Esempio n. 1
0
        public void OnDrawSprite(QSpriteRenderer renderer)
        {
            QVec temp;

            Sprite.Color = QColor.DarkKhaki;
            for (int i = 0; i < OutsideTiles.Count; ++i)
            {
                temp = OutsideTiles[i].Position;
                if (QVec.Distance(Transform.Position, Camera.Position) < Scene.Window.Width)
                {
                    Sprite.Source = OutsideTiles[i].Source;
                    renderer.Draw(Sprite, Transform, temp);
                }
            }
            Sprite.Color = QColor.DarkSlateGray;
            for (int i = 0; i < InsideTiles.Count; i++)
            {
                temp = InsideTiles[i].Position;
                if (QVec.Distance(Transform.Position, Camera.Position) < Scene.Window.Width)
                {
                    Sprite.Source = InsideTiles[i].Source;
                    renderer.Draw(Sprite, Transform, temp);
                }
            }
        }
Esempio n. 2
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 public override void OnDrawSprite(QSpriteRenderer renderer)
 {
     if (QVec.Distance(Transform.Position, Camera.Position) < Scene.Window.Width)
     {
         renderer.Draw(Sprite, Transform);
     }
 }
Esempio n. 3
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 public void OnDrawSprite(QSpriteRenderer spriteRenderer)
 {
     if (QVec.Distance(Position, Camera.Position) < Scene.Window.Width)
     {
         spriteRenderer.Draw(sprite, Transform);
     }
 }
Esempio n. 4
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 public override void OnDrawSprite(QSpriteRenderer spriteRenderer)
 {
     if (CheckDistance || QVec.Distance(Position, Camera.Position) < 1000)
     {
         spriteRenderer.Draw(sprite, Transform);
     }
 }
Esempio n. 5
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 public void OnDrawSprite(QSpriteRenderer spriteRenderer)
 {
     if (QVec.Distance(Position, Camera.Position) < Scene.Window.Width)
     {
         spriteRenderer.Draw(sprite, Transform);
         if (mushroomSprite != null)
         {
             spriteRenderer.Draw(mushroomSprite, Transform, Position + new QVec(0, -48));
         }
     }
 }
 public override void OnDrawSprite(QSpriteRenderer renderer)
 {
     if (QVec.Distance(Transform.Position, Camera.Position) < Scene.Window.Width)
     {
         //TODO
         Sprite.Source = Mushroom;
         //DrawSource(renderer, Position + mushPos); //FIX DIS
         renderer.Draw(Sprite, Transform, Transform.Position + mushPos);
         Sprite.Source = Tile;
         //DrawSource(renderer);
         renderer.Draw(Sprite, Transform);
     }
 }
        public void OnDrawSprite(QSpriteRenderer renderer)
        {
            //copy here so less references
            var renderWidth = Scene.Window.Width;

            Sprite.Color = QColor.White;
            var cpos = Camera.Position;

