Esempio n. 1
0
        /// <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);

            #region These aren't the droids you are looking for.

            spriteBatch.Begin();
            // Draw the map layer we are walking on.
            m_TestLayer.Draw(spriteBatch, new Vector2(0, 0));
            // Draw the water layer.
            m_WaterLayer.Draw(spriteBatch, new Vector2(0, 0));

            // Draw the goblin lumberjack.
            //m_Goblin.Draw(spriteBatch);
            for (int i = 0; i < m_GoblinList.Count; i++)
            {
                m_GoblinList[i].Draw(spriteBatch);
            }

            // Draw all the trees we have.
            for (int i = 0; i < m_TreeList.Count; i++)
            {
                m_TreeList[i].Draw(spriteBatch);
            }

            // Draw the lumber mill.
            for (int i = 0; i < m_LumberMills.Count; i++)
            {
                m_LumberMills[i].Draw(spriteBatch);
            }

            // Draw the gobling squad.

            spriteBatch.End();

            spriteBatch.Begin();
            // Draw Border.
            spriteBatch.Draw(m_BorderTexture, m_BorderPosition, Color.White);
            // Draw Workshop Info

            // Print current formation information.
            //spriteBatch.DrawString(m_testFont, "Change Formation (F5): " + m_FormationList[m_currFormationIndex].GetFromationName(), new Vector2(20, 450), Color.White);
            //spriteBatch.DrawString(m_testFont, "Solid Tiles (F6): " + (m_bSetTilesToSolid ? "ON" : "OFF"), new Vector2(20, 470), Color.White);

            #endregion

            #region These aren't the droids you are looking for.

            //spriteBatch.DrawString(m_testFont, "Logs Carried: " + ((GoblinLumberjack)m_Goblin).GetCarriedWood() + " / " + ((GoblinLumberjack)m_Goblin).GetLogMaxCapacity(), new Vector2(20, 500), Color.White);
            //spriteBatch.DrawString(m_testFont, "Tree Wood Left: " + ((GoblinLumberjack)m_Goblin).GetTargetTreeWoodLeft(), new Vector2(20, 520), Color.White);

            // Draw the mouse
            spriteBatch.Draw(m_mouseTexture, m_mousePostion, m_mouseSource, Color.White);


            spriteBatch.End();
            #endregion

            base.Draw(gameTime);
        }
Esempio n. 2
0
        /// <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.Begin();

            _mapLayer.Draw(spriteBatch);

            /*
             * if (simulator.GetPowerGridMapBuffer() != null)
             * {
             *
             *  //2. Draw Additional Map - Top Right Corner - 4px per point
             *  int miniMapX = graphics.PreferredBackBufferWidth - (WORLD_WIDTH * 2);
             *  int miniMapY = 0;
             *
             *  for (int x = miniMapX; x < miniMapX + (WORLD_WIDTH * 2); x = x + 2)
             *  {
             *      for (int y = miniMapY; y < (WORLD_HEIGHT * 2); y = y + 2)
             *      {
             *          int actualX = (x - miniMapX) / 2;
             *          int actualY = y / 2;
             *
             *          int value = simulator.PowerGridMap.WorldGet(actualX, actualY);
             *
             *          spriteBatch.Draw(rect2x2, new Vector2(x, y), value > 0 ? Color.Red : Color.Black);
             *      }
             *  }
             * }
             */

            spriteBatch.End();

            base.Draw(gameTime);
        }