (gameRef.level.CurrentLayerIndex + 1).ToString() + 10).X, 0), Color.White); batch.End(); }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch sb) { sb.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone, null, gui.Game.CurrentWorld.WorldCamera.Projection * gui.Game.Resolution.Projection); gui.Game.CurrentWorld.Draw(sb); sb.End(); sb.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone, null, gui.Game.Resolution.Projection); debug.Draw(sb); //drawHealth(sb); sb.End(); }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch sB, GraphicsDeviceManager gM, bool drawHUD) { sB.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend); sB.GraphicsDevice.Clear(Color.White); if (textures.GetLoadPercent() > 65) { controls.Draw(sB, Vector2.Zero, null); } else { logo.Draw(sB, Vector2.Zero, null); } if (textures.GetLoadPercent() != 100) { textures.DrawString(sB, "Loading " + textures.GetLoadPercent() + "%", new Vector2(624, 624), Color.Gray, TextureManager.FontSizes.small, true); } else { textures.DrawString(sB, "Finished Loading\n Press Start", new Vector2(624, 624), Color.Gray, TextureManager.FontSizes.small, true); } sB.End(); theStage = stage.loading; }
public override void render(Microsoft.Xna.Framework.Graphics.SpriteBatch sb) { AnimationLib.GraphicsDevice.SetRenderTarget(textureScreen); AnimationLib.GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Transparent, 1.0f, 0); renderGUI(sb2, 1.0f); AnimationLib.GraphicsDevice.SetRenderTarget(null); screenResult = (Texture2D)textureScreen; AnimationLib.GraphicsDevice.SetRenderTarget(halfTextureScreen); AnimationLib.GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Transparent, 1.0f, 0); renderGUI(sb2, 0.5f); AnimationLib.GraphicsDevice.SetRenderTarget(null); halfSizeTexture = (Texture2D)halfTextureScreen; AnimationLib.GraphicsDevice.SetRenderTarget(quarterTextureScreen); AnimationLib.GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Transparent, 1.0f, 0); renderGUI(sb2, 0.25f); AnimationLib.GraphicsDevice.SetRenderTarget(null); quarterSizeTexture = (Texture2D)quarterTextureScreen; AnimationLib.GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Transparent, 1.0f, 0); Game1.BloomFilter.Parameters["halfResMap"].SetValue(halfSizeTexture); Game1.BloomFilter.Parameters["quarterResMap"].SetValue(quarterSizeTexture); Game1.BloomFilter.Parameters["Threshold"].SetValue(0.3f); Game1.BloomFilter.Parameters["BlurDistanceX"].SetValue(0.00175f); Game1.BloomFilter.Parameters["BlurDistanceY"].SetValue(0.00175f); sb.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied, SamplerState.PointClamp, null, null, Game1.BloomFilter, Matrix.Identity); sb.Draw(screenResult, new Vector2(0), Color.White); sb.End(); }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch sb) { sb.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.None, _rasterizerScissorsState); sb.Draw(frameText, new Rectangle(X, Y, width, height), Color.White); //if (new Rectangle(X, Y, width, height).Contains((int)GUI.InputManager.MousePosition.X, (int)GUI.InputManager.MousePosition.Y)) // if(GUI.InputManager.MouseManager.State.LeftButton == Microsoft.Xna.Framework.Input.ButtonState.Pressed) // sb.Draw(backText, ClientArea, Color.Gray); // else // sb.Draw(backText, ClientArea, Color.LightGray); //else sb.Draw(backText, ClientArea, topColor); topColor = Color.White; Rectangle oldsc = sb.GraphicsDevice.ScissorRectangle; sb.GraphicsDevice.ScissorRectangle = ClientArea; sb.DrawString(Parent.Font, drawText, new Vector2(ClientArea.X + 3, ClientArea.Y + 3 - text_y_scroll), Color.Black); //, 0, Vector2.Zero, 1f, SpriteEffects.None, 0); //sb.DrawString(font, drawString, new Vector2(destination.X, destination.Y - yoffset), color, 0f, Vector2.Zero, scale, SpriteEffects.None, 0); sb.GraphicsDevice.ScissorRectangle = oldsc; sb.End(); }
