Exemple #1
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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 #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 virtual void Draw(GameTime gameTime)
        {
            foreach (MapTile tile in DrawnMap)
            {
                MapRender.Draw(
                    MapSpriteSheet.Sprite(CharToTile[tile.ModelChar]),
                    tile.Position,
                    0.1f,
                    Color.White,
                    0,
                    1,
                    SpriteEffects.None);
            }

            foreach (MapTile tile in DrawnMap)
            {
                if (tile.IsCollidable)
                {
                    if (DebugConstants.ShowBoundingBoxes)
                    {
                        BoundingBoxHelper.DrawRectangle(tile.BoundingBox, GlobalAssets.BBoxOutline, Color.White, MapBatch, false, 1);
                    }

                    if ((tile.IsBeingCollided || tile.IsBeingStoodOn) && DebugConstants.ShowCollisionOverlays)
                    {
                        BoundingBoxHelper.DrawRectangle(tile.BoundingBox, GlobalAssets.CollisionOverlay, Color.White, MapBatch, true, 1);
                    }
                }
            }
        }
Exemple #4
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        public void Draw(GameTime gameTime, Entity entity)
        {
            var currentFrame = Animation.GetCurrentFrame();

            _spriteRender.Draw(
                currentFrame.SpriteFrame,
                Position);
        }
Exemple #5
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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 #6
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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 #7
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 public static void DrawMenu(SpriteRender spriteRender, List <Button> menu, SpriteBatch spriteBatch, Actions mouseAction)
 {
     foreach (UIElement ui in uiElements)
     {
         if (ui != null)
         {
             if (ui.Type == UIElement.ElementType.Resources)
             {
                 spriteRender.Draw(ui.SpriteFrame, ui.Pos);
                 spriteBatch.DrawString(font, ui.TextTop, new Vector2(ui.Pos.X + (ui.Resource1 != UIElement.Resource.Population && ui.Resource1 != UIElement.Resource.Workers ? 33 : 0), ui.Pos.Y + 4), Color.White);
                 spriteBatch.DrawString(font, ui.TextBottom, new Vector2(ui.Pos.X + (ui.Resource1 != UIElement.Resource.Population && ui.Resource1 != UIElement.Resource.Workers ? 33 : 0), ui.Pos.Y + 29), Color.White);
             }
             if (ui.Type == UIElement.ElementType.MenuSelection)
             {
                 // Draw infos for menu selection
                 if (mouseAction != Actions.Nothing)
                 {
                     spriteRender.Draw(ui.SpriteFrame, ui.Pos);
                     spriteBatch.DrawString(font, ui.TextTop, new Vector2(ui.Pos.X + (ui.Resource1 != UIElement.Resource.Population && ui.Resource1 != UIElement.Resource.Workers ? 33 : 0), ui.Pos.Y + 4), Color.White);
                     spriteBatch.DrawString(font, ui.TextBottom, new Vector2(ui.Pos.X + (ui.Resource1 != UIElement.Resource.Population && ui.Resource1 != UIElement.Resource.Workers ? 33 : 0), ui.Pos.Y + 29), Color.White);
                 }
             }
             if (ui.Type == UIElement.ElementType.GameSelection)
             {
                 // Draw infos for selection
                 int menuYPosition = graphics.GraphicsDevice.Viewport.Height - 300;
                 if (selectedBuilding != null)
                 {
                     spriteRender.Draw(ui.SpriteFrame, ui.Pos);
                     spriteBatch.DrawString(font, selectedBuilding.Name, new Vector2(ui.Pos.X + 10, ui.Pos.Y + 8), Color.White);
                     spriteBatch.DrawString(font, selectedBuilding.Description, new Vector2(ui.Pos.X + 10, ui.Pos.Y + 24), Color.White);
                 }
             }
         }
     }
     foreach (Button button in menu)
     {
         if (button.SpriteFrame != null)
         {
             spriteRender.Draw(button.SpriteFrame, button.Pos);
         }
     }
 }
Exemple #8
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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);
         }
     }
 }
 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);
     }
 }
Exemple #10
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        /// <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.Black);

            spriteBatch.Begin();

