Exemple #1
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 public void Draw(SpriteRender spriteRender)
 {
     if (_weapon != null)
     {
         _weapon.Draw(spriteRender);
     }
 }
Exemple #2
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 public void Draw(SpriteRender spriteRender)
 {
     foreach (IItem item in this.Items.Values)
     {
         spriteRender.Draw(item.ItemFrame, item.Position);
     }
 }
Exemple #3
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        public override void Draw(GameTime gameTime)
        {
            SpriteRender spriteRender = Game.Services.GetService <SpriteRender>();

            texture.Draw(gameTime, spriteRender, element.rectangle.Center.ToVector2(), 1);
            base.Draw(gameTime);
        }
Exemple #4
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        public void Draw()
        {
            SpriteRender.ResetView(800, 600);
            SpriteRender.DrawRect(10, 10, 0.0f, healthBarWidth, 15, Color4.DarkRed);
            SpriteRender.DrawRect(10, 10, 0.0f, (health / 100) * healthBarWidth, 15, Color4.Red);

            if (score != 0)
            {
                TextRender.Draw(350f, 10f, 0.0f, score.ToString(), Fonts.Standard, Color4.White, 2f);
            }

            TextRender.Draw(500f, 10f, 0.0f, lives + "", Fonts.Standard, Color4.Yellow, 2f);
            TextRender.Draw(550f, 10f, 0.0f, tokens + "", Fonts.Standard, Color4.Yellow, 2f);

            if ((int)(inventory & InventoryItem.Key1) > 0)
            {
                SpriteRender.Draw(170, 5, 0, 20, 20, Textures.Key);
            }
            if ((int)(inventory & InventoryItem.Key2) > 0)
            {
                SpriteRender.Draw(200, 5, 0, 20, 20, Textures.Key);
            }
            if ((int)(inventory & InventoryItem.Key3) > 0)
            {
                SpriteRender.Draw(230, 5, 0, 20, 20, Textures.Key);
            }
            if ((int)(inventory & InventoryItem.Key4) > 0)
            {
                SpriteRender.Draw(260, 5, 0, 20, 20, Textures.Key);
            }
        }
Exemple #5
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        protected override void LoadContent()
        {
            // Load Spritebatch and SpriteRender for spritesheets
            spriteBatch  = new SpriteBatch(GraphicsDevice);
            spriteRender = new SpriteRender(spriteBatch);

            var spriteSheetLoader = new SpriteSheetLoader(this.Content);

            mapTileSheet         = spriteSheetLoader.Load("tiles/tileAtlas");
            menuTileSheet        = spriteSheetLoader.Load("menu/menuAtlas");
            buildingTileSheet    = spriteSheetLoader.Load("buildings/buildingAtlas");
            interactiveTileSheet = spriteSheetLoader.Load("interactives/interactiveAtlas");
            peopleTileSheet      = spriteSheetLoader.Load("people/peopleAtlas");

            font = Content.Load <SpriteFont>("maelFont");

            // Make a 1x1 texture named pixel.
            pixel = new Texture2D(GraphicsDevice, 1, 1);

            // Create a 1D array of color data to fill the pixel texture with.
            Color[] colorData =
            {
                new Color(Color.White, 0.5f)
            };

            // Set the texture data with our color information.
            pixel.SetData(colorData);
        }
Exemple #6
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        public override void LoadGame()
        {
            //texture = TK.ContentPipeline.LoadTexture("Textures/char.png");
            //x = 0;
            //y = 0;
            //vX = 0;
            //vY = 0;
            //dX = 0.3f;
            //dY = 0.3f;
            //aX = 0.1f;
            //aY = 0.1f;
            //r = 0;
            //pX = 0;
            //pY = 0;
            //pvX = 0;
            //pvY = 0;
            //Loader.LoadTextures();
            //Loader.LoadSoundEffects();
            //Loader.LoadFonts();
            //gameplay.Load();

            _sprites.Add(new Player("char.png", 1));

