Esempio n. 1
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        public void Draw(GameTime gameTime)
        {
            //_background2.Draw(_spriteBatch);
            _spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, Camera2D.View);
            //GraphicsHandler.DrawSprites(_backgroundSprites, _spriteBatch);
            _backgroundObjectsHandler.Draw(_spriteBatch);
            GraphicsHandler.DrawSprites(_spriteList, _spriteBatch);
            _player.Draw(_spriteBatch);

            foreach (var gameObject in _objectList)
            {
                gameObject.Draw(_spriteBatch);
            }

            _spriteBatch.End();

            foreach (var item in _wallList)
            {
                item.Draw(_spriteBatch);
            }

            Matrix projection = Camera2D.SimProjection;
            Matrix view       = Camera2D.SimView;

            _debugView.RenderDebugData(ref projection, ref view);
        }
Esempio n. 2
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        protected override void Draw(GameTime gameTime)
        {
            terrain.RenderTerrain();
            GraphicsDevice.Clear(Color.CornflowerBlue);
            spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, null);
            //Todo: Idealy pick a Foregrounds Image that has a good Y-Axis height and determine the highest & lowest points of each level in order to make it look good
            // Background does not scroll, Foreground only scrolls on the X-Axis
            float paralaxBackgroundMultiplier = 1f;

            spriteBatch.Draw(background, -(badger.Position * paralaxBackgroundMultiplier), new Rectangle(0, 0, background.Width /*800*/, background.Height /* 480*/), Color.White);
            float paralaxForegroundMultiplier = 2f;

            spriteBatch.Draw(foreground, new Vector2(0, /*arbitrary offset*/ foreground.Height / 2f - (badger.Position.Y * paralaxForegroundMultiplier)), new Rectangle((int)(badger.Position.X * paralaxForegroundMultiplier), 0, foreground.Width, foreground.Height), Color.White);
            terrain.Draw(spriteBatch);
            spriteBatch.End();

            spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, camera.Transformation);
            foreach (Segment item in entityList)
            {
                item.Draw(spriteBatch);
            }

            spriteBatch.End();

            spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, null);
            playerController.Draw(spriteBatch);
            spriteBatch.End();

            debugView.RenderDebugData(camera.Projection, camera.Transformation);


            base.Draw(gameTime);
        }
Esempio n. 3
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        public void DrawDebug()
        {
            Matrix projection = Camera.SimProjection;
            Matrix view2      = Camera.SimView;

            view.RenderDebugData(ref projection, ref view2);
        }
Esempio n. 4
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        public void Draw(GameTime gameTime)
        {
            var transform = _camera.GetTransformation();

            _spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null, null, transform);
            _spriteBatch.Draw(_background, new Rectangle(0, 0, WorldWidth, WorldHeight), null, BackgroundColor);
            for (var i = 0; i < _walls.Count; i++)
            {
                _walls[i].Draw();
            }
            _spriteBatch.End();

            _spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, transform);
            _dragon.Draw();

            for (var i = 0; i < _bubbles.Count; i++)
            {
                _bubbles[i].Draw();
            }

            for (var i = 0; i < _enemies.Count; i++)
            {
                _enemies[i].Draw();
            }

            _spriteBatch.End();

            if (_gameInput.ShowDebug)
            {
                var projection = Matrix.CreateOrthographicOffCenter(0f, _camera.ViewportWidth, _camera.ViewportHeight, 0f, 0f, 1f);
                var scale      = Matrix.CreateScale(32f) * transform;
                _debugView.RenderDebugData(projection, scale);
            }
        }
Esempio n. 5
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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)
        {
            MousePosition = Mouse.GetState().Position;
            GraphicsDevice.Clear(Color.Chocolate);
            Camera.Pos = Player.GetPosition();
            spriteBatch.Begin(SpriteSortMode.Deferred,
                              BlendState.AlphaBlend,
                              null, null, null, null,
                              Camera.GetTransformation());

            movePointer.Draw(spriteBatch);

            Noms.ForEach(nom => nom.Draw(spriteBatch));

            #if DEBUG
            DebugDraw();
            #endif

            var pos = Mouse.GetState().Position.ToVector2() + Camera.TopLeftPos;
            cursor.SetPos(pos);
            cursor.Draw(spriteBatch);
            spriteBatch.End();

