/// <summary> /// The render loop /// </summary> public override void OnRender() { try { // in directx we redraw everything every frame if (graphics.GType == IGraphics.Type.DirectX) { stateMachine.ActiveState.InvalidateAll(); guiManager.InvalidateAll(); } // draw the state stateMachine.Draw(graphics); ///////////////////////////////////////// un-Comment out for testing // lblFps.Visible = false; // lblFps.Text = "FPS " + timer.FramesPerSeconds.ToString(); guiManager.Draw(graphics); } catch (Exception e) { MessageBox.Show("Unknown Render Error" + e.ToString()); logError("\n***** Render Error *****\n" + e.ToString()); } }
public override void Draw(GameTime gameTime) { ScreenManager.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, RasterizerState.CullNone, e, cam.Transformation); ScreenManager.SpriteBatch.Draw(sampleBackground, new Rectangle(0, 0, 2048, 1344), Color.Gray); part.Draw(gameTime, ScreenManager); ScreenManager.SpriteBatch.End(); ScreenManager.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null); gui.Draw(gameTime, ScreenManager); ScreenManager.SpriteBatch.End(); vb.SetData <VertexPositionColor>(verts); ScreenManager.GraphicsDevice.RasterizerState = RasterizerState.CullNone; ScreenManager.GraphicsDevice.SetVertexBuffer(vb); be.World = Matrix.Invert(cam.Transformation); foreach (var pass in be.CurrentTechnique.Passes) { pass.Apply(); //ScreenManager.GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, verts.Length / 3); } base.Draw(gameTime); }
protected override void Draw(GameTime gameTime) { switch (_gameState) { case GameStateEnum.Game: if (Session != null) { Session.Draw(spriteBatch); } else { GraphicsDevice.Clear(Color.Black); } Hud.Draw(spriteBatch); GuiManager.Draw(spriteBatch); break; case GameStateEnum.Menu: MenuState.Draw(spriteBatch); break; case GameStateEnum.Intro: Intro.Draw(spriteBatch); break; } if (Console.Enabled) { Console.Draw(spriteBatch); } }
protected override void Draw(GameTime time) { GraphicsDevice.SetRenderTarget(null); GraphicsDevice.Viewport = Viewport; //GraphicsDevice.Clear(new Color(30, 30, 30)); GraphicsDevice.Clear(new Color(5, 5, 5)); Screen.Update(); Time.UpdateDraw(time); if (CurrentScene != null) { //MDraw.Begin(); //CurrentScene.Draw(); //MDraw.End(); } //Physics.Draw(); GuiManager.Draw(); DebugGUI_Inputs.Draw(); quickTest.Draw(); //DrawWindowDebugPoints(); //DrawFPS(); base.Draw(time); lastTimeOfDraw = Time.ExactTimeSinceStartup; }
public override void Draw(SpriteBatch spriteBatch) { spriteBatch.Begin(); guiManager.Draw(spriteBatch); spriteBatch.End(); base.Draw(spriteBatch); }
public void Draw(GameTime gameTime) { if (State == GameCore.GameState.Title) { gui.Draw(gameTime); } }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); _levelManager.Draw(gameTime); // Vic am guessing this should be draw? _guiManager.Update(gameTime); _spriteBatch.Begin(); if (imageTimer > 24) { _spriteBatch.Draw(textureAkkoDark, new Vector2(0, 0), Color.White); } else { _spriteBatch.Draw(textureAkkoLight, new Vector2(0, 0), Color.White); } _spriteBatch.End(); _guiManager.Draw(gameTime, _spriteBatch); base.Draw(gameTime); }
public override void Draw(SpriteBatch spriteBatch) { spriteBatch.Begin(); spriteBatch.GraphicsDevice.Clear(Color.Black); gui.Draw(spriteBatch); spriteBatch.End(); }
protected override void Draw(GameTime gameTime) { FpsMonitor.Update(); GraphicsDevice.RasterizerState = RasterizerState.CullClockwise; GameStateManager.Draw(gameTime); GuiManager.Draw(gameTime); }
public override void Draw(GameTime gameTime) { ScreenManager.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); Gui.Draw(gameTime, ScreenManager); ScreenManager.SpriteBatch.End(); base.Draw(gameTime); }
// draw public override void Draw(GameTime gametime) { _spriteBatch.Begin(); foreach (var component in (from IDrawable c in Components orderby c.DrawOrder select c).ToArray()) { component.Draw(gametime); } _spriteBatch.End(); Gui.Draw(gametime); }
protected override void Draw(GameTime gameTime) { //GraphicsDevice.Present(); FpsMonitor.Update(); GraphicsDevice.RasterizerState = RasterizerState.CullClockwise; GameStateManager.Draw(gameTime); GuiManager.Draw(gameTime); this.Metrics = GraphicsDevice.Metrics; }
public void Draw(IGsGraphics graphics) { DrawParams dparams = new DrawParams(MiddleOffset + Position, FillMode, graphics); DrawGrid(dparams); DrawPieces(dparams); DrawInvaders(dparams); DrawProjectiles(dparams); DrawPieceRadius(dparams); mGui.Draw(graphics); }