            SpriteRender.SetView(0, 0, 800, 600, 1);
        }
Exemple #7
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        /// <inheritdoc />
        public override bool RayCastSelf(ref RayCastData ray, out float distance, out Vector3 normal)
        {
            SpriteRender sprite = (SpriteRender)Actor;
            Vector3      viewPosition = ray.View.Position;
            Vector3      viewDirection = ray.View.Direction;
            Matrix       m1, m2, m3, world;
            var          size = sprite.Size;

            Matrix.Scaling(size.X, size.Y, 1.0f, out m1);
            var transform = sprite.Transform;

            if (sprite.FaceCamera)
            {
                var up = Vector3.Up;
                Matrix.Billboard(ref transform.Translation, ref viewPosition, ref up, ref viewDirection, out m2);
                Matrix.Multiply(ref m1, ref m2, out m3);
                Matrix.Scaling(ref transform.Scale, out m1);
                Matrix.Multiply(ref m1, ref m3, out world);
            }
            else
            {
                transform.GetWorld(out m2);
                Matrix.Multiply(ref m1, ref m2, out world);
            }

            OrientedBoundingBox bounds;

            bounds.Extents        = Vector3.Half;
            bounds.Transformation = world;

            normal = -ray.Ray.Direction;
            return(bounds.Intersects(ref ray.Ray, out distance));
        }
Exemple #8
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        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your managed content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // texturePacker spriter render class
            this.spriteRender = new SpriteRender(this.spriteBatch);

            /// the master blaster
            Content.RootDirectory = "Content";
            ObjectManager.Add(ComponentStrings.ContentManager, new AssetManager(Content));
            _contentManager = ObjectManager.Get <IContentManager>(ComponentStrings.ContentManager);

            LoadAssets(); // requires content manager

            // create the game components
            AddComponent(ComponentStrings.EntityManager);
            AddComponent(ComponentStrings.Input);
            AddComponent(ComponentStrings.Debug);
            AddComponent(ComponentStrings.ControllerDebug);
            AddComponent(ComponentStrings.ItemManager);
            AddComponent(ComponentStrings.GameOptions);
            AddComponent(ComponentStrings.ActiveGear);
            AddComponent(ComponentStrings.Inventory);
            AddComponent(ComponentStrings.Player);
            AddComponent(ComponentStrings.HUD);
            AddComponent(ComponentStrings.ItemDebug);
            AddComponent(ComponentStrings.GameManager);

            _input           = ObjectManager.Get <IInput>(ComponentStrings.Input);
            _debug           = ObjectManager.Get <IDebug>(ComponentStrings.Debug);
            _controllerDebug = ObjectManager.Get <IControllerDebug>(ComponentStrings.ControllerDebug);
            _itemDebug       = ObjectManager.Get <IItemDebug>(ComponentStrings.ItemDebug);
            _gameManager     = ObjectManager.Get <IGameManager>(ComponentStrings.GameManager);
        }
 public PlayerGraphicsComponent(SpriteSheetLoader spriteSheetLoader, SpriteBatch spriteBatch,
                                PlayerInputComponent playerInput)
 {
     _playerInput       = playerInput;
     _spriteBatch       = spriteBatch;
     _spriteRender      = new SpriteRender(_spriteBatch);
     _spriteSheetLoader = spriteSheetLoader;
 }
Exemple #10
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 public Animation(SpriteRender SpriteRender, GameTime GameTime, float Speed, Vector2 Position)
 {
     Sprites           = new List <Sprite>();
     this.SpriteRender = SpriteRender;
     this.GameTime     = GameTime;
     this.Speed        = Speed;
     this.Position     = Position;
 }
Exemple #11
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        public override void Draw()
        {
            if (this.Dead || this.Texture == null)
            {
                return;
            }