            #if DEBUG
            var transform = Matrix.CreateOrthographicOffCenter(
                ConvertUnits.ToSimUnits(Camera.TopLeftPos.X),
                ConvertUnits.ToSimUnits(Camera.TopLeftPos.X + GraphicsDevice.Viewport.Width),
                ConvertUnits.ToSimUnits(Camera.TopLeftPos.Y + GraphicsDevice.Viewport.Height),
                ConvertUnits.ToSimUnits(Camera.TopLeftPos.Y),
                0f, 1f);
            DebugView.RenderDebugData(ref transform);
            #endif

            base.Draw(gameTime);
        }
Esempio n. 6
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        public void Draw()
        {
            if (!isVisible)
            {
                return;
            }

            if (GraphicsEnabled)
            {
                _flipFlop.Draw(this);

                GameLoop.gameInstance.GraphicsDevice.SetRenderTarget(null);
                GameLoop.gameInstance.GraphicsDevice.Clear(Color.White);
                spriteBatch.Begin();

                spriteBatch.Draw(_flipFlop.Result, Vector2.Zero, Color.White);
                Primitives.Instance.drawBoxFilled(spriteBatch, new Rectangle(0, 0, GameSettings.Default.resolutionWidth, 96), Color.Black);
                Primitives.Instance.drawBoxFilled(spriteBatch, new Rectangle(0, GameSettings.Default.resolutionHeight - 96, GameSettings.Default.resolutionWidth, 96), Color.Black);

                /*if (GameLoop.gameInstance.playerInstance.mState != null)
                 * {
                 *  Primitives.Instance.drawCircleFilled(spriteBatch, new Vector2(GameLoop.gameInstance.playerInstance.mState.X, GameLoop.gameInstance.playerInstance.mState.Y), 5, Color.Gray);
                 * }*/
                spriteBatch.End();
            }
            if (DebugViewEnabled)
            {
                debugView.RenderDebugData(ref proj, ref Camera.debugMatrix);
            }
        }
Esempio n. 7
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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.CornflowerBlue);

            SpriteBatch spriteBatch = _resources.GetSpriteBatch();

            spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, _cam.ViewMatrix);
            _gameObjectFactory.Draw(spriteBatch);
            spriteBatch.DrawString(_resources.GetFont(), _player.ToString(), _player.Body.Position * Globals.METER_IN_PIXEL, Color.Black);
            spriteBatch.End();

            // calculate the projection and view adjustments for the debug view
            Matrix projection = Matrix.CreateOrthographicOffCenter(0f, _graphics.GraphicsDevice.Viewport.Width / Globals.METER_IN_PIXEL,
                                                                   _graphics.GraphicsDevice.Viewport.Height / Globals.METER_IN_PIXEL, 0f, 0f,
                                                                   1f);
            Matrix view = Matrix.CreateTranslation(new Vector3((Vector2.Zero / Globals.METER_IN_PIXEL) - (_cam.ScreenCenter / Globals.METER_IN_PIXEL), 0f)) * Matrix.CreateTranslation(new Vector3((_cam.ScreenCenter / Globals.METER_IN_PIXEL), 0f));

            if (_showDebug)
            {
                _debugView.RenderDebugData(ref projection, ref view);
            }


            base.Draw(gameTime);
        }
Esempio n. 8
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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.CornflowerBlue);

            _gameState.Draw(gameTime);

            base.Draw(gameTime);

            spriteBatch.Begin();

            Matrix projection = Matrix.CreateOrthographicOffCenter(
                0f,
                graphics.GraphicsDevice.Viewport.Width / _displayUnitsToSimUnitsRatio,
                graphics.GraphicsDevice.Viewport.Height / _displayUnitsToSimUnitsRatio,
                0f,
                0f,
                1f
                );

            // draw the debug view
            DebugView.RenderDebugData(projection, Camera.GetScaledTransformMatrix());

            spriteBatch.End();

            //particleEngine.Draw(spriteBatch);
        }
Esempio n. 9
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        public override void Draw()
        {
            return;

#if WINDOWS || WINDOWS_PHONE
            base.Draw();

            Matrix  proj   = Matrix.CreateOrthographic(BaseGame.Get.BackBufferWidth / Camera.Get.WorldScale.X / 100.0f, BaseGame.Get.BackBufferHeight / Camera.Get.WorldScale.Y / 100.0f, 0, 1000000);
            Vector3 campos = new Vector3();
            campos.X = -Camera.Get.Position.X / 100.0f;
            campos.Y = Camera.Get.Position.Y / -100.0f;
            campos.Z = 0;
            Matrix tran = Matrix.Identity;
            tran.Translation = campos;
            Matrix view = tran;


