private void OnRenderingWorld(object sender, RenderingWorldEventArgs e)
        {
            SpriteBatch spriteBatch = e.SpriteBatch;
            Rectangle   viewPort    = Game1.viewport.ToXna();
            Vector2     origin      = new Vector2(-viewPort.Center.X / 8, -viewPort.Center.Y / 8) * Game1.options.zoomLevel;
            float       scale       = 4f;

            spriteBatch.Draw(skyTexture, Vector2.Zero, null, Color.White, 0f, Vector2.Zero, 4f, SpriteEffects.None, 0.8f);
            spriteBatch.Draw(texture, origin, null, Color.White, 0f, Vector2.Zero, scale, SpriteEffects.None, 1f);
            //debug warp custom_ridgeside_rsvcliff
        }
Exemple #2
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        private void OnRenderingWorld(object sender, RenderingWorldEventArgs e)
        {
            if (Game1.background is SpaceBackground)
            {
                // This part doesn't do anything normally (https://github.com/MonoGame/MonoGame/issues/5441),
                // but SpriteMaster makes it work. So need this for compatibility.
                if (Game1.graphics.PreferredDepthStencilFormat != DepthFormat.Depth24Stencil8)
                {
                    Game1.graphics.PreferredDepthStencilFormat = DepthFormat.Depth24Stencil8;
                    Game1.graphics.ApplyChanges();
                }

                DefaultStencilOverride = StencilDarken;
                Game1.graphics.GraphicsDevice.Clear(ClearOptions.Stencil, Color.Transparent, 0, 0);
            }
        }
Exemple #3
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 private void Display_RenderingWorld(object sender, RenderingWorldEventArgs e)
 {
     if (!Context.IsWorldReady)
     {
         return;
     }
     try
     {
         minigame.Value.Display_RenderingWorld(sender, e);
     }
     catch (Exception ex)
     {
         Monitor.Log("Handled Exception in RenderedWorld. Festival: " + Game1.isFestival() + ", Message: " + ex.Message + " in: " + exception.Match(ex.StackTrace).Value, LogLevel.Trace);
         minigame.Value.EmergencyCancel();
     }
 }
 private void Display_RenderingWorld(object sender, RenderingWorldEventArgs e)
 {
     if (!Config.EnableMod)
     {
         return;
     }
     if (Config.AllowOthersToPick)
     {
         foreach (Farmer farmer in Game1.getAllFarmers())
         {
             var loc = farmer.Position + new Vector2(32, -88);
             if (Game1.player.currentLocation == farmer.currentLocation && farmer.hat.Value is not null && Vector2.Distance(Game1.GlobalToLocal(loc), Game1.getMousePosition().ToVector2()) < 32 && farmer.hat.Value.modData.ContainsKey(seedKey))
             {
                 if (ReadyToHarvest(farmer.hat.Value))
                 {
                     Game1.mouseCursor = 6;
                     if (!Utility.withinRadiusOfPlayer((int)farmer.Position.X, (int)farmer.Position.Y, 1, Game1.player))
                     {
                         Game1.mouseCursorTransparency = 0.5f;
                     }
                 }
             }
         }
     }
     else
     {
         var loc = Game1.player.Position + new Vector2(32, -88);
         if (Vector2.Distance(Game1.GlobalToLocal(loc), Game1.getMousePosition().ToVector2()) < 32 && Game1.player.hat.Value is not null && Game1.player.hat.Value.modData.TryGetValue(phaseKey, out string phaseString))
         {
             if (ReadyToHarvest(Game1.player.hat.Value))
             {
                 Game1.mouseCursor = 6;
             }
         }
     }
 }
Exemple #5
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 private void Display_RenderingWorld(object sender, RenderingWorldEventArgs e)
 {
     throw new NotImplementedException();
 }
 /// <summary>Raised before the game world is drawn to the screen. This event isn't useful for drawing to the screen, since the game will draw over it.</summary>
 /// <param name="sender">The event sender.</param>
 /// <param name="e">The event arguments.</param>
 protected virtual void OnRenderingWorld(object sender, RenderingWorldEventArgs e)
 {
 }