public override void draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) { Game1.self.GraphicsDevice.Clear(Color.White); spriteBatch.Begin(); spriteBatch.Draw(texture, Vector2.Zero, Color.White); spriteBatch.End(); }
public SpriteBatchDrawer(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix?transformMatrix) { Transform = Transform.None(); SpriteBatch = spriteBatch; SpriteBatch.Begin(sortMode, blendState, samplerState, depthStencilState, rasterizerState, effect, transformMatrix); _isChild = false; }
public void Draw(Microsoft.Xna.Framework.GameTime gameTime, ref Microsoft.Xna.Framework.Graphics.SpriteBatch sp, ref Microsoft.Xna.Framework.GraphicsDeviceManager graphics, ref Microsoft.Xna.Framework.Graphics.SpriteFont font) { sp.Begin(); g.Clear(Color.Black); /// Logic for drawing the ActiveBackground ActiveBackground.DrawSky(); ActiveBackground.DrawSunrays(); ActiveBackground.DrawFlowers(); ActiveBackground.DrawGrass(); ActiveBackground.DrawSun(); ActiveBackground.DrawCloud1(); ActiveBackground.DrawCloud2(); ActiveBackground.DrawCloud3(); ActiveBackground.DrawCloud4(); ActiveBackground.DrawCloud5(); // Draws the Background-Image // sp.Draw(background, new Rectangle(0, 0, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height), Color.White); // sp.DrawString(font, "Options", new Vector2(20, 20), Color.White); foreach (Button btn in bl) { sp.Draw(btn.Texture, btn.Position, btn.SourceRectangle, btn.Color, btn.Rotation, btn.Origin, btn.Scale, btn.Effect, btn.LayerDepth); } sp.End(); }
public override void Draw(Microsoft.Xna.Framework.GameTime time, Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) { UIManager.Draw(time, spriteBatch); ActiveMap.WorldObjects.ForEach( obj => ((WorldCore.IDrawable)obj).Draw(time, spriteBatch)); spriteBatch.End(); // Draw Particles spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive); PhysicsManager.PSystems.ForEach(ps => ps.Draw()); spriteBatch.End(); // End Drawing Particles spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); }
public override void draw(Microsoft.Xna.Framework.Graphics.GraphicsDevice _GraphicsDevice, Microsoft.Xna.Framework.Graphics.SpriteBatch _SpriteBatch) { _SpriteBatch.Begin(); base.draw(_GraphicsDevice, _SpriteBatch); this.playerObject.draw(_GraphicsDevice, _SpriteBatch, Vector3.Zero, Color.White); _SpriteBatch.End(); }
public override void draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) { Game1.self.GraphicsDevice.Clear(backgroundColor); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone); spriteBatch.Draw(texture, Game1.self.GraphicsDevice.Viewport.Bounds, backgroundColor); spriteBatch.End(); }
public void Draw(Microsoft.Xna.Framework.GameTime gameTime, ref Microsoft.Xna.Framework.Graphics.SpriteBatch sp, ref Microsoft.Xna.Framework.GraphicsDeviceManager g, ref Microsoft.Xna.Framework.Graphics.SpriteFont font) { sp.Begin(); /// Logic for drawing the ActiveBackground ActiveBackground.DrawSky(); ActiveBackground.DrawSunrays(); ActiveBackground.DrawFlowers(); ActiveBackground.DrawGrass(); ActiveBackground.DrawSun(); ActiveBackground.DrawCloud1(); ActiveBackground.DrawCloud2(); ActiveBackground.DrawCloud3(); ActiveBackground.DrawCloud4(); ActiveBackground.DrawCloud5(); // Draws the Background-Image // sp.Draw(background, new Rectangle(0, 0, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height), Color.White); // Draws the player-picture in question to detailview // sp.Draw(player_picture, detailPictureOutlines, Color.White); sp.Draw(player_picture, new Rectangle((int)(bZero * 0.300), (int)(hZero * 0.200), (int)(bZero * 0.400), (int)(hZero * 0.600)), Color.White); // Draws the caption in the Topleft-Corner // sp.DrawString(font, "Detailview - Click anywhere to return", new Vector2(20, 20), Color.Black); // Draws the caption that tells the player how to return to the highscore-tablescreen sp.DrawString(font, "Click on the Background to return", new Vector2((int)(bZero * 0.300), 40), Color.White); sp.End(); }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch sb) { TileSet tileset = gui.Game.CurrentWorld.Level.TileSet; sb.