            SpriteBatch.End();

            _debugView.RenderDebugData(ref proj, ref view);



            float  screenScale = Camera.CurrentCamera.UniformWorldScale;
            Matrix offset      = Matrix.CreateTranslation(new Vector3(BaseGame.Get.HalfBackBufferWidth / screenScale, BaseGame.Get.HalfBackBufferHeight / screenScale, 0));
            Matrix pos         = Matrix.CreateTranslation(new Vector3(-Camera.Get.PosX, Camera.Get.PosY, 0));
            Matrix scale       = Matrix.CreateScale(screenScale);
            pos  = pos * offset;
            pos *= scale;


            BaseGame.Get.Begin();
#endif
        }
Esempio n. 10
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 public void DrawPhysicsObjects(ref Matrix view)
 {
     if (world.Enabled)
     {
         debugview.RenderDebugData(ref projection, ref view);
     }
 }
Esempio n. 11
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        public override void Draw(SpriteBatch spriteBatch)
        {
            shipList.ElementAt(0).Draw(spriteBatch);
            asteroid.Draw(spriteBatch);
            //ship2.Draw(spriteBatch);

            debugView.RenderDebugData(ref projection);
        }
Esempio n. 12
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        public override void Draw(GameTime gameTime)
        {
            Matrix projection = Camera.SimProjection;
            Matrix view       = Camera.SimView;

            DebugView.RenderDebugData(ref projection, ref view);
            base.Draw(gameTime);
        }
Esempio n. 13
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        public override void DrawOuterDebug()
        {
#if DEBUG
            var pMatrix = Matrix.CreateTranslation(GDOwner.MapOffsetX, GDOwner.MapOffsetY, 0) * GDOwner.VAdapterGame.GetFarseerDebugProjectionMatrix();
            var vMatrix = Matrix.CreateScale(GDConstants.PHYSICS_CONVERSION_FACTOR);
            debugView.RenderDebugData(ref pMatrix, ref vMatrix);
#endif
        }
Esempio n. 14
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        public static void DebugRender()
        {
            Vector3 cameraPos = Camera.MainCamera.Transform.WorldPosition;

            debugViewMatrix = Matrix.CreateLookAt(cameraPos / MInPx, new Vector3(cameraPos.X / MInPx, cameraPos.Y / MInPx, (cameraPos.Z - 2000f) / MInPx), Vector3.Up);
            debugProjMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(60f), 16f / 9f, 0.5f, 5000f);
            debugView.RenderDebugData(ref debugProjMatrix, ref debugViewMatrix);
        }
Esempio n. 15
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        private void DrawDebugData()
        {
            Matrix proj  = Matrix.CreateOrthographicOffCenter(0f, HUD.Width, HUD.Height, 0f, 0f, 1f);
            Matrix view2 = Matrix.CreateScale(64);

            view2 *= Camera.View;
            _debugView.RenderDebugData(ref proj, ref view2);
        }
Esempio n. 16
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        public override void Draw(GameTime gameTime)
        {
            if (World != null)
            {
                DebugView.RenderDebugData(ref Camera2D.Projection, ref Camera2D.View);
            }

            base.Draw(gameTime);
        }
Esempio n. 17
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        public override void Draw(Microsoft.Xna.Framework.Graphics.GraphicsDevice device, Camera cam)
        {
            if (ApplicationSettings.ShowDebugLines)
            {
                Debug.DrawLines(device, cam);
            }
            if (ApplicationSettings.ShowDebugPhysics)
            {
                Matrix proj = cam.projectionMatrix;
                Matrix view = cam.view;
                if (rayCastPlane.HasValue)
                {
                    if (rayCastPlane.Value.normal == Vector3.up)
                    {
                        view = Matrix.CreateRotationX(MathHelper.ToRadians(90)) * view;
                    }
                }

                physicsDebugView.RenderDebugData(ref proj, ref view, b => dontDrawColliders.Contains(b.UserData));

