public static void Draw(GameTime gameTime, SpriteFont fnt, SpriteBatch sb, LineBatch lb, int resx, int resy) { _frameCounter++; string fps = string.Format(_format, "{0}x{1} {2} fps", resx, resy, insec.Sum()); string mem = string.Format(_format, "{0} MiB", memo); sb.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.AnisotropicClamp, DepthStencilState.Default, RasterizerState.CullCounterClockwise, null); sb.DrawString(fnt, fps, _position + Vector2.One, Color.Black); sb.DrawString(fnt, fps, _position, Color.White); sb.DrawString(fnt, mem, _position + Vector2.One + ofs, Color.Black); sb.DrawString(fnt, mem, _position + ofs, Color.White); var offset = new Vector2(150, 15); for (int index = 0; index < max_gr; index++) { var a = (int)(((float)graph[index]) / (_max) * 100); Color col = Color.Lerp(Color.Blue, Color.Red, (float)graph[index] / (_max)); if (index == _curent - 1) { col.G = 255; col.B = 255; } if (index == _curent - 2) { col.G = 200; col.B = 200; } if (index == _curent - 3) { col.G = 150; col.B = 150; } if (index == _curent - 4) { col.G = 75; col.B = 75; } if (a > 0) { lb.AddLine(new Vector2(10 + index, 100) + offset, new Vector2(10 + index, 100 - a) + offset, col, 1); } } int average = graph.Sum(); average /= graph.Length; sb.DrawString(fnt, string.Concat("average = ", average), new Vector2(10, 115) + offset, Color.Red); sb.End(); }
public static void Draw(GameTime gameTime, SpriteFont fnt, SpriteBatch sb, LineBatch lb, int resx, int resy) { _frameCounter++; string fps = string.Format(_format, "{0}x{1} {2} fps", resx, resy, insec.Sum()); string mem = string.Format(_format, "{0} MiB", memo); sb.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.AnisotropicClamp, DepthStencilState.Default, RasterizerState.CullCounterClockwise, null); sb.DrawString(fnt, fps, _position + Vector2.One, Color.Black); sb.DrawString(fnt, fps, _position, Color.White); sb.DrawString(fnt, mem, _position + Vector2.One + ofs, Color.Black); sb.DrawString(fnt, mem, _position + ofs, Color.White); var offset = new Vector2(150, 15); for (int index = 0; index < max_gr; index++) { var a = (int) (((float) graph[index])/(_max)*100); Color col = Color.Lerp(Color.Blue, Color.Red, (float) graph[index]/(_max)); if (index == _curent - 1) { col.G = 255; col.B = 255; } if (index == _curent - 2) { col.G = 200; col.B = 200; } if (index == _curent - 3) { col.G = 150; col.B = 150; } if (index == _curent - 4) { col.G = 75; col.B = 75; } if (a > 0) { lb.AddLine(new Vector2(10 + index, 100) + offset, new Vector2(10 + index, 100 - a) + offset, col, 1); } } int average = graph.Sum(); average /= graph.Length; sb.DrawString(fnt, string.Concat("average = ", average), new Vector2(10, 115) + offset, Color.Red); sb.End(); }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); lineBatch = new LineBatch(GraphicsDevice); base.LoadContent(); object_tex = ContentLoad(@"Textures\Objects\Blocks\Blocks"); texatlas = Content.Load<Texture2D>(@"Textures\BlocktexAtlas"); Commons.TextureAtlas.Y = texatlas.Height; Commons.TextureAtlas.X = texatlas.Width; var temp = new Texture2D[5]; for (int i = 0; i <= 4; i++) { temp[i] = ContentLoad(@"Textures\Objects\OnStore\wood_log" + (i + 1)); } onstore_tex.Add(OnStoreTexes.Wood_log, temp); temp = new Texture2D[5]; for (int i = 0; i <= 4; i++) { temp[i] = ContentLoad(@"Textures\Objects\OnStore\stone" + (i + 1)); } onstore_tex.Add(OnStoreTexes.Stone, temp); LoadTexture2D(unit_tex, @"Textures\transparent_pixel"); //0 LoadTexture2D(unit_tex, @"Textures\Units\human1"); //1 LoadTexture2D(unit_tex, @"Textures\Units\human2"); //2 LoadTexture2D(unit_tex, @"Textures\Units\human3"); //3 LoadTexture2D(interface_tex, @"Textures\Interface\Selector2"); //0 LoadTexture2D(interface_tex, @"Textures\Interface\PointBar"); //1 LoadTexture2D(interface_tex, @"Textures\Interface\Selector3_1"); //2 LoadTexture2D(interface_tex, @"Textures\Interface\Selector3_2"); //3 LoadTexture2D(interface_tex, @"Textures\Interface\dig"); //4 LoadTexture2D(interface_tex, @"Textures\Interface\digpit"); //5 LoadTexture2D(interface_tex, @"Textures\Interface\Int_up"); //6 LoadTexture2D(interface_tex, @"Textures\Interface\Int_10x50"); //7 LoadTexture2D(interface_tex, @"Textures\Interface\Int_10x100"); //8 LoadTexture2D(interface_tex, @"Textures\Interface\Int_1x15"); //9 LoadTexture2D(interface_tex, @"Textures\Interface\Int_left"); //10 LoadTexture2D(interface_tex, @"Textures\Interface\Int_10x10"); //11 