            SpriteRender.Draw(this.X, this.Y, this.Z, this.Width, this.Height, this.Texture, Color, 1.0, false, false);
        }
Exemple #12
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        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            SpriteBatch  = new SpriteBatch(GraphicsDevice);
            SpriteRender = new SpriteRender(SpriteBatch);

            var spriteSheetLoader = new SpriteSheetLoader(Content, GraphicsDevice);
            var spriteSheet       = spriteSheetLoader.Load(@"Spritesheets\mlm_armies\mlm_armies.png");

            entityFactory = new EntityFactory(spriteSheet);
        }
Exemple #13
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 public static void DrawRoads(SpriteRender spriteRender, Road[,] roads)
 {
     foreach (Road road in roads)
     {
         if (road != null)
         {
             spriteRender.Draw(road.SpriteFrame, road.Coords);
         }
     }
 }
Exemple #14
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 public static void DrawMainMenu(SpriteRender spriteRender, List <Button> menu)
 {
     foreach (Button button in menu)
     {
         if (button.SpriteFrame != null)
         {
             spriteRender.Draw(button.SpriteFrame, button.Pos);
         }
     }
 }
Exemple #15
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    public void LoadContent()
    {
        GameObject   obj = GameObject.CreatNewGameObject(gameScene, null);
        SpriteRender sr  = obj.AddComponent <SpriteRender>();

        sr.Sprite    = ResoucesManager.init.GetTexture("Assets/020");
        obj.Position = new Vector3(0, 0, 0);
        obj.Scale    = new Vector2(0.3f, 0.3f);
        Animator anima = obj.AddComponent <Animator>();

        anima.SliceImage(4, 4, 5);

        obj.AddComponent <AudioListener>();
        AudioSource _audio = obj.AddComponent <AudioSource>();

        _audio.AudioClip = ResoucesManager.init.GetSoundEffect("Assets/PaddleBounceSound");
        TimerTick tick = obj.AddComponent <TimerTick>();

        tick.TickListen += () => { _audio.Play(); };
        obj.AddComponent <TestBehaiour>();
        BoxCollider box_0 = obj.AddComponent <BoxCollider>();

        box_0.isTrigger = true;


        GameObject obj_collider = GameObject.CreatNewGameObject(gameScene, null);

        obj_collider.Position = new Vector3(100, 100, 0);
        obj_collider.Scale    = new Vector2(0.3f, 0.3f);
        SpriteRender sr_collider = obj_collider.AddComponent <SpriteRender>();

        sr_collider.Sprite = ResoucesManager.init.GetTexture("Assets/Block");
        BoxCollider box_1 = obj_collider.AddComponent <BoxCollider>();


        GameObject obj_collider_2 = GameObject.CreatNewGameObject(gameScene, null);

        obj_collider_2.Position = new Vector3(500, 500, 0);
        obj_collider_2.Scale    = new Vector2(0.3f, 0.3f);
        SpriteRender sr_collider_2 = obj_collider_2.AddComponent <SpriteRender>();

        sr_collider_2.Sprite = ResoucesManager.init.GetTexture("Assets/Block_2");
        BoxCollider box_2 = obj_collider_2.AddComponent <BoxCollider>();

        box_2.Freze_x = true;
        box_2.Freze_y = true;

        GameObject obj_back = GameObject.CreatNewGameObject(gameScene, null);

        obj_back.Position = new Vector3(0, 0, -5f);
        obj_back.Scale    = new Vector2(2.0f, 1.5f);
        SpriteRender sr_back = obj_back.AddComponent <SpriteRender>();

        sr_back.Sprite = ResoucesManager.init.GetTexture("Assets/Back");
    }
        public void DrawDead()
        {
            var totalTime = endTime.Subtract(startTime);

            SpriteRender.ResetView(800, 600);
            TextRender.Draw(100f, 100f, 0f, "GAME OVER", Fonts.Standard, Color4.Red, 5f);
            TextRender.Draw(100f, 460f, 0f, "TIME: " + (int)totalTime.TotalMinutes + ":" + totalTime.Seconds.ToString("00"), Fonts.Standard, Color4.White, 2f);
            TextRender.Draw(100f, 480f, 0f, "SCORE: " + lastscore, Fonts.Standard, Color4.White, 2f);
            TextRender.Draw(100f, 500f, 0f, "HIGHSCORE: " + highscore, Fonts.Standard, Color4.White, 2f);
            TextRender.Draw(100f, 520f, 0f, "PRESS ENTER TO PLAY AGAIN", Fonts.Standard, Color4.White, 2f);
        }
Exemple #17
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        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            Darker      = Content.Load <Effect>("Shaders/GrayScaleShader");
            renderer    = new SpriteRender(spriteBatch);
            Form MyGameForm = (Form)Form.FromHandle(Window.Handle);

