public override void OnUpdate(GameTime gameTime) { if (AnimationComplete) { return; } if (fadeIn) { currentAlpha += FadeVelocity; if (currentAlpha >= 255) { currentAlpha = 255; AnimationComplete = true; } } else { currentAlpha -= FadeVelocity; if (currentAlpha <= 0) { currentAlpha = 0; AnimationComplete = true; } } }
public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { p1Bounds = new Rectangle(new Vector2(0, 0), spriteBatch.MeasureString(scoreBoardPlayer1, Font)); p2Bounds = new Rectangle(new Vector2(GraphicsDevice.BackBuffer.Width - spriteBatch.MeasureString(scoreBoardPlayer2, Font).X, 0), spriteBatch.MeasureString(scoreBoardPlayer2, Font)); spriteBatch.DrawString(scoreBoardPlayer1, Font, p1Bounds, Color); spriteBatch.DrawString(scoreBoardPlayer2, Font, p2Bounds, Color); }
/// <summary> /// Zeichnen der Elemente /// </summary> /// <param name="spriteBatch"></param> /// <param name="gameTime"></param> public override void Draw(SpriteBatch spriteBatch, GameTime gameTime) { switch (SceneMode) { case SceneMode.FirstStart: text = "Bereit?"; gameScene.Draw(spriteBatch, gameTime); break; case SceneMode.Paused: text = "Pausiert"; break; case SceneMode.WonLost: break; case SceneMode.Scored: text = "Bereit?"; gameScene.Draw(spriteBatch, gameTime); break; default: break; } font = new Font("Arial", 50, TypefaceStyle.Bold); position = new Vector2() { X = (graphicsDevice.BackBuffer.Width - spriteBatch.MeasureString(text, font).X) / 2, Y = 100 }; color = Color.White; spriteBatch.DrawString(text, font, position, color); }
/// <summary> /// Zeichnen der Elemente /// </summary> /// <param name="spriteBatch"></param> /// <param name="gameTime"></param> public override void Draw(SpriteBatch spriteBatch, GameTime gameTime) { scoreBoard.Draw(spriteBatch, gameTime); ball.Draw(spriteBatch, gameTime); sL.Draw(spriteBatch, gameTime); sR.Draw(spriteBatch, gameTime); }
public void Update(GameTime gameTime) { if (!IsEnabled) { return; } if (fadeIn) { currentAlpha += FadeVelocity; if (currentAlpha >= 255) { currentAlpha = 255; AnimationComplete = true; } } else { currentAlpha -= FadeVelocity; if (currentAlpha <= 0) { currentAlpha = 0; AnimationComplete = true; } } }
public void Update(GameTime gameTime) { if (AnimationComplete) { return; } if (!flag) { currentAlpha += FadeInVelocity; if (currentAlpha >= 255) { currentAlpha = 255; flag = true; } } else { currentAlpha -= FadeOutVelocity; if (currentAlpha <= 0) { currentAlpha = 0; AnimationComplete = true; } } }
/// <summary> /// Updaten der GameLogik /// </summary> /// <param name="gameTime"></param> public void Update(GameTime gameTime) { int offSetX = speed * directionX; int offsetY = speed * directionY; MoveOnX(offSetX); MoveOnY(offsetY); }
public override void Render(RenderDevice renderer, GameTime gameTime) { renderer.GraphicsDevice.ClearColor = Color.Black; tiles.ForEach(x => x.Render(renderer, gameTime)); //renderer.DrawTexture(grassTexture2D, new Vector2(20, 20), Color.White); }
public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { if (AnimationComplete) { return; } spriteBatch.DrawString(Text, Font, Position, Color.FromArgb((int)currentAlpha, 255, 255, 255)); }
public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { if (!IsEnabled) { return; } spriteBatch.FillRectangle(Color.FromArgb((int)currentAlpha, 0, 0, 0), display); }
/// <summary> /// Initializes a new GameLoop class. /// </summary> public GameLoop() { TargetTime = 16.666f; _loopThread = new Thread(Loop) {Priority = ThreadPriority.Highest}; _gameTimer = new Stopwatch(); _drawables = new List<IDrawable>(); _updateables = new List<IUpdateable>(); _gameTime = new GameTime(); Precision = Precision.High; DrawMode = DrawMode.Limited; _logger = LogManager.GetClassLogger(); }
/// <summary> /// Updates the Player. /// </summary> /// <param name="gameTime">The GameTime.</param> public override void Update(GameTime gameTime) { if (!_isVisible) return; Sprite.Update(gameTime); RemainingLifeTime -= gameTime.ElapsedGameTime; if (RemainingLifeTime < 0) { RemainingLifeTime = 0; _isVisible = false; } }