                // NOTE: This only works for XY plane stuff
                PressPlay.FFWD.Vector3 inPos = Input.mousePosition;
                inPos.z = cam.nearClipPlane;
                PressPlay.FFWD.Vector2 castPos = cam.ScreenToWorldPoint(inPos);
                if (rayCastPlane.HasValue)
                {
                    float dist;
                    Ray   ray = Camera.main.ScreenPointToRay(inPos);
                    if (rayCastPlane.Value.Raycast(ray, out dist))
                    {
                        Vector3 pt = ray.GetPoint(dist);
                        castPos = new Vector2(pt.x, pt.z);
                    }
                    else
                    {
                        castPos = Vector2.zero;
                    }
                }
                Debug.Display("Mouse / Physics", inPos + " / " + castPos);

                RaycastHit[] hits = Physics.PointcastAll(castPos, cam.cullingMask);
                if (hits.Length > 0)
                {
                    Debug.Display("Over", String.Join("\n", hits.Select(h => h.collider.ToString()).OrderBy(s => s).ToArray()));
                }
                else
                {
                    Debug.Display("Over", "");
                }
            }

            if (ApplicationSettings.ShowDebugPhysicsCustom)
            {
                Physics.DrawDebug();
            }
        }
Esempio n. 18
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        void Draw_DebugData(GraphicsDevice graphics)
        {
            Matrix projection = Matrix.CreateOrthographicOffCenter(0f, screenManager.GraphicsDevice.Viewport.Width / MeterInPixels,
                                                                   screenManager.GraphicsDevice.Viewport.Height / MeterInPixels, 0f, 0f, 1f);

            Matrix view =
                Matrix.CreateTranslation(new Vector3((-Camera.Instance.Position / MeterInPixels), 0f)) *
                Matrix.CreateScale(Camera.Instance.Zoom, Camera.Instance.Zoom, 0f) *
                Matrix.CreateRotationZ(Camera.Instance.GetWorldRotation()) *
                Matrix.CreateTranslation(new Vector3(((new Vector2(graphics.Viewport.Width, graphics.Viewport.Height) * 0.5f) / MeterInPixels), 0f));

            _debugView.RenderDebugData(ref projection, ref view);
        }
Esempio n. 19
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        public void Draw()
        {
            Matrix proj  = Engine.Renderer.RenderLayers["DebugPhysicsOverlay"].Camera.Projection;
            Matrix view  = Engine.Renderer.RenderLayers["DebugPhysicsOverlay"].Camera.View;
            Matrix scale = Matrix.CreateScale(1.0f / PhysicsManager.Scale);

            view = scale * view;

            if (m_showDebug)
            {
                m_debugView.RenderDebugData(ref proj, ref view);
            }
        }
Esempio n. 20
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        /// <summary>
        /// Draws this scene.
        /// </summary>
        /// <param name="spriteBatch"></param>
        public void Draw(SpriteBatch spriteBatch)
        {
            GameManager.Instance.GraphicsDevice.Clear(BackgroundColor);

            if (BackgroundTexture != null)
            {
                Matrix m = Camera.ViewMatrix;

                Rectangle rect = new Rectangle(0, 0, GameManager.Instance.GraphicsDevice.Viewport.Width * 4,
                                               GameManager.Instance.GraphicsDevice.Viewport.Height * 4);

                spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, transformMatrix: Camera.ViewMatrix);

                spriteBatch.Draw(BackgroundTexture, Camera.Position, rect, Color.White, 0f, Vector2.Zero, 0.25f, SpriteEffects.None, 0f);

                spriteBatch.End();
            }

            spriteBatch.Begin(transformMatrix: Camera.ViewMatrix);

            foreach (GameObject gameObject in gameObjects.Values)
            {
                gameObject.Draw(spriteBatch);
            }

            OnDraw(spriteBatch);

            Matrix projection = Matrix.CreateOrthographicOffCenter(0f,
                                                                   ConvertUnits.ToSimUnits(GameManager.Instance.GraphicsDevice.Viewport.Width),
                                                                   ConvertUnits.ToSimUnits(GameManager.Instance.GraphicsDevice.Viewport.Height), 0f, 0f, 1f);

            spriteBatch.End();

            spriteBatch.Begin();

            foreach (GameObject gameObject in gameObjects.Values)
            {
                gameObject.DrawGUI(spriteBatch);
            }

            OnDrawGUI(spriteBatch);

            spriteBatch.End();

            spriteBatch.Begin(transformMatrix: Camera.SimViewMatrix);