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone); for (int y = 0; y < tileset.Height - TileMenu_StartY; y++) { for (int x = 0; x < tileset.Width - TileMenu_StartX; x++) { Color c = Color.White; if (new Rectangle(gui.Game.GraphicsDevice.Viewport.Width - 32 * 6 + x * 32, y * 32, 32, 32).Contains((int)gui.InputManager.MousePosition.X, (int)gui.InputManager.MousePosition.Y)) { c = Color.Gray; } if (pattern.contains(x + TileMenu_StartX, y + TileMenu_StartY)) { c = Color.Red; } sb.Draw(tileset.Texture, new Vector2(gui.Game.GraphicsDevice.Viewport.Width - 32 * 6 + x * 32, y * 32), tileset[x + TileMenu_StartX, y + TileMenu_StartY].Source, c); } } sb.End(); }
public void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Microsoft.Xna.Framework.Vector2 location) { Rectangle destinationRectangle = new Rectangle((int)location.X, (int)location.Y, (int)BlockSpriteConstants.GENERICBLOCKDIMENSIONS.X, (int)BlockSpriteConstants.GENERICBLOCKDIMENSIONS.Y); spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, ScreenScaler.ScalingMatrix); spriteBatch.Draw(spriteSheet, destinationRectangle, sourceRectangle, Color.White); spriteBatch.End(); }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch sprite) { //base.Draw(sprite); sprite.Begin(); sprite.Draw(texture, drawVector, Color.White); sprite.Draw(texture, drawVector + new Vector2(width / 2, height / 2), null, Color.White, -degree, new Vector2(width / 2, height / 2), new Vector2(1, 1), SpriteEffects.None, 0); //sprite.Draw(texture, drawVector + new Vector2(-48,-48), null, Color.White, -degree, new Vector2(48,48), new Vector2(1, 1), SpriteEffects.None, 0); sprite.End(); }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch Sb, Graphics.PrimitiveRenderer Pr) { Sb.Begin(); StringBuilder str = new StringBuilder(); str.AppendLine("Accent"); str.AppendLine("Press 'space' to start!"); Sb.DrawString(sysFont, str, titlePos, Color.White); Sb.End(); }
public void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spritebatch) { Texture2D border = GameEngine.GetInstance().ResourceManager.GetTexture("p"); spritebatch.Begin(); spritebatch.Draw(border, new Vector2(95, 50), null, Color.SaddleBrown * 0.5f, 0.0f, Vector2.Zero, new Vector2(200, 400), SpriteEffects.None, 0.0f); foreach (KeyValuePair <int, String> kvp in GameEngine.GetInstance().Client.ConnectedClients) { spritebatch.DrawString(font, kvp.Value.ToString(), new Vector2(110, 50 * kvp.Key), Color.White); } spritebatch.End(); spritebatch.Begin(); terrainGenerator.Draw(spritebatch, new Vector2(983, 200)); spritebatch.End(); gui.Draw(spritebatch); }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch batch) { batch.Draw(texture, Area, Color.White); batch.End(); graph.Draw(new Rectangle( Area.X + 2, Area.Y + label.Area.Height + 2, Area.Width - 4, Area.Height - label.Area.Height - value.Area.Height - 4)); batch.Begin(); }
public void Draw(Microsoft.Xna.Framework.GameTime gametime, Microsoft.Xna.Framework.Graphics.SpriteBatch spritebatch) { spritebatch.Begin(); spritebatch.Draw(background, Vector2.Zero, Color.White); buildings.Back_Draw(spritebatch); nukes.Draw(spritebatch); spritebatch.End(); spritebatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Deferred, SaveStateMode.None); nukes.Particle_Draw(spritebatch); spritebatch.End(); spritebatch.Begin(); spritebatch.Draw(clouds, new Vector2(0, -250), Color.White); buildings.Draw(spritebatch); pause.Draw(spritebatch); spritebatch.DrawString(font, "Score:" + Score, Vector2.Zero, Color.Black); spritebatch.End(); }
private void ResetSpriteBatch() { if (ItemsQueued) { End(); } Stats.BatchStarts++; _monoGameSpriteBatch.Begin(SortMode, BlendState, SamplerState, DepthStencilState.Default, _rastState, Effect, Transform); ItemsQueued = true; }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch sprite) { sprite.Begin(); for (int i = 0; i < 5; i++) { sprite.DrawString(fuente, mensajes[i], posicionMensaje[i], new Color(0, 0, 0, transparencia[i])); } //sprite.DrawString(); sprite.End(); //base.Draw(sprite); }