/// <summary> /// Draws the scene. /// </summary> /// <param name="spriteBatch">The spriteBatch.</param> /// <param name="gameTime">The GameTime.</param> public override void Draw(SpriteBatch spriteBatch, GameTime gameTime) { _skyBox.Draw(spriteBatch, gameTime); _entityComposer.Draw(spriteBatch, gameTime); if (!_debugDisplay.Visible) { _scoreBoard.Draw(spriteBatch, gameTime); } _minimap.Draw(spriteBatch, gameTime); _debugDisplay.Draw(spriteBatch, gameTime); _blackBlend.Draw(spriteBatch, gameTime); UIManager.Draw(spriteBatch, gameTime); }
/// <summary> /// Draws the Skybox. /// </summary> /// <param name="spriteBatch">The spriteBatch.</param> /// <param name="gameTime">The GameTime.</param> public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { spriteBatch.DrawTexture(_background, _backgroundPosition); spriteBatch.DrawTexture(_layer1, _layer1Position1); spriteBatch.DrawTexture(_layer2, _layer2Position1); spriteBatch.DrawTexture(_layer1, _layer1Position2); spriteBatch.DrawTexture(_layer2, _layer2Position2); //spriteBatch.DrawTexture(_layer1, _layer1Position3); spriteBatch.DrawTexture(_layer2, _layer2Position3); }
/// <summary> /// Updaten der Gamelogik /// </summary> /// <param name="gameTime"></param> public override void Update(GameTime gameTime) { var state = inputManager.Keyboard.GetState(); if (state.IsKeyDown(Keys.Space)) { sceneManager.ActiveScene = sceneManager.Get<GameScene>(); } if (state.IsKeyDown(Keys.Back)) { sceneManager.ActiveScene = sceneManager.Get<MenuScene>(); } }
/// <summary> /// Updaten der GameLogik /// </summary> /// <param name="gameTime"></param> public void Update(GameTime gameTime) { var state = inputManager.Keyboard.GetState(); if (state.IsKeyDown(KeyMoveUp) && state.IsKeyUp(KeyMoveDown)) { MoveOnY(-5); } if (state.IsKeyDown(KeyMoveDown) && state.IsKeyUp(KeyMoveUp)) { MoveOnY(+5); } }
/// <summary> /// Updates the scene. /// </summary> /// <param name="gameTime">The GameTime.</param> public override void Update(GameTime gameTime) { _blackBlend.Update(gameTime); UIManager.Update(gameTime); if (_menuButton1.IsMouseDown(MouseButtons.Left)) { SGL.QueryComponents<SceneManager>().ActiveScene = SGL.QueryComponents<SceneManager>().Get<GameScene>(); } if (_menuButton3.IsMouseDown(MouseButtons.Left)) { Application.Exit(); } }
/// <summary> /// Updaten der Gamelogik /// </summary> /// <param name="gameTime"></param> public override void Update(GameTime gameTime) { button1.Update(gameTime); button2.Update(gameTime); if (button1.IsMouseDown(Sharpex2D.Input.MouseButtons.Left)) { SceneManager.Get<PauseScene>().SceneMode = SceneMode.FirstStart; SceneManager.ActiveScene = SceneManager.Get<PauseScene>(); } if (button2.IsMouseDown(Sharpex2D.Input.MouseButtons.Left)) { System.Windows.Forms.Application.Exit(); } }
/// <summary> /// Updates the object. /// </summary> /// <param name="gameTime">The GameTime.</param> public void Update(GameTime gameTime) { _position1 = new Vector2(_position1.X - 0.5f, _position1.Y); _position2 = new Vector2(_position2.X - 0.5f, _position2.Y); if (_position1.X <= -640) { _position1.X = 638; } if (_position2.X <= -640) { _position2.X = 638; } }
/// <summary> /// Zeichnen der Elemente /// </summary> /// <param name="spriteBatch"></param> /// <param name="gameTime"></param> public override void Draw(SpriteBatch spriteBatch, GameTime gameTime) { text1.Draw(spriteBatch, gameTime); if (text1.AnimationComplete) { text2.Draw(spriteBatch, gameTime); if (text2.AnimationComplete) { text3.Draw(spriteBatch, gameTime); if (text3.AnimationComplete) { } } } }
/// <summary> /// Updaten der Gamelogik /// </summary> /// <param name="gameTime"></param> public override void Update(GameTime gameTime) { text1.Update(gameTime); if (text1.AnimationComplete) { text2.Update(gameTime); if (text2.AnimationComplete) { text3.Update(gameTime); if (text3.AnimationComplete) { SceneManager.ActiveScene = SceneManager.Get<Scenes.MenuScene>(); } } } }
/// <summary> /// Draws the Scene. /// </summary> /// <param name="spriteBatch">The spriteBatch.</param> /// <param name="gameTime">The GameTime.</param> public override void Draw(SpriteBatch spriteBatch, GameTime gameTime) { spriteBatch.DrawTexture(_background, _backgroundPosition); Vector2 dim = spriteBatch.MeasureString( string.Format("score: {0}", _finalScore), _font); Vector2 dim2 = spriteBatch.MeasureString("Press {Enter} to continue", _font2); Vector2 dim3 = spriteBatch.MeasureString( string.Format("(Achievement multiplier {0}x)", _achievmentMultiplier), _font3); spriteBatch.DrawString( string.Format("score: {0}", _finalScore), _font, new Vector2(400 - dim.X/2, 300), Color.White); spriteBatch.DrawString(string.Format("(Achievement multiplier {0}x)", _achievmentMultiplier), _font3, new Vector2(400 - dim3.X/2, 350), Color.White); spriteBatch.DrawString("Press {Enter} to continue", _font2, new Vector2(400 - dim2.X/2, 420), Color.White); _blackBlend.Draw(spriteBatch, gameTime); }