public override void Draw(GameTime gameTime) { Background.Draw(gameTime); LevelManager.Draw(gameTime); TowerManager.Draw(gameTime); foreach (Creep creep in CreepList) { creep.Draw(gameTime); } GuiManager.Draw(gameTime); base.Draw(gameTime); }
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); var titleString = "MonoRoids"; var titleX = (GameCore.WINDOW_WIDTH / 2) - (titleFont.MeasureString(titleString).X / 2); var titleY = 100; //Draw world if ingame if (GameState == GameCore.STATE_GAME) { World.Draw(spriteBatch, gameTime); } //Draw title screen if state title else if (GameState == GameCore.STATE_TITLE) { spriteBatch.Begin(); spriteBatch.Draw(titleTexture, Vector2.Zero, Color.White); spriteBatch.DrawString(titleFont, titleString, new Vector2(titleX, titleY), Color.White); spriteBatch.End(); titleGui.Draw(gameTime); } //Draw score screen if state scores else if (GameState == GameCore.STATE_SCORES) { spriteBatch.Begin(); spriteBatch.Draw(titleTexture, Vector2.Zero, Color.White); int counter = 1; int divider = 50; int nameX = 200; int y = 0; int scoreX = 500; foreach (HighScore hs in HighScoreData) { spriteBatch.DrawString(defaultFont, hs.Name, new Vector2(nameX, y + (counter * divider)), Color.White); spriteBatch.DrawString(defaultFont, hs.Score.ToString(), new Vector2(scoreX, y + (counter * divider)), Color.White); counter++; } spriteBatch.End(); highScoresGui.Draw(gameTime); } //Draw high score input else if (GameState == GameCore.STATE_INPUTSCORE) { spriteBatch.Begin(); spriteBatch.Draw(titleTexture, Vector2.Zero, Color.White); spriteBatch.End(); inputHighScoreGui.Draw(gameTime); } base.Draw(gameTime); }
/// <summary> /// Draws the gameplay screen. /// </summary> public override void Draw(GameTime gameTime) { // This game has a blue background. Why? Because! ScreenManager.GraphicsDevice.Clear(ClearOptions.Target, Color.CornflowerBlue, 0, 0); SpriteBatch spriteBatch = ScreenManager.SpriteBatch; spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Immediate, SaveStateMode.None, camera.TransformMatrix); level.Draw(spriteBatch); DrawCursor(); waveManager.Draw(spriteBatch); towerManager.Draw(spriteBatch); int round = waveManager.Round; guiManager.Draw(spriteBatch, round, money, lives); if (towerSelected) { Rectangle rect = Engine.CreateRectForCell(new Point((int)((selectedTowerPos.X + 16) / Engine.TileWidth), (int)(selectedTowerPos.Y + 16) / Engine.TileHeight)); Vector2 center = new Vector2(rect.X + rect.Width / 2, rect.Y + rect.Height / 2); if (selectedType == 1) { spriteBatch.Draw(arrowRange, Vector2.Subtract(center, new Vector2(arrowRange.Width / 2)), new Color(new Vector4(0, 0, 0, 0.5f))); } else if (selectedType == 2) { spriteBatch.Draw(spikeRange, Vector2.Subtract(center, new Vector2(spikeRange.Width / 2)), new Color(new Vector4(0, 0, 0, 0.5f))); } } if (tower != null) { towerPreview.Draw(spriteBatch, cellX, cellY); } spriteBatch.End(); base.Draw(gameTime); }
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(_backgroundColor); _spriteBatch.Begin(blendState: BlendState.AlphaBlend, transformMatrix: _camera.GetViewMatrix()); _spriteBatch.Draw(_sprite); _spriteBatch.End(); // Draw GUI on top of everything _gui.Draw(gameTime); base.Draw(gameTime); }
public override void Draw(SpriteBatch spriteBatch) { var transformMatrix = Camera.GetViewMatrix(); spriteBatch.Begin(samplerState: SamplerState.PointClamp, transformMatrix: transformMatrix, sortMode: SpriteSortMode.BackToFront, depthStencilState: DepthStencilState.Default); spriteBatch.Draw(_backgroundTexture, _destinationRectangle, Color.White); foreach (var entity in EntityList) { entity.Draw(spriteBatch); } spriteBatch.End(); GuiManager.Draw(spriteBatch); }
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); _spriteBatch.Begin(); _spriteBatch.Draw(SharedArt.Null, new Rectangle(300, 450, 200, 5), new Color(255, 0, 0, 0.5f)); _spriteBatch.Draw(SharedArt.Null, new Rectangle(0, 0, 200, 450), new Color(0, 0, 0, 0.5f)); _spriteBatch.Draw(SharedArt.Null, new Rectangle(590, 0, 300, 600), new Color(0, 0, 0, 0.5f)); _spriteBatch.Draw(SharedArt.Null, new Rectangle(200, 0, 150, 50), new Color(0, 0, 0, 0.5f)); _spriteBatch.End(); _guiManager.Draw(_spriteBatch); _boardManager.Draw(_spriteBatch); _mouseDrawer.Draw(_spriteBatch); base.Draw(gameTime); }