            // Draw the background
            spriteRender.Draw(backgroundSprite, centreScreen);

            // Draw character on screen
            spriteRender.Draw(
                characterAnimationManager.CurrentSprite,
                characterAnimationManager.CurrentPosition,
                Color.White, 0, 1,
                characterAnimationManager.CurrentSpriteEffects);

            spriteBatch.End();

            base.Draw(gameTime);
        }
        public void Draw(GameTime deltaTime, Entity entity)
        {
            var currentFrame = _currentAnimation.GetCurrentFrame();

            _spriteRender.Draw(currentFrame.SpriteFrame,
                               new Vector2(entity.Position.X, entity.Position.Y),
                               layerDepth: 0.5f,
                               color: Color.White,
                               rotation: 0,
                               scale: entity.Scale,
                               spriteEffects: currentFrame.SpriteEffect);
        }
Exemple #12
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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));
        }
Exemple #13
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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 #14
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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 #15
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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 #16
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        public override void Draw()
        {
            if (IsExit)
            {
                SpriteRender.Draw(
                    this.X - this.NegativeTextureOffset.X,
                    this.Y - this.NegativeTextureOffset.Y - 10,
                    this.Z,
                    this.Width + this.PositiveTextureOffset.X,
                    (this.Height + this.PositiveTextureOffset.Y) / 2,
                    Textures.ExitDoor);
            }

            base.Draw();
        }
Exemple #17
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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 = 0.6f;

            //based on arrow facing rotate the sprite
            sprite.Size = new Vector2(0.3f, 0.3f);
            spriteRender.Draw(sprite, gameObject.position);
        }
Exemple #18
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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));
        }
Exemple #19
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        public static void DrawTerrain(SpriteRender spriteRender)
        {
            int startCol, endCol, startRow, endRow;

            GetRenderableTilesAndCenterTile(out startCol, out endCol, out startRow, out endRow);
            for (int x = startCol; x < endCol && x < tileMap.GetUpperBound(0); x++)
            {
                for (int y = startRow; y < endRow && y < tileMap.GetUpperBound(1); y++)
                {
                    // Render coords are tile coords times tilesize
                    int yPos = tileMap[x, y].Type != TexturePackerMonoGameDefinitions.texturePackerSpriteAtlas.Stone1 ? y * tileSize : y * tileSize - tileSize;
                    int xPos = x * tileSize;
                    spriteRender.Draw(mapTileSheet.Sprite(tileMap[x, y].Type), new Vector2(xPos, yPos));
                }
            }
        }
        public void Draw(GameTime deltaTime, Entity entity)
        {
            var currentFrame = _currentAnimation.GetCurrentFrame();

            _spriteRender.Draw(currentFrame.SpriteFrame,
                               new Vector2(entity.Position.X, entity.Position.Y),
                               .5f,
                               Color.White,
                               rotation: 0,
                               scale: entity.Scale,
                               spriteEffects: currentFrame.SpriteEffect);

            if (DebugConstants.ShowBoundingBoxes)
            {
                BoundingBoxHelper.DrawRectangle(entity.BoundingBox, GlobalAssets.BBoxOutline, Color.White, _spriteBatch, false, 1);
            }
        }
Exemple #21
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 internal static void DrawPeople(SpriteRender spriteRender, List <Citizen> citizens)
 {
     GetRenderableTilesAndCenterTile(out int startCol, out int endCol, out int startRow, out int endRow);
     if (citizens != null)
     {
         foreach (Citizen citizen in citizens)
         {
             if (citizen.Pos.X / tileSize > startCol &&
                 citizen.Pos.X / tileSize < endCol &&
                 citizen.Pos.Y / tileSize > startRow &&
                 citizen.Pos.Y / tileSize < endRow)
             {
                 spriteRender.Draw(citizen.SpriteFrame, citizen.Pos);
             }
         }
     }
 }
Exemple #22
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        public override void Draw()
        {
            if (this.Dead || this.Texture == null)
            {
                return;
            }

