void DrawWindowDebugPoints() { MDraw.Begin(); MDraw.DrawPoint(Vector2.Zero, Color.White); // World Origin MDraw.DrawPointGlobal(Screen.Center, Color.White); // Screen Center MDraw.DrawBoxGlobal(Screen.Center, Screen.Center - new Vector2(0.5f), new Color(50, 50, 50)); // Screen extents MDraw.End(); }
void DrawFPS() { double calcDeltaTime = Time.ExactTimeOfDraw - lastTimeOfDraw; MDraw.SpriteBatch.Begin(); MDraw.SpriteBatch.DrawString(MDraw.DefaultFont, $"FPS: {1f / calcDeltaTime:f2}", new Vector2(Screen.Width - 80, 10), new Color(1, 1, 1, 0.4f), 0f, Vector2.Zero, 0.5f, SpriteEffects.None, 0); MDraw.End(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { MDraw.LoadContent(); quickTest.LoadContent(); var grass = Content.Load <Texture2D>("Images/Tiles/grass"); var dirt = Content.Load <Texture2D>("Images/Tiles/dirt"); var deepDirt = Content.Load <Texture2D>("Images/Tiles/deep_dirt"); var temple = Content.Load <Texture2D>("Images/Tiles/temple"); var player = Content.Load <Texture2D>("Images/Tiles/player"); /* * new DebugTestPhysics(CurrentScene); * //*/ //* //new TestActor(CurrentScene, new Vector2(0, 0), temple); //new TestSolid(CurrentScene, grass, new Vector2(2, 0), new Vector2(1, 1)); //new TestSolidDrift(CurrentScene, grass, new Vector2(5, 0), new Vector2(2, 2)); for (int x = -9; x <= 9; x++) { new TestSolidStatic(CurrentScene, deepDirt, new Vector2(x, 5), new Vector2(1, 1)); } new TestSolidStatic(CurrentScene, deepDirt, new Vector2(6, 3), new Vector2(1, 1)); new TestSolidStatic(CurrentScene, deepDirt, new Vector2(6, 2), new Vector2(1, 1)); new TestSolidStatic(CurrentScene, deepDirt, new Vector2(6, 1), new Vector2(1, 1)); //new TestSolid(CurrentScene, grass, new Vector2(1, 2), new Vector2(1, 1)); //new TestSolid(CurrentScene, grass, new Vector2(2, 1), new Vector2(1, 1)); //new TestSolid(CurrentScene, grass, new Vector2(2, 0), new Vector2(1, 1)); //new TestSolid(CurrentScene, grass, new Vector2(4, 2), new Vector2(1, 1)); //new TestSolid(CurrentScene, grass, new Vector2(4, 1), new Vector2(1, 1)); //new TestSolid(CurrentScene, grass, new Vector2(4, 0), new Vector2(1, 1)); for (int x = 0; x < 3; x++) { for (int y = 0; y < 3; y++) { //new TestSolid(CurrentScene, grass, new Vector2(-5 + x, 0 + y), new Vector2(1, 1)); } } //*/ CurrentScene.Init(); Time.Init(); }
private void DrawSweeps(Vector2 p1, Vector2 p2, Vector2 extents, Color lineColor, Color endColor) { var cur = extents.Clone(); MDraw.DrawLine(p1 + cur, p2 + cur, lineColor); cur.X *= -1; MDraw.DrawLine(p1 + cur, p2 + cur, lineColor); cur.Y *= -1; MDraw.DrawLine(p1 + cur, p2 + cur, lineColor); cur.X *= -1; MDraw.DrawLine(p1 + cur, p2 + cur, lineColor); MDraw.DrawBox(p2, extents, endColor); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { lastWindowDimensions = GetDimensions(Window.ClientBounds); Viewport = GraphicsDevice.Viewport; Screen.Update(); MDraw.Initialize(); InputManager.Init(); GuiManager.Init(); CurrentScene = new Scene("MainScene"); Components.Add(new PanelRebindKeyboard(this)); Components.Add(new PanelRebindGamepad(this, PlayerIndex.One)); Components.Add(new PanelRebindGamepad(this, PlayerIndex.Two)); Components.Add(new PanelRebindInputSources(this)); quickTest = new QuickTest(); quickTest.Init(); base.Initialize(); }
public override void Draw() { MDraw.Draw(Texture, DrawDepth, Entity.Position + LocalPosition, Entity.Rotation, TextureOrigin, Entity.Scale); }