            DebugView.RenderDebugData(projection, Camera.SimViewMatrix);

            spriteBatch.End();
        }
Esempio n. 21
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        /// <summary>
        /// Draw
        /// </summary>
        /// <param name="gameTime"></param>
        public override void Draw(Microsoft.Xna.Framework.GameTime gameTime)
        {
            // Draw scene
            base.Draw(gameTime);

            if (!this.IsVisible || !(this.ScreenState == ScreenState.WaitingForTransition || this.ScreenState == Engine.Services.ScreenState.Hidden))
            {
                return;
            }

#if DEBUG
            Matrix mprojection = _fxcamera.SimProjection;
            Matrix mview       = _fxcamera.SimView;


            #if !SILVERLIGHT
            if (_inputManager.Keyboard.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.F12))
            {
                view.RenderDebugData(ref mprojection, ref mview);
            }
            #endif

            if (PeaController.DebugNodes != null)
            {
                this.ScreenManager.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, _camera.View);
                var font = this.ScreenManager.SpriteFonts["Default"];
                var goal = PeaController.DebugNodes[0].GoalValue;
                var posg = _spriteGrid.Position + new Vector2(goal.Position.X * 70, goal.Position.Y * 49);
                this.ScreenManager.SpriteBatch.DrawString(font, String.Format("A{0}-D{1}",
                                                                              goal.Action.ToString()[0].ToString(), goal.Dir.ToString()[0].ToString()), posg, Color.Red);

                foreach (var node in PeaController.DebugNodes)
                {
                    var pos = _spriteGrid.Position + new Vector2(node.Value.Position.X * 70, node.Value.Position.Y * 49);
                    pos += Vector2.UnitY * 10 * (Int32)node.Value.Action;
                    this.ScreenManager.SpriteBatch.DrawString(font, String.Format("S{0}: A{1}-D{2}",
                                                                                  node.NodeState.ToString()[0].ToString(), node.Value.Action.ToString()[0].ToString(), node.Value.Dir.ToString()[0].ToString()
                                                                                  //(node.PreviousNode ?? new ArtificialIntelligence.AStar.Node<MoveNode>() { Value = new MoveNode() }).Value.Position),
                                                                                  ), pos, Color.Black);
                }
                this.ScreenManager.SpriteBatch.End();
            }
#endif
            if (this.IsTransitioning)
            {
                this.ScreenManager.FadeBackBufferToBlack((Byte)(255 - this.TransitionAlpha));
            }
        }
Esempio n. 22
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        public override void Draw(GameTime gameTime)
        {
            Matrix projection = Camera.SimProjection;
            Matrix view       = Camera.SimView;

            if (RenderDebug)
            {
                if (_flagsChanged)
                {
                    DebugView.Flags = _flags;
                    _flagsChanged   = false;
                }
                DebugView.RenderDebugData(ref projection, ref view);
            }
            base.Draw(gameTime);
        }
Esempio n. 23
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        void DebugDraw()
        {
            Matrix view2 = Matrix.CreateScale(32); //default 32

            view2 *= Game1.DebugCam.view;

            // debugActive = true;

            DebugView = new DebugViewXNA(Game1.world);
            //   DebugView.AppendFlags(FarseerPhysics.DebugViewFlags.DebugPanel);
            DebugView.DefaultShapeColor  = Color.Red;
            DebugView.SleepingShapeColor = Color.Green;
            DebugView.StaticShapeColor   = Color.Violet;
            DebugView.LoadContent(Setup.graphics.GraphicsDevice, Setup.ContentDevice);
            DebugView.RenderDebugData(ref Game1.DebugCam.projection, ref view2);
        }
Esempio n. 24
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        /// <summary>
        /// Draws physics debug overlay to screen.
        /// </summary>
        /// <param name="camera"></param>
        public void DrawDebugOverlay(Camera camera)
        {
            if (_debugViewXna == null)
            {
                throw new Exception("Debug view not loaded, call 'LoadDebugView()'.");
            }

            // Position debug view //
            _debugTranPositionFromCamera.X = ConvertUnits.ToSimUnits(-camera.Position.X);
            _debugTranPositionFromCamera.Y = ConvertUnits.ToSimUnits(-camera.Position.Y);

            _debugTranFromCamera.Translation = _debugTranPositionFromCamera;