            SpriteRender.Draw(
                this.X - this.NegativeTextureOffset.X,
                this.Y - this.NegativeTextureOffset.Y,
                this.Z,
                this.Width + this.PositiveTextureOffset.X,
                this.Height + this.PositiveTextureOffset.Y,
                this.Texture,
                this.IsPlayers ? Color4.Red : Color4.Yellow,
                1.0f,
                false);
        }
Exemple #23
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        public override void Draw()
        {
            if (this.Dead || this.Texture == null)
            {
                return;
            }

            SpriteRender.Draw(
                this.X - this.NegativeTextureOffset.X,
                this.Y - this.NegativeTextureOffset.Y,
                this.Z,
                this.Width + this.PositiveTextureOffset.X,
                this.Height + this.PositiveTextureOffset.Y,
                currentTexture,
                Color4.White,
                //jumping ? (jumpingSecond ? Color4.Red : Color4.Green) : Color4.White,
                1.0f,
                PlayerDirection == 1);

            DrawMessages();
        }
Exemple #24
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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.Color = gameObject.Damaged ? Color.Red : Color.White;

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

            sprite.Depth = depth;

            gameObject.Color = Color.White;
            if (gameObject.GameObjectStateContainer.GetPrevious() is StateWaving)
            {
                gameObject.Color = Color.Red;
            }

            spriteRender.Draw(sprite, gameObject.position, gameObject.Color);
        }
Exemple #25
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        public void Draw()
        {
            timeElapsed += (float)GameTime.ElapsedGameTime.TotalSeconds;

            if (timeElapsed > Speed && IsRunning)
            {
                timeElapsed -= Speed;

                if (SpriteIndex < Sprites.Count - 1)
                {
                    SpriteIndex++;
                }
                else if (IsLooping)
                {
                    SpriteIndex = 0;

                    isFinished = true;
                }
            }

            SpriteRender.Draw(Sprites[SpriteIndex], Position);
        }
Exemple #26
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        public void DrawAmmo(SpriteRender spriteRender)
        {
            if (_activeGear.Weapon != null)
            {
                // draw ammo
                spriteRender.spriteBatch.DrawString(
                    spriteFont: this._fontBig,
                    text: MagCount,
                    position: AmmoPosition + new Vector2(3, 3),
                    color: Color.Black
                    );

                spriteRender.spriteBatch.DrawString(
                    spriteFont: this._fontBig,
                    text: MagCount,
                    position: AmmoPosition,
                    color: Color.White
                    );

                spriteRender.spriteBatch.DrawString(
                    spriteFont: this._font,
                    text: ReserveCount,
                    position: AmmoPosition + new Vector2(3, 3 + this._fontBig.LineSpacing),
                    color: Color.Black
                    );

                spriteRender.spriteBatch.DrawString(
                    spriteFont: this._font,
                    text: ReserveCount,
                    position: AmmoPosition + new Vector2(0, this._fontBig.LineSpacing),
                    color: Color.White
                    );

                // draw weapon
                // TODO: fix references to _ammoX _ammoY
                Utilities.DrawRectangle(new Rectangle((int)_ammoX - 5, (int)_ammoY - 5, 1, _font.LineSpacing + _fontBig.LineSpacing + 10), Color.Black, spriteRender.spriteBatch);
                spriteRender.Draw(_activeGear.Weapon.PopupFrame, WeaponPosition, Color.White, 0, 0.25f);
            }
        }
Exemple #27
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        public void Draw(SpriteRender spriteRender, SceneManager sceneManager)
        {
            int[,] matrix = sceneManager.Scene.GetTerrainMatrix();

            float depth = 0.3f;

            for (int row = 0; row < matrix.GetLength(0); row++)
            {
                int offset_x = 0;
                if (IsOdd(row))
                {
                    offset_x = Tile.WIDTH / 2;
                }

                for (int column = 0; column < matrix.GetLength(1); column++)
                {
                    int terrainId = matrix[row, column];