public override void Draw(SpriteBatch spriteBatch) { var transformMatrix = CameraTracker.TransformationMatrix; spriteBatch.Begin(samplerState: SamplerState.PointClamp, transformMatrix: transformMatrix, sortMode: SpriteSortMode.BackToFront, depthStencilState: DepthStencilState.Default); _mapRenderer.Draw(transformMatrix); foreach (var toRender in RenderList) { if (CameraTracker.Contains(toRender.Area)) { toRender.Draw(spriteBatch); } } PathRenderer.Draw(spriteBatch); spriteBatch.End(); GuiManager.Draw(spriteBatch); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { m_graphics.GraphicsDevice.Clear(m_deviceClearColor); if (m_noDraw) { return; } //m_graphics.GraphicsProfile = GraphicsProfile.Reach; m_guiManager.Draw(gameTime); //m_graphics.GraphicsProfile = GraphicsProfile.HiDef; // draw effects like bloom base.Draw(gameTime); }
public override void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.Begin(SpriteSortMode.FrontToBack, null, SamplerState.PointClamp, null, null, null, Camera.Transform); spriteBatch.Draw(_defaultTex, _roomManager.CurrentRoom.GrassRec, Room.Grass); if (_roomManager.CurrentRoom.IsWater) { spriteBatch.Draw(_defaultTex, _roomManager.CurrentRoom.GrassRec2, Room.Grass); } //Shows Hurtboxes. Only for testing if (_showHurtboxes) { foreach (var sprite1 in _onScreenSprites.Where(c => c is IDamageable)) { var sprite = (IDamageable)sprite1; spriteBatch.Draw(_defaultTex, ((Sprite)sprite).Hurtbox, Color.Blue); } } else { foreach (var sprite in _onScreenSprites) { sprite.Draw(gameTime, spriteBatch); // Shows the Y position of LayerOrigin. Only for testing //spriteBatch.Draw(_defaultTex, sprite.LayerOriginTestRectangle, Color.Black); } } spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null, null, null); _guiManager.Draw(gameTime, spriteBatch, _players[0].Health); spriteBatch.DrawString(_font, "Score: " + Score.ToString(), new Vector2(20, 100), Color.White); spriteBatch.End(); }
/// <summary> /// Renders the active scene. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Draw(GameTime gameTime) { Matrix matrix = TransformationMatrix; if (ResolutionIndependent) { matrix *= SpriteScale; } GraphicsDevice.Clear(Color.Black); SpriteBatch.Begin(spriteSortMode, blendState, samplerState, depthStencilState, rasterizerState, null, matrix); GameStateManager.Draw(gameTime); EntityWorld.SystemManager.UpdateSynchronous(SystemExecutionType.Draw); SpriteBatch.End(); GuiManager.Draw(gameTime); base.Draw(gameTime); }
public void Draw(GameTime gameTime) { _gui.Draw(gameTime); }
public override void Draw(GameTime gameTime) { _activeScreen.Draw(gameTime); _gui.Draw(gameTime); }
public void Draw(GameWindow gw, FrameEventArgs e) { //----------------------------setting up shaders------------- #region ShaderUniforms defaultShader.Bind(); //defaultShader.SetUniform("bloom", false); defaultShader.SetUniform("proj", cam.Projection); defaultShader.SetUniform("view", cam.Transfrom); defaultShader.SetUniform("lightPos", cam.LightPos); earthShader.Bind(); earthShader.SetUniform("view", cam.Transfrom); earthShader.SetUniform("proj", cam.Projection); earthShader.SetUniform("eyePos", cam.Position); earthShader.SetUniform("lightPos", cam.LightPos); sunShader.Bind(); sunShader.SetUniform("view", cam.Transfrom); sunShader.SetUniform("proj", cam.Projection); lineShader.Bind(); lineShader.SetUniform("view", cam.Transfrom); lineShader.SetUniform("proj", cam.Projection); #endregion //textured items buffer.Bind(); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); skybox.draw(cam); foreach (Planet p in planets) { p.Draw(cam, defaultShader, lineShader); } sun.Draw(cam, sunShader); earth.Draw(cam, earthShader, lineShader); //transparent items //foreach (PlanetRing r in rings) // r.draw(cam.Transfrom, defaultShader); int blurrPasses = bloom ? 5 : 0; var blurredTexture = blur.Blur(buffer.Textures[1], blurrPasses); GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0); GL.Viewport(0, 0, gw.Width, gw.Height); //frame.Draw(Area.TopLeft, buffer.Textures[0]); //frame.Draw(Area.TopRight, buffer.Textures[1]); if (showBloomBuffer) { frame.Draw(Area.BottomRight, blurredTexture); } finalShader.Bind(); finalShader.SetUniform("useBloom", bloom); frame.Draw(Area.Full, buffer.Textures[0], blurredTexture, finalShader); guiManager.Draw(gw); }
public override void Draw(GameTime gameTime) { guiManager.Draw(gameTime, renderer.SpriteBatch); base.Draw(gameTime); }