/// <summary> /// Draws the Scene. /// </summary> /// <param name="spriteBatch">The spriteBatch.</param> /// <param name="gameTime">The GameTime.</param> public override void Draw(SpriteBatch spriteBatch, GameTime gameTime) { _skyBox.Draw(spriteBatch, gameTime); _fadeableText1.Draw(spriteBatch, gameTime); if (_fadeableText1.AnimationComplete) { _fadeableText2.Draw(spriteBatch, gameTime); if (_fadeableText2.AnimationComplete) { _fadeableText3.Draw(spriteBatch, gameTime); if (_fadeableText3.AnimationComplete) { _blackBlend.Draw(spriteBatch, gameTime); } } } }
/// <summary> /// Draws the Minimap. /// </summary> /// <param name="spriteBatch">The spriteBatch.</param> /// <param name="gameTime">The GameTime.</param> public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { if (!Visible) return; spriteBatch.DrawTexture(_minimap, new Vector2(X, Y), 0.4f); foreach (Vector2 enemy in _enemyPositions) { spriteBatch.FillRectangle(Color.Red, new Rectangle(enemy.X, enemy.Y, 5, 5)); } foreach (Vector2 projectile in _projectilePositions) { spriteBatch.FillRectangle(Color.Blue, new Rectangle(projectile.X, projectile.Y, 2, 2)); } spriteBatch.FillRectangle(Color.Green, new Rectangle(_playerPosition.X, _playerPosition.Y, 5, 5)); }
/// <summary> /// Draws the DebugDisplay. /// </summary> /// <param name="spriteBatch">The spriteBatch.</param> /// <param name="gameTime">The GameTime.</param> public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { if (!Visible) return; foreach (Enemy enemy in _currentEntityComposer.Enemies) { spriteBatch.DrawRectangle(_pen, enemy.Bounds); } foreach (Projectile projectile in _currentEntityComposer.Projectiles) { spriteBatch.DrawRectangle(_pen2, projectile.Bounds); } spriteBatch.DrawRectangle(_pen3, _currentEntityComposer.Player.Bounds); spriteBatch.DrawString(_debugMessage, _font, _display, Color.White); }
/// <summary> /// Updaten der Gamelogik /// </summary> /// <param name="gameTime"></param> public override void Update(GameTime gameTime) { var kbState = inputManager.Keyboard.GetState(); if (kbState.IsKeyDown(Keys.Escape)) { sceneManager.Get<PauseScene>().SceneMode = SceneMode.Paused; sceneManager.ActiveScene = sceneManager.Get<PauseScene>(); } if (kbState.IsKeyDown(Keys.Back)) { sceneManager.ActiveScene = sceneManager.Get<MenuScene>(); } ball.Update(gameTime); sL.Update(gameTime); sR.Update(gameTime); scoreBoard.Update(gameTime); CheckOnCollision(); }
/// <summary> /// Updates the Player. /// </summary> /// <param name="gameTime">The GameTime.</param> public override void Update(GameTime gameTime) { if (!_isVisible) return; Sprite.Update(gameTime); Bounds = new Rectangle(Position, new Vector2(47, 61)); _healthBarRed = new Rectangle(Position.X, Position.Y - 10, 38, 2); _healthBarGreen = new Rectangle(Position.X, Position.Y - 10, 38f*Health/MaximumHealth, 2); }
/// <summary> /// Draws the Player. /// </summary> /// <param name="spriteBatch">The spriteBatch.</param> /// <param name="gameTime">The GameTime.</param> public override void Draw(SpriteBatch spriteBatch, GameTime gameTime) { if (!_isVisible) return; spriteBatch.DrawTexture(Sprite, Position); //healthbar if (!EnableHPBar) return; spriteBatch.FillRectangle(Color.Red, _healthBarRed); spriteBatch.FillRectangle(Color.Green, _healthBarGreen); }
/// <summary> /// Zeichnen der Elemente /// </summary> /// <param name="spriteBatch"></param> /// <param name="gameTime"></param> public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { spriteBatch.DrawTexture(Texture, Position); }
/// <summary> /// Updates the BlackBlend. /// </summary> /// <param name="gameTime">The GameTime.</param> public void Update(GameTime gameTime) { if (!IsEnabled) return; if (FadeIn) { if (_alpha < 253) { _alpha += 2; } else { IsCompleted = true; } } else { if (_alpha > 2) { _alpha -= 2; } else { IsCompleted = true; } } }