            // Draw debug.
            _debugViewXna.RenderDebugData(Matrix.CreateOrthographic(ConvertUnits.ToSimUnits(camera.ViewportSize.X), ConvertUnits.ToSimUnits(-camera.ViewportSize.Y), 0, 1000), _debugTranFromCamera);
        }
Esempio n. 25
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        public override void OnRender(GameTime gameTime)
        {
            if (!_levelLoaded)
            {
                return;
            }

            base.OnRender(gameTime);

            if (_debugViewState)
            {
                float scale = (SceneManager.Instance.GetCurrentCamera().Parent.GetPosition().Z / 1024.0f);

                float left = UnitsConverter.ToSimUnits(SceneManager.Instance.GetCurrentCamera().Parent.GetPosition().X - Platform.Instance.Device.Viewport.Width / 2f * scale);

                float right = UnitsConverter.ToSimUnits(SceneManager.Instance.GetCurrentCamera().Parent.GetPosition().X + Platform.Instance.Device.Viewport.Width / 2f * scale);

                float top = UnitsConverter.ToSimUnits(-SceneManager.Instance.GetCurrentCamera().Parent.GetPosition().Y + Platform.Instance.Device.Viewport.Height / 2f * scale);

                float bottom = UnitsConverter.ToSimUnits(-SceneManager.Instance.GetCurrentCamera().Parent.GetPosition().Y - Platform.Instance.Device.Viewport.Height / 2f * scale);

                _projection = Matrix.CreateOrthographicOffCenter(
                    left,
                    right,
                    top,
                    bottom,
                    0f,
                    1f
                    );

                if (_debugViewGrid)
                {
                    _debugView.BeginCustomDraw(ref _projection, ref _view);
                    for (float i = left - left % _debugViewGridstep; i < right; i += _debugViewGridstep)
                    {
                        _debugView.DrawSegment(new Vector2(i, top), new Vector2(i, bottom), _gridColor);
                    }
                    for (float i = bottom - bottom % _debugViewGridstep; i < top; i += _debugViewGridstep)
                    {
                        _debugView.DrawSegment(new Vector2(left, i), new Vector2(right, i), _gridColor);
                    }
                    _debugView.EndCustomDraw();
                }

                _debugView.RenderDebugData(ref _projection, ref _view);
            }
        }
Esempio n. 26
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        protected void DrawDebugScene(int playerIndex)
        {
            // get the current player representation
            PlayerRepresentation playerRepresentation = representationManager.GetPlayerRepresentationWithIndex((PlayerIndex)playerIndex);

            playerRepresentation.Cam.Zoom = resolutionRatio();
            if (GameVariables.NumPlayers == 1)
            {
                playerRepresentation.Cam.Zoom *= 2;
            }

            //Matrix _projection = Matrix.CreateOrthographicOffCenter(0f, ConvertUnits.ToSimUnits(GraphicsDevice.Viewport.Width), ConvertUnits.ToSimUnits(GraphicsDevice.Viewport.Height), 0f, 0f, 1f);
            Matrix _projection = playerRepresentation.Cam.SimProjection;
            Matrix _view       = playerRepresentation.Cam.SimView;

            DebugView.RenderDebugData(ref _projection, ref _view);
        }
Esempio n. 27
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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.CornflowerBlue);

            Matrix projection = Matrix.CreateOrthographicOffCenter(0f, _graphics.GraphicsDevice.Viewport.Width / MeterInPixels, _graphics.GraphicsDevice.Viewport.Height / MeterInPixels, 0f, 0f, 1f);
            Matrix view       = Matrix.CreateTranslation(new Vector3((_cameraPosition / MeterInPixels) - (_screenCenter / MeterInPixels), 0f)) * Matrix.CreateTranslation(new Vector3((_screenCenter / MeterInPixels), 0f));

            _batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            ctrl.drawInfo(_batch, _font);
            _batch.End();

            _debugView.RenderDebugData(ref projection, ref view);

            //_debugView.BeginCustomDraw(ref projection, ref view);
            //_debugView.EndCustomDraw();

            base.Draw(gameTime);
        }
Esempio n. 28
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        public void Draw()
        {
            Matrix projection = Camera.Main.Transform;

            projection = Matrix.CreateOrthographicOffCenter(
                0f, ConvertUnits.ToSimUnits(graphics.Viewport.Width),
                ConvertUnits.ToSimUnits(graphics.Viewport.Height), 0f, 0f, 1f);

