public void Generate(Block[,,] blocks, ChunkInfo info)
        {
            while (RuntimeGame.DeviceForStateValidationOutput == null)
                continue;

            lock (RuntimeGame.LockForStateValidationOutput)
            {
                Console.Write("Locked graphics.  Rendering graph to file...");
                RainfallInformation rainfall = info.Objects.First(val => val is RainfallInformation) as RainfallInformation;
                TemperatureInformation temperature = info.Objects.First(val => val is TemperatureInformation) as TemperatureInformation;
                PresentationParameters pp = RuntimeGame.DeviceForStateValidationOutput.PresentationParameters;
                RenderTarget2D renderTarget = new RenderTarget2D(RuntimeGame.DeviceForStateValidationOutput, 200, 200, true, RuntimeGame.DeviceForStateValidationOutput.DisplayMode.Format, DepthFormat.Depth24);
                RuntimeGame.DeviceForStateValidationOutput.SetRenderTarget(renderTarget);
                RuntimeGame.ContextForStateValidationOutput.SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, RasterizerState.CullNone);//, SaveStateMode.None, Matrix.Identity);
                //graphics.GraphicsDevice.SamplerStates[0].MagFilter = TextureFilter.Point;
                //graphics.GraphicsDevice.SamplerStates[0].MinFilter = TextureFilter.Point;
                //graphics.GraphicsDevice.SamplerStates[0].MipFilter = TextureFilter.Point;

                XnaGraphics graphics = new XnaGraphics(RuntimeGame.ContextForStateValidationOutput);
                if (File.Exists("state.png"))
                {
                    using (StreamReader reader = new StreamReader("state.png"))
                    {
                        Texture2D tex = Texture2D.FromStream(RuntimeGame.DeviceForStateValidationOutput, reader.BaseStream);
                        RuntimeGame.ContextForStateValidationOutput.SpriteBatch.Draw(tex, new Rectangle(0, 0, 200, 200), Color.White);
                    }
                }
                else
                {
                    graphics.FillRectangle(0, 0, 200, 200, Color.Red);
                    graphics.FillRectangle(0, 0, 100, 100, Color.White);
                }

                for (int x = 0; x < info.Bounds.Width; x++)
                    for (int y = 0; y < info.Bounds.Height; y++)
                    {
                        int r = 100 - (int)(rainfall.Rainfall[x, y] * 100);
                        int t = 100 - (int)(temperature.Temperature[x, y] * 100);

                        graphics.DrawLine(r, t, r + 1, t + 1, 1, new Color(0f, 0f, 0f, 0.1f).ToPremultiplied());
                    }

                RuntimeGame.ContextForStateValidationOutput.SpriteBatch.End();
                RuntimeGame.DeviceForStateValidationOutput.SetRenderTarget(null);
                using (StreamWriter writer = new StreamWriter("state.png"))
                {
                    renderTarget.SaveAsPng(writer.BaseStream, 200, 200);
                }
                Console.WriteLine(" done.");
            }
        }
        public void Render(GameContext context, XnaGraphics xna)
        {
            Point center = this.m_FieldOfView.World.GetCenter();

