Esempio n. 1
0
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);
            LightOverlay.Draw(gameTime, new Vector2(GraphicsDevice.PresentationParameters.BackBufferWidth / 2.0f, GraphicsDevice.PresentationParameters.BackBufferHeight / 2.0f), zoom: Zoom);

            foreach (Chunk c in Miscellaneous.GetChunksInFrame(WorldSystem, Camera))
            {
                c.Draw(gameTime, Camera);
            }

            LightOverlay.SetBackgroundColor(Miscellaneous.GetColorOfDayNightCycle(WorldTime));
            if (!Constants.IgnoreDayNightEffects)
            {
                LightOverlay.Splice(gameTime);
            }

            Constants.GraphicsDevice.SetRenderTarget(null);

            SpriteBatch.Begin();
            SpriteBatch.Draw(Constants.MainRenderTarget, Vector2.Zero, Color.White);
            SpriteBatch.End();



            DebugScreen.UpdateFPS(gameTime);
            if (ShowDebugInfo)
            {
                DebugScreen.Draw(gameTime, Camera);
            }

            base.Draw(gameTime);
        }
Esempio n. 2
0
        public void Draw(GameTime gameTime)
        {
            //Default
            Draw(gameTime, null, _currentState);

            _transitionManager.Draw(gameTime);

            _debugScreen.Draw(gameTime);
        }
        public override void Draw(GameTime gameTime)
        {
            foreach (var screen in _screens)
            {
                if (screen.State == ScreenState.Active || screen.State == ScreenState.Pause)
                {
                    screen.Draw(gameTime);
                }
            }

            if (_isDebugging && _debugScreen.State == ScreenState.Active)
            {
                _debugScreen.Draw(gameTime);
            }

            base.Draw(gameTime);
        }
Esempio n. 4
0
 public void Draw(SpriteBatch spriteBatch, Globalvars GlobalVars)
 {
     //spriteBatch.Draw(GlobalVars.textDict["test"], new Vector2(0, 0), Color.White);
     debug.Draw(GlobalVars, spriteBatch);
 }