            MyGameForm.Closing += ClosingFunction;
            // TODO: use this.Content to load your game content here
        }
 public override void Draw(SpriteRender spriteRender)
 {
     if (IsActive && this.barberPoleAnimationManager.CurrentSprite != null)
     {
         spriteRender.Draw(
             this.barberPoleAnimationManager.CurrentSprite,
             this.barberPoleAnimationManager.CurrentPosition,
             Color.White, 0, 1,
             this.barberPoleAnimationManager.CurrentSpriteEffects);
     }
 }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            this.spriteBatch  = new SpriteBatch(GraphicsDevice);
            this.spriteRender = new SpriteRender(this.spriteBatch);

            // TODO: use this.Content to load your game content here
            var spriteSheetLoader = new SpriteSheetLoader(Content, GraphicsDevice);

            spriteSheet = spriteSheetLoader.Load("salle.png");
        }
Exemple #20
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 /// <summary>
 /// LoadContent will be called once per game and is the place to load
 /// all of your content.
 /// </summary>
 protected override void LoadContent()
 {
     spriteBatch = new SpriteBatch(GraphicsDevice);
     Services.AddService(spriteBatch);
     spriteRender = new SpriteRender(this.spriteBatch);
     Services.AddService(spriteRender);
     Textures.Load(Content);
     screenManager = new ScreenManager(this);
     Services.AddService(screenManager);
     screenManager.AddScreen(new BackgroundScreen(this));
     screenManager.AddScreen(new MainScreen(this));
 }
Exemple #21
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        public Bullet(MainAsteroidsScene scene, int collideLayer) : base(scene)
        {
            polygonCollider            = new PolygonCollider(this, Core.Resources.Resources.Polygones.Bullet, scene.collidersWorld, collideLayer);
            polygonCollider.Tag        = "Bullet";
            polygonCollider.OnCollide += PolygonCollider_OnCollide;

            physic = new PhysicCore(this);

            polygonRender = new PolygonRender(this, Core.Resources.Resources.Polygones.Bullet);
            spriteRender  = new SpriteRender(this, Core.Resources.Resources.Sprites.Bullet);
            spriteRender.SetActive(false);
        }
Exemple #22
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 public override void Draw(GameTime gameTime)
 {
     if (!ended)
     {
         SpriteBatch  sb = Game.Services.GetService <SpriteBatch>();
         SpriteRender sr = Game.Services.GetService <SpriteRender>();
         sb.Begin();
         texture.Draw(gameTime, sr, position, scale);
         sb.End();
         base.Draw(gameTime);
     }
 }
        public void DrawGame(TimeSpan delta)
        {
            SpriteRender.SetView((float)level.Player.X, (float)level.Player.Y, (float)800, (float)600, 5.0f);

            foreach (var body in world._bodies)
            {
                var sprite = body as Sprite;

                sprite.Draw();
            }

            hud.Draw();
        }
Exemple #24
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        public Asteroid(MainAsteroidsScene scene, SpriteInfo spriteInfo, Polygon polygon) : base(scene)
        {
            this.scene   = scene;
            SpriteRender = new SpriteRender(this, spriteInfo);
            SpriteRender.SetActive(false);

            PolygonRender = new PolygonRender(this, polygon);

            collider2D            = new PolygonCollider(this, polygon, scene.collidersWorld, 1);
            collider2D.OnCollide += Collider2D_OnCollide;
            collider2D.Tag        = "Asteroid";
            Physic = new PhysicCore(this);
        }
Exemple #25
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        public override void update(GameObject gameObject, SpriteRender spriteRender, GameTime gameTime, float depth)
        {
            int originY = Sprite.TILE_TEXTURE_HEIGHT * 2 + 48;

            string gameObjectStateString = GameObjectStateProvider.GetStateString(gameObject);

            TextureDefinition textureDefinition = TextureDefinitionFactory.Get(gameObjectStateString);