                    Tile tile = TerrainFactory.Get(terrainId);

                    int positionX = column * Tile.WIDTH + offset_x;
                    int positionY = row * Tile.HEIGHT / 2;

                    var texture = ContentManager.Load <Texture2D>(tile.SpriteSheetName);

                    depth += 0.001f;

                    Sprite sprite = new Sprite(
                        texture,
                        new Rectangle(tile.SpriteSheetContainerMappingX, tile.SpriteSheetContainerMappingY, Tile.WIDTH, Tile.HEIGHT), // 0, 0 draw from upper left corner
                        new Vector2(1, 1),                                                                                            // normal size draw
                        depth
                        );

                    spriteRender.Draw(sprite, new Vector2(positionX, positionY));
                }
            }
        }
Exemple #28
0
        /// <summary>
        /// Allows the game component to draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            //GraphicsDevice.Clear(Color.Black);

            //fSpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied);
            //fSpriteBatch.Draw(fBackground, new Rectangle(0, 0, fGraphics.PreferredBackBufferWidth, fGraphics.PreferredBackBufferHeight),Color.FromNonPremultiplied(255, 255, 255, 160));
            //fSpriteBatch.End();

            fParticlesSideEffect.Draw(fSpriteBatch, fTexture);
            fParticlesMouse.Draw(fSpriteBatch, fTexture);
            fParticlesSeconds.Draw(fSpriteBatch, fTexture);
            fParticlesCounter.Draw(fSpriteBatch, fTexture);
            fParticlesEva.Draw(fSpriteBatch, fTexture);

            fSpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied);

            fSpriteRender.Draw(
                fSpriteSheet.Sprite(TexturePackerMonoGameDefinitions.Flowers.Flowers_10), new Vector2(Mouse.GetState().X, Mouse.GetState().Y));
            fSpriteBatch.End();


            base.Draw(gameTime);
        }
Exemple #29
0
        internal static void DrawInteractives(SpriteRender spriteRender, List <Interactive> interactives)
        {
            if (interactives != null)
            {
                GetRenderableTilesAndCenterTile(out int startCol, out int endCol, out int startRow, out int endRow);

                foreach (Interactive interactive in interactives)
                {
                    // Only draw if its visible
                    if (interactive.Coords.X / tileSize > startCol &&
                        interactive.Coords.X / tileSize < endCol &&
                        interactive.Coords.Y / tileSize > startRow &&
                        interactive.Coords.Y / tileSize < endRow)
                    {
                        // Only draw interactives with health bigger than 0 - it is harvested if health is <= 0
                        if (interactive.Health > 0)
                        {
                            spriteRender.Draw(interactive.SpriteFrame, interactive.Coords);
                        }
                    }
                }
            }
        }
        public virtual void Draw()
        {
            if (this.Dead || this.Texture == null)
            {
                return;
            }

            SpriteRender.Draw(
                this.X - this.NegativeTextureOffset.X,
                this.Y - this.NegativeTextureOffset.Y,
                this.Z,
                this.Width + this.PositiveTextureOffset.X,
                this.Height + this.PositiveTextureOffset.Y,
                this.Texture);

            //UIElement element = new UIElement();
            //if (Texture != null)
            //{
            //    element = new Image();
            //    (element as Image).Source = Texture;
            //    (element as Image).RenderTransform = Transform;
            //}
            //else
            //{
            //    element = new Rectangle();

            //    (element as Rectangle).StrokeThickness = 2;
            //    (element as Rectangle).Width = this.Width;
            //    (element as Rectangle).Height = this.Height;
            //    (element as Rectangle).Stroke = Brush;
            //}

            //Canvas.SetLeft(element, this.X);
            //Canvas.SetTop(element, this.Y);

            //canvas.Children.Add(element);
        }