            Matrix view =
                Matrix.CreateTranslation(ConvertUnits.ToSimUnits(
                                             new Vector3(-Camera.Main.Position.X, -Camera.Main.Position.Y, 0))) *
                Matrix.CreateScale(new Vector3(Camera.Main.Zoom, Camera.Main.Zoom, 1)) *
                Matrix.CreateTranslation(ConvertUnits.ToSimUnits(graphics.Viewport.Width) * 0.5f,
                                         ConvertUnits.ToSimUnits(graphics.Viewport.Height) * 0.5f, 0);

            debugView.DebugPanelPosition = -Vector2.One;
            debugView.RenderDebugData(ref projection, ref view);
        }
Esempio n. 29
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        public override void OnRender(GameTime gameTime)
        {
            base.OnRender(gameTime);

            if (_debugViewState)
            {
                float scale = (SceneManager.Instance.GetCurrentCamera().Parent.GetPosition().Z / 1024.0f);
                _projection = Matrix.CreateOrthographicOffCenter(
                    UnitsConverter.ToSimUnits(SceneManager.Instance.GetCurrentCamera().Parent.GetPosition().X - Platform.Instance.Device.Viewport.Width / 2f * scale),
                    UnitsConverter.ToSimUnits(SceneManager.Instance.GetCurrentCamera().Parent.GetPosition().X + Platform.Instance.Device.Viewport.Width / 2f * scale),
                    UnitsConverter.ToSimUnits(-SceneManager.Instance.GetCurrentCamera().Parent.GetPosition().Y + Platform.Instance.Device.Viewport.Height / 2f * scale),
                    UnitsConverter.ToSimUnits(-SceneManager.Instance.GetCurrentCamera().Parent.GetPosition().Y - Platform.Instance.Device.Viewport.Height / 2f * scale),
                    0f,
                    1f
                    );

                _debugView.RenderDebugData(ref _projection, ref _view);
            }
        }
Esempio n. 30
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        protected override void Draw()
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            if (_gridSnap.Enabled)
            {
                int vertCount = this.Size.Height / _gridSnap.GridHeight;
                int horCount  = this.Size.Width / _gridSnap.GridWidth;
                _spriteBatch.Begin();
                for (int i = 0; i < vertCount + 1; i++)
                {
                    _spriteBatch.Draw(_lineTexture, new Rectangle(0, i * _gridSnap.GridHeight, this.Size.Width, 1), Color.Gray);
                }
                for (int i = 0; i < horCount + 1; i++)
                {
                    _spriteBatch.Draw(_lineTexture, new Rectangle(i * _gridSnap.GridWidth, 0, 1, this.Size.Height), Color.Gray);
                }
                _spriteBatch.End();
            }

            if (_previewGameObject != null && DrawCurrentGameObject)
            {
                _previewGameObject.Camera.Position = -_mousePosition;
                _previewGameObject.Draw(GameTimer.GameTime);
                _previewGameObject.Camera.Position = Vector2.Zero;
            }

            if (_gameLevel != null)
            {
                _gameLevel.Draw(GameTimer.GameTime);
            }


            Matrix simProj = Matrix.CreateOrthographicOffCenter(0, ConvertUnits.ToSimUnits(this.Size.Width), ConvertUnits.ToSimUnits(this.Size.Height), 0, 0, 1);
            Matrix simView = _gameLevel.Camera.GetSimViewMatrix();

            _selectedItemsDisplay.DrawSelectedItems(ref simProj, ref simView);
            if (_debugView != null)
            {
                _debugView.RenderDebugData(ref simProj, ref simView);
            }
        }
Esempio n. 31
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        void DebugDraw()
        {
            Matrix view2 = Matrix.CreateScale(32); //default 32
            view2 *= Game1.DebugCam.view;

            debugActive = true;

            DebugView = new DebugViewXNA(Game1.world);
            DebugView.AppendFlags(FarseerPhysics.DebugViewFlags.DebugPanel);
            DebugView.DefaultShapeColor = Color.Red;
            DebugView.SleepingShapeColor = Color.Green;
            DebugView.StaticShapeColor = Color.Violet;
            DebugView.LoadContent(Game1.graphics.GraphicsDevice, Game1.content);
            DebugView.RenderDebugData(ref Game1.DebugCam.projection, ref view2);
        }