Esempio n. 1
0
        /// <summary>
        ///     Draws the current world tile.
        /// </summary>
        /// <param name="spriteBatch">The sprite batch.</param>
        /// <param name="device">The device.</param>
        public void Draw(SpriteBatch spriteBatch, GraphicsDevice device)
        {
            if (Game1.STOPP_WORKING)
            {
                return;                      // Just, so we dont' run into some disposed objects
            }
            //var test = PerlinNoise.GeneratePerlinNoiseGPU(new Vector3((CurrentWorldTile.Position.X)/1000f, 0, 0), device, spriteBatch);
            //var test2 = PerlinNoise.GeneratePerlinNoiseGPU(new Vector3((CurrentWorldTile.Position.X+WorldTile.WORLD_TILE_WIDTH)/1000f, 0, 0), device, spriteBatch);

            //spriteBatch.Begin();
            //spriteBatch.Draw(test,null, new Rectangle(0,0,device.Adapter.CurrentDisplayMode.Width,device.Adapter.CurrentDisplayMode.Height));
            //spriteBatch.Draw(test2, null, new Rectangle(WorldTile.WORLD_TILE_WIDTH, 0, device.Adapter.CurrentDisplayMode.Width, device.Adapter.CurrentDisplayMode.Height));
            //spriteBatch.End();
            //test.Dispose();
            //test2.Dispose();

            device.BlendState        = BlendState.Opaque;
            device.DepthStencilState = DepthStencilState.Default;
            device.RasterizerState   = RasterizerState.CullCounterClockwise;
            device.SamplerStates[0]  = SamplerState.LinearWrap;
            CurrentWorldTile.Draw(device, _currentPlayer.Cam.Projektion, _currentPlayer.Cam.View,
                                  new BoundingFrustum(_currentPlayer.Cam.View * (_currentPlayer.Cam.Projektion * Matrix.CreateScale(.5f))));

            //device.RasterizerState = new RasterizerState() { FillMode = FillMode.WireFrame, CullMode = CullMode.None};
            _currentPlayer.Draw(spriteBatch, device);
        }
Esempio n. 2
0
        public override void Draw(GameTime gameTime)
        {
            _spriteBatch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend,
                               SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone, null, _camera.TranslationMatrix);;
            _myMap.Draw(_spriteBatch);

            foreach (var obj in _objects)
            {
                obj.Draw(_spriteBatch);
            }

            _player.Draw(_spriteBatch);

            _spriteBatch.End();


            _spriteBatch.Begin();

            DrawUi(_spriteBatch, gameTime);

            _spriteBatch.End();
        }