            Sprite sprite = gameObject.AnimationContainer.getCurrentSprite(TextureDefinitionFactory.Get(gameObjectStateString), gameTime);

            sprite.Depth = depth;
            spriteRender.Draw(sprite, gameObject.position, new Vector2(0, originY));
        }
        public void DrawEnd()
        {
            var totalTime = endTime.Subtract(startTime);

            SpriteRender.ResetView(800, 600);
            TextRender.Draw(100f, 100f, 0f, "CONGRATULATIONS", Fonts.Standard, Color4.Green, 5f);
            TextRender.Draw(100f, 150f, 0f, "", Fonts.Standard, Color4.White, 1.75f);
            TextRender.Draw(100f, 440f, 0f, "TIME: " + (int)totalTime.TotalMinutes + ":" + totalTime.Seconds.ToString("00"), Fonts.Standard, Color4.White, 2f);
            TextRender.Draw(100f, 460f, 0f, "TOKENS: " + savedTokens, Fonts.Standard, Color4.White, 2f);
            TextRender.Draw(100f, 480f, 0f, "SCORE: " + savedScore, Fonts.Standard, Color4.White, 2f);
            TextRender.Draw(100f, 500f, 0f, "HIGHSCORE: " + highscore, Fonts.Standard, Color4.White, 2f);
            TextRender.Draw(100f, 520f, 0f, "PRESS ENTER TO PLAY AGAIN", Fonts.Standard, Color4.White, 2f);
        }
Exemple #27
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        public override void update(GameObject gameObject, SpriteRender spriteRender, GameTime gameTime, float depth)
        {
            string gameObjectStateString = GameObjectStateProvider.GetStateString(gameObject);


            TextureDefinition textureDefinition = TextureDefinitionFactory.Get(gameObjectStateString);

            // gameObject.state as first param
            Sprite sprite = gameObject.AnimationContainer.getCurrentSprite(TextureDefinitionFactory.Get(gameObjectStateString), gameTime);

            sprite.Depth = depth;
            spriteRender.Draw(sprite, gameObject.position, gameObject.Color);
        }
Exemple #28
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        public static void DrawBuildings(SpriteRender spriteRender, List <Building> buildings)
        {
            foreach (Building building in buildings)
            {
                int offset = 0;
                if (building.SpriteFrame != buildingTileSheet.Sprite(TexturePackerMonoGameDefinitions.buildingAtlas.SmallSelect) &&
                    building.SpriteFrame != buildingTileSheet.Sprite(TexturePackerMonoGameDefinitions.buildingAtlas.LargeSelect))
                {
                    offset = tileSize / 4;
                }

                spriteRender.Draw(building.SpriteFrame, new Vector2(building.Position.X, building.Position.Y - offset));
            }
        }
Exemple #29
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 public void Draw(GameTime gameTime, SpriteRender spriteRender, Vector2 position, float scale)
 {
     if (!ended)
     {
         spriteRender.Draw(
             spriteSheet.Sprite(frames[curFrame]),
             position,
             Color.White,
             0,
             scale,
             SpriteEffects.None
             );
     }
 }
Exemple #30
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        public void DrawMoja(SpriteRender spriteRender, SpriteSheet spriteSheet)
        {
            List <String> lista1 = PlayerAnimationLists.getTestList();
            List <String> list   = new List <String>();

            //list.Add(TexturePackerMonoGameDefinitions.mainMenu.MainMenu1);
            //list.Add(TexturePackerMonoGameDefinitions.mainMenu.MainMenu2);
            //lista1.Add(TexturePackerMonoGameDefinitions.CapGuyDemo.Capguy_turn_0002);
            //lista1.Add(TexturePackerMonoGameDefinitions.CapGuyDemo.Capguy_turn_0003);
            //lista1.Add(TexturePackerMonoGameDefinitions.CapGuyDemo.Capguy_turn_0004);
            //lista1.Add(TexturePackerMonoGameDefinitions.CapGuyDemo.Capguy_turn_0005);
            spriteRender.Draw(
                spriteSheet.Sprite(lista1[currentFrame]),
                new Vector2(200, 200));
        }