            for (int x = 0; x < this.m_FieldOfView.BroadphaseGrid.GetLength(0); x++)
                for (int y = 0; y < this.m_FieldOfView.BroadphaseGrid.GetLength(1); y++)
                {
                    if (!this.m_FieldOfView.BroadphaseGrid[x, y])
                        xna.FillRectangle(new Rectangle(x * Seperation, y * Seperation, Seperation, Seperation), new Color(0f, 0f, 0f, 0.4f).ToPremultiplied());
                    if (x == center.X && y == center.Y)
                        xna.FillRectangle(new Rectangle(x * Seperation, y * Seperation, Seperation, Seperation), new Color(1f, 0f, 0f, 1).ToPremultiplied());
                    //xna.DrawStringLeft(x * Seperation, y * Seperation, this.m_FieldOfView.m_BroadphaseHeightGrid[x, y].ToString());
                    int deg = (int)MathHelper.ToDegrees(this.m_FieldOfView.m_BroadphaseAngleGrid[x, y]);
                    xna.DrawStringLeft(x * Seperation, y * Seperation, deg.ToString(), "SmallArial");
                    /*if (deg < -100)
                        xna.DrawStringLeft(x * Seperation, y * Seperation, Math.Abs(deg + 100).ToString());
                    else if (deg < 0)
                        xna.DrawStringLeft(x * Seperation, y * Seperation, Math.Abs(deg).ToString());
                    else if (deg < 100)
                        xna.DrawStringLeft(x * Seperation, y * Seperation, (deg).ToString());
                    else if (deg < 200)
                        xna.DrawStringLeft(x * Seperation, y * Seperation, (deg - 100).ToString());*/
                }
        }
Example #3
0
 public void Process(XnaGraphics xna, MouseState mouse)
 {
     if (this.m_PulseValue >= 1)
         this.m_PulseModeUp = false;
     else if (this.m_PulseValue <= 0)
         this.m_PulseModeUp = true;
     this.m_PulseValue += this.m_PulseModeUp ? 0.01 : -0.01;
     if (this.m_Area.Contains(mouse.X, mouse.Y) && mouse.LeftButton == ButtonState.Pressed)
         this.m_OnClick();
     if (this.m_Area.Contains(mouse.X, mouse.Y))
         xna.FillRectangle(this.m_Area, new Color(1f, 1f, 1f, 0.25f + (float)(this.m_PulseValue / 2.0)).ToPremultiplied());
     else
         xna.FillRectangle(this.m_Area, new Color(1f, 1f, 1f, 0.1f + (float)(this.m_PulseValue / 32.0)).ToPremultiplied());
     xna.DrawStringCentered(this.m_Area.X + this.m_Area.Width / 2, this.m_Area.Y + 4, this.m_Text, "ButtonFont");
 }
Example #4
0
        public override void DrawAbove(GameContext context)
        {
            // Are we waiting for players?
            #if MULTIPLAYER
            if (this.m_GlobalSession.Waiting || (this.m_GlobalSession.LoadingInitialData && !LocalNode.Singleton.IsServer))
            #else
            if (this.m_GlobalSession.Waiting)
            #endif
            {
                XnaGraphics graphics = new XnaGraphics(context);
                graphics.FillRectangle(new Rectangle(0, 0, context.Graphics.GraphicsDevice.Viewport.Width, context.Graphics.GraphicsDevice.Viewport.Height), Color.Black);
                int dialogX = context.Graphics.GraphicsDevice.Viewport.X + context.Graphics.GraphicsDevice.Viewport.Width / 2 - 300;
                int dialogY = context.Graphics.GraphicsDevice.Viewport.Y + context.Graphics.GraphicsDevice.Viewport.Height / 2 - 200;
                graphics.FillRectangle(new Rectangle(dialogX, dialogY, 600, 400), Color.DarkSlateGray);
                graphics.DrawStringCentered(dialogX + 300, dialogY + 8, this.m_GlobalSession.LobbyMessage, "BigArial");
                graphics.DrawStringCentered(dialogX + 300, dialogY + 32, "Press enter to toggle ready status.");
                int a = 0;
                for (int i = 0; i < this.m_GlobalSession.Players.Count; i++)
                {
                    Player p = this.m_GlobalSession.Players[i];
                    if (p.Ready)
                        graphics.DrawStringLeft(dialogX + 8, dialogY + 48 + a * 16, "Player " + a + " (" + p.PlayerID + ") ready.");
                    else
                        graphics.DrawStringLeft(dialogX + 8, dialogY + 48 + a * 16, "Player " + a + " (" + p.PlayerID + ") not ready.");
                    a++;
                }
                return;
            }

            // Handle game normally.
            if (this.m_ActiveLevel != null)
                this.m_ActiveLevel.DrawAbove(context);
            this.m_UiManager.Draw(this, context, new XnaGraphics(context));
        }