protected override void OnDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch sb, ref Point offect) { if (color.A == 0) { return; } if (bTrans == false) { sb.End(); sb.Begin(SpriteSortMode.Deferred, BlendState.Opaque, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone); } float width = (seedsize.X * this.scenescale.X); float height = seedsize.Y * this.scenescale.Y; float x = this.scenepos.X + offect.X; float y = this.scenepos.Y + offect.Y; Rectangle dest = new Rectangle((int)x, (int)y, (int)width, (int)height); Rectangle src = new Rectangle((int)(srcuv.X * tex.Width), (int)(srcuv.Y * tex.Height), (int)(srcuv.Width * tex.Width), (int)(srcuv.Height * tex.Height)); Vector2 orient = seedorient; orient.X *= src.Width / seedsize.X; orient.Y *= src.Height / seedsize.Y; #if XNA #else //monogame orient 实现有bug... //orient.X *= (float)tex.Width /src.Width; //orient.Y *= (float)tex.Height/src.Height; #endif //float rotate = rotate * Math.Sign(scenescale.X) * Math.Sign(scenescale.Y); sb.Draw(tex, dest, src, color, rotate, orient, SpriteEffects.None, 0); //sb.Draw(d.block.parent.texture, new Rectangle((int)(pos.X - 2), (int)(pos.Y - 2), 4, 4), Color.Red); if (bTrans == false) { sb.End(); sb.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullNone); } }
private void Load(LTexture texture) { lastTexture = texture; int type = -1; if (texture.isExt) { type = 0; } else if (color.A != 255) { type = 1; } else { type = 2; } if (mode != type) { if (idx > 0) { batch.End(); idx = 0; } switch (type) { case 0: batch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, null, GLEx.device.RasterizerState, null, GLEx.cemera.viewMatrix); break; case 1: batch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, null, GLEx.device.RasterizerState, null, GLEx.cemera.viewMatrix); break; case 2: batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, GLEx.device.RasterizerState, null, GLEx.cemera.viewMatrix); break; } mode = type; } }
public override void draw(Microsoft.Xna.Framework.Graphics.GraphicsDevice _GraphicsDevice, Microsoft.Xna.Framework.Graphics.SpriteBatch _SpriteBatch) { _SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, Camera.Camera.camera.getMatrix()); if (Camera.Camera.camera.Target != null) { Map.World.World.world.draw(_GraphicsDevice, _SpriteBatch, Camera.Camera.camera.Target); } else { _SpriteBatch.DrawString(GameLibrary.Ressourcen.RessourcenManager.ressourcenManager.Fonts["Arial"], "Dein Charakter ist leider gestorben :(", new Vector2(50, 50), Color.White); } _SpriteBatch.End(); _SpriteBatch.Begin(); base.draw(_GraphicsDevice, _SpriteBatch); _SpriteBatch.End(); }
public void Draw(Microsoft.Xna.Framework.GameTime gametime, Microsoft.Xna.Framework.Graphics.SpriteBatch spritebatch) { spritebatch.Begin(); spritebatch.Draw(background, Vector2.Zero, Color.White); nukes.Draw(spritebatch); nukes.Particle_Draw(spritebatch); spritebatch.Draw(clouds, Vector2.Zero, Color.White); buildings.Draw(spritebatch); spritebatch.Draw(Billboard, Vector2.Zero, Color.White); switch (MenuSwitch) { case Menu_Switch.HighScore: { int y = 0; foreach (HighScores.Score s in highScores.Scores) { menu.SpriteBatch(spritebatch); spritebatch.DrawString(font, s.ToString(), new Vector2(100, 100 + (y * 20)), Color.Black); y += 1; if (y > 20) { y = 0; } } } break; case Menu_Switch.Logo: if (Logo != null) { spritebatch.Draw(Logo[logo_Value], new Vector2(75, 80), Color.White); } break; case Menu_Switch.MainMenu: Start.SpriteBatch(spritebatch); Help.SpriteBatch(spritebatch); Quit.SpriteBatch(spritebatch); Highscores.SpriteBatch(spritebatch); spritebatch.Draw(Title, new Vector2(400, 20), null, new Color(255, 255, 255, Menu_Alpha), 0.0f, new Vector2(200, 0), 0.9f, SpriteEffects.None, 