Esempio n. 1
0
        public void Render(Canvas2D canvas)
        {
            float worldOffsetX = (Game.Window.Width + TileSize - World.Width * TileSize) / 2;
            float worldOffsetY = (Game.Window.Height + TileSize - World.Height * TileSize) / 2;

            using (canvas <= m_frameBuffer)
            {
                canvas.Clear(ColorU.Black);
                DrawGround(canvas);
                using (canvas <= new Translation(worldOffsetX, worldOffsetY))
                {
                    DrawPlayer(canvas, World.Player);
                    DrawEnemies(canvas, World.Enemies);
                    RenderWalls(canvas, World.Walls);
                    DrawBullets(canvas, World.Bullets);
                    DrawBonuses(canvas, World.Bonuses);
                    m_renderer.Render(canvas);
                }
            }
            m_renderer.Render(canvas, m_frameBuffer);
            DrawWorldEvents(canvas, World);
        }
Esempio n. 2
0
        public virtual void Render(Canvas2D canvas)
        {
            canvas.Clear(Configuration.BackgroundColor);


            if (TransparentBack)
            {
                var boxWidth = (int)(0.01f * Target.Width);
                var qtdeX    = (int)Math.Ceiling((double)RenderRegion.Width / boxWidth);
                var qtdeY    = (int)Math.Ceiling((double)RenderRegion.Height / boxWidth);

                var color1 = ColorU.White;
                var color2 = ColorU.LightGray;

                for (var i = 0; i < qtdeX; i++)
                {
                    for (var j = 0; j < qtdeY; j++)
                    {
                        var curColor = i % 2 == j % 2 ? color1 : color2;
                        canvas.DrawFilledRect(i * boxWidth, j * boxWidth, boxWidth, boxWidth, curColor);
                    }
                }
            }
        }