LoadTexture2D(interface_tex, @"Textures\Interface\Int_5x5"); //12 LoadTexture2D(interface_tex, @"Textures\Interface\Int_5x5cross"); //13 LoadTexture2D(interface_tex, @"Textures\Interface\Int_5x5pike"); //14 LoadTexture2D(interface_tex, @"Textures\Interface\mork1"); //15 LoadTexture2D(interface_tex, @"Textures\Interface\Saving"); //16 LoadTexture2D(interface_tex, @"Textures\Interface\Building_41x28_16fr"); //17 LoadTexture2D(interface_tex, @"Textures\Interface\build"); //18 LoadTexture2D(interface_tex, @"Textures\Interface\supply"); //19 gears = new List<Texture2D>(); gears.Add(Content.Load<Texture2D>(@"Textures\Interface\g1")); gears.Add(Content.Load<Texture2D>(@"Textures\Interface\g2")); gears.Add(Content.Load<Texture2D>(@"Textures\Interface\g3")); g1r = gears[0].Height/2; g2r = gears[1].Height/2; g3r = gears[2].Height/2; Font1 = Content.Load<SpriteFont>(@"Textures\SpriteFont1"); Font2 = Content.Load<SpriteFont>(@"Textures\SpriteFont2"); dbobject = new DB_LMO(); //!!!! dbcreatures = new DB_LMC(); //!!!! //buildings = new Stores(); //!!!! gmap = new GMap(); //!!!! WindowsDesigner(); var blockeffect = Content.Load<Effect>(@"Effects\SolidBlockEffect"); smap = new SectorMap(GraphicsDevice, blockeffect); imap = new IntersectMap(); players.Add(new Player(GraphicsDevice, texatlas, "Player us")); player_us = players[0]; MeTexoncurA = 1; MeTexoncurB = 5; }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); lineBatch = new LineBatch(GraphicsDevice); base.LoadContent(); object_tex = ContentLoad(@"Textures\Objects\Blocks\Blocks"); texatlas = Content.Load <Texture2D>(@"Textures\BlocktexAtlas"); Commons.TextureAtlas.Y = texatlas.Height; Commons.TextureAtlas.X = texatlas.Width; var temp = new Texture2D[5]; for (int i = 0; i <= 4; i++) { temp[i] = ContentLoad(@"Textures\Objects\OnStore\wood_log" + (i + 1)); } onstore_tex.Add(OnStoreTexes.Wood_log, temp); temp = new Texture2D[5]; for (int i = 0; i <= 4; i++) { temp[i] = ContentLoad(@"Textures\Objects\OnStore\stone" + (i + 1)); } onstore_tex.Add(OnStoreTexes.Stone, temp); LoadTexture2D(unit_tex, @"Textures\transparent_pixel"); //0 LoadTexture2D(unit_tex, @"Textures\Units\human1"); //1 LoadTexture2D(unit_tex, @"Textures\Units\human2"); //2 LoadTexture2D(unit_tex, @"Textures\Units\human3"); //3 LoadTexture2D(interface_tex, @"Textures\Interface\Selector2"); //0 LoadTexture2D(interface_tex, @"Textures\Interface\PointBar"); //1 LoadTexture2D(interface_tex, @"Textures\Interface\Selector3_1"); //2 LoadTexture2D(interface_tex, @"Textures\Interface\Selector3_2"); //3 LoadTexture2D(interface_tex, @"Textures\Interface\dig"); //4 LoadTexture2D(interface_tex, @"Textures\Interface\digpit"); //5 LoadTexture2D(interface_tex, @"Textures\Interface\Int_up"); //6 LoadTexture2D(interface_tex, @"Textures\Interface\Int_10x50"); //7 LoadTexture2D(interface_tex, @"Textures\Interface\Int_10x100"); //8 LoadTexture2D(interface_tex, @"Textures\Interface\Int_1x15"); //9 LoadTexture2D(interface_tex, @"Textures\Interface\Int_left"); //10 LoadTexture2D(interface_tex, @"Textures\Interface\Int_10x10"); //11 LoadTexture2D(interface_tex, @"Textures\Interface\Int_5x5"); //12 LoadTexture2D(interface_tex, @"Textures\Interface\Int_5x5cross"); //13 LoadTexture2D(interface_tex, @"Textures\Interface\Int_5x5pike"); //14 LoadTexture2D(interface_tex, @"Textures\Interface\mork1"); //15 LoadTexture2D(interface_tex, @"Textures\Interface\Saving"); //16 LoadTexture2D(interface_tex, @"Textures\Interface\Building_41x28_16fr"); //17 LoadTexture2D(interface_tex, @"Textures\Interface\build"); //18 LoadTexture2D(interface_tex, @"Textures\Interface\supply"); //19 gears = new List <Texture2D>(); gears.Add(Content.Load <Texture2D>(@"Textures\Interface\g1")); gears.Add(Content.Load <Texture2D>(@"Textures\Interface\g2")); gears.Add(Content.Load <Texture2D>(@"Textures\Interface\g3")); g1r = gears[0].Height / 2; g2r = gears[1].Height / 2; g3r = gears[2].Height / 2; Font1 = Content.Load <SpriteFont>(@"Textures\SpriteFont1"); Font2 = Content.Load <SpriteFont>(@"Textures\SpriteFont2"); dbobject = new DB_LMO(); //!!!! dbcreatures = new DB_LMC(); //!!!! //buildings = new Stores(); //!!!! gmap = new GMap(); //!!!! WindowsDesigner(); var blockeffect = Content.Load <Effect>(@"Effects\SolidBlockEffect"); smap = new SectorMap(GraphicsDevice, blockeffect); imap = new IntersectMap(); players.Add(new Player(GraphicsDevice, texatlas, "Player us")); player_us = players[0]; MeTexoncurA = 1; MeTexoncurB = 5; }