0); spritebatch.DrawString(font, credits, new Vector2(0, credit_Y), Color.Black); break; case Menu_Switch.Help: spritebatch.Draw(Help_front, new Vector2(51, 50), Color.White); menu.SpriteBatch(spritebatch); break; } spritebatch.Draw(Lights_Billboard, Vector2.Zero, Color.White); spritebatch.End(); }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch sprite) { colorActual = new Color(0, 0, 0, 20); base.posicion = new Vector2((anchoVentana - (anchoMensaje / 2) / 2), 100 /*(((altoVentana) - altoMensaje) / 2) - altoMensaje*/); sprite.Begin(); crearSombra(sprite); colorActual = Color.Silver; efecto(sprite); sprite.DrawString(base.Fuente, base.Texto, base.Posicion, new Color(Red, Green, Blue)); sprite.End(); //base.Draw(sprite); }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) { if (isActive == false) { return; } spriteBatch.Begin(); spriteBatch.Draw(bullet_texture, position, Color.Yellow); spriteBatch.End(); base.Draw(spriteBatch); }
public override void RenderBatch(float[] vertexData, int vertexCount) { var j = 0; _spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null); //for (var i = 0; i < vertexCount; i++) //{ var position = new Microsoft.Xna.Framework.Vector2(vertexData[j + 0], vertexData[j + 1]); var color = new Microsoft.Xna.Framework.Color(vertexData[j + 4], vertexData[j + 5], vertexData[j + 6], vertexData[j + 7]); _spriteBatch.Draw(_currentTexture, position, color); j += 8; // _spriteBatch.End(); }
/// <summary>Отрисовывает</summary> /// <param name="spriteBatch">The sprite batch.</param> public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) { spriteBatch.Begin(); if (mAlphaValue != 0) { spriteBatch.Draw(Background, Rect, new Color(255, 255, 255, MathHelper.Clamp(mAlphaValue, 0, 255))); } else if (Cycle > 100) { spriteBatch.Draw(Background, Rect, new Color(fadeOut, 0, 0)); } else { spriteBatch.Draw(Background, Rect, Color.White); } spriteBatch.End(); }
public override void draw(Microsoft.Xna.Framework.Graphics.SpriteBatch sb) { base.draw(sb); sb.Begin(); Vector2 pos = new Vector2(300, 50); if (myTemp.Seconds >= 10) { sb.DrawString(myFont, ("Time Left: " + myTemp.Minutes + ":" + myTemp.Seconds), pos, Color.Black); } else { sb.DrawString(myFont, ("Time Left: " + myTemp.Minutes + ":" + 0 + myTemp.Seconds), pos, Color.Black); } sb.End(); //base.draw(sb); }
public void Draw(Microsoft.Xna.Framework.GameTime gameTime, ref Microsoft.Xna.Framework.Graphics.SpriteBatch sp, ref Microsoft.Xna.Framework.GraphicsDeviceManager graphics, ref Microsoft.Xna.Framework.Graphics.SpriteFont font) { sp.Begin(); g.Clear(Color.Black); /// Logic for drawing the ActiveBackground ActiveBackground.DrawSky(); ActiveBackground.DrawSunrays(); ActiveBackground.DrawFlowers(); ActiveBackground.DrawGrass(); ActiveBackground.DrawSun(); ActiveBackground.DrawCloud1(); ActiveBackground.DrawCloud2(); ActiveBackground.DrawCloud3(); ActiveBackground.DrawCloud4(); ActiveBackground.DrawCloud5(); // Draws the Background-Image // sp.Draw(background, new Rectangle(0, 0, bZero, hZero), Color.White); // Top-Left corner caption // sp.DrawString(font, "Endgame", new Vector2(20, 20), Color.White); // The Scoreboard sp.DrawString(GameSpecs.scoreFont, Convert.ToInt32(Timer.Score).ToString(), new Vector2((int)(bZero * 0.38), (int)(hZero * 0.011)), Color.OrangeRed); // The Placeholder-graphic for the KinectStream sp.Draw(placeholder, new Rectangle((int)(bZero * 0.300), (int)(hZero * 0.200), (int)(bZero * 0.400), (int)(hZero * 0.600)), Color.White); // The Countdown for taking the photo sp.DrawString(GameSpecs.scoreFont, Math.Round(Countdown.Counter).ToString(), new Vector2((float)(bZero / 2) - 80, (float)(hZero - 160)), Color.Turquoise); if (Session.PhotoTaken == true) { // Draw the Button(s) foreach (Button btn in bl) { sp.Draw(btn.Texture, btn.Position, btn.SourceRectangle, btn.Color, btn.Rotation, btn.Origin, btn.Scale, btn.Effect, btn.LayerDepth); } } sp.End(); }