            for (int i = 0; i < BackgroundTiles.Count; ++i)
            {
                if (QVec.Distance(BackgroundTiles[i].Position, cpos) < renderWidth)
                {
                    renderer.Draw(BackgroundTiles[i].Source, Sprite, Transform, BackgroundTiles[i].Position);
                }
            }
            Sprite.Color *= 0.3f;
            for (int i = 0; i < LevelTiles.Count; ++i)
            {
                if (QVec.Distance(LevelTiles[i].Position, cpos) < renderWidth)
                {
                    renderer.Draw(LevelTiles[i].Source, Sprite, Transform, LevelTiles[i].Position);
                }
            }
            //quad tree rendering
//
//
//			for(int i = 0; i < tiles.Count; i++)
//			{
//				List<QRect> t = new List<QRect>();
//				quad.Retrieve(t, new QRect(tiles[i].Position, new QVec(64, 64)));
//				//quad.Retrieve(t, tiles[i].Source);
//
//				for(int j = 0; j < t.Count; j++)
//				{
//					renderer.Draw(tiles[i].Source, Sprite, Transform, tiles[i].Position);
//				}
//			}
        }
Esempio n. 8
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 public override void OnDrawSprite(QSpriteRenderer spriteRenderer)
 {
     spriteRenderer.Draw(sprite, Transform);
 }
Esempio n. 9
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//		public bool OnCollision(Fixture a, Fixture b, Contact c)
//		{
//			switch(b.Body.UserData)
//			{
//				case Bat bat:
//				{
//					//					switch(c.Direction())
//					//					{
//					//						case QTools.CollisionDirection.Top:
//					//						{
//					//							if(bat.CanTakeDamage)
//					//							{
//					//								var f = 500;
//					//								bat.Health--;
//					//								bat.Rigibody.ApplyForce(new Vector2(0, 500));
//					//								bat.CanTakeDamage = false;
//					//								TimeInAir = 0;
//					//								canTakeDamage = false;
//					//							}
//					//							return true;
//					//						}
//					//					}
//					if(canTakeDamage)
//					{
//						var force = 300;
//						var batForce = 200;
//						Health--;
//						canTakeDamage = false;
//						if(bat.Position.X > Position.X)
//						{
//							Rigibody.ApplyForce(new Vector2(-force, -force));
//							bat.Rigibody.ApplyForce(new Vector2(batForce, 0));
//						}
//						else if(bat.Position.X < Position.X)
//						{
//							Rigibody.ApplyForce(new Vector2(force, -force));
//							bat.Rigibody.ApplyForce(new Vector2(-batForce, 0));
//						}
//						TimeInAir = AirTime;
//						MoveLeft = false;
//						MoveRight = false;
//					}
//					return true;
//				}
//				case CavernFloorTile floor:
//				{
//					MoveLeft = true;
//					MoveRight = true;
//					var push = 5;
//					switch(c.Direction())
//					{
//						case QTools.CollisionDirection.Top:
//						{
//							TimeInAir = 0;
//							return true;
//						}
//						case QTools.CollisionDirection.Left:
//						{
//							MoveLeft = false;
//							Position += new Vector2(push, 0);
//							return true;
//						}
//						case QTools.CollisionDirection.Right:
//						{
//							MoveRight = false;
//							Position += new Vector2(-push, 0);
//							return true;
//						}
//					}
//					return true;
//				}
//				case Spikes spikes:
//				{
//					MainCamera.Position = Position = Spawner.Position + new Vector2(0, -50);
//					MoveLeft = true;
//					MoveRight = true;
//					TimeInAir = 0;
//					if(canTakeDamage)
//					{
//						Health--;
//						canTakeDamage = false;
//					}
//					return true;
//				}
//				case CavernWalls w:
//				{
//					var push = 6;
//					switch(c.Direction())
//					{
//						case QTools.CollisionDirection.Right:
//						{
//							MoveLeft = false;
//							MoveRight = true;
//							Position += new Vector2(push, 0);
//							return true;
//						}
//						case QTools.CollisionDirection.Left:
//						{
//							MoveLeft = true;
//							MoveRight = false;
//							Position += new Vector2(-push, 0);
//							return true;
//						}
//						case QTools.CollisionDirection.Bottom:
//						{
//							TimeInAir = AirTime;
//							MoveLeft = true;
//							MoveRight = true;
//							return true;
//						}
//					}
//					return true;
//				}
//			}
//			return true;
//		}

        public void OnDrawSprite(QSpriteRenderer renderer)
        {
            renderer.Draw(Sprite, Transform);
        }
Esempio n. 10
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 public void OnDrawSprite(QSpriteRenderer renderer)
 {
     //if(Vector2.Distance(Position, MainCamera.Position) < Scene.WindowWidth)
     //DrawSource(renderer);
     renderer.Draw(Sprite, Transform);
 }
Esempio n. 11
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 public virtual void OnDrawSprite(QSpriteRenderer render)
 {
 }
Esempio n. 12
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 public void OnDrawSprite(QSpriteRenderer renderer)
 {
     //DrawSource(renderer);
     renderer.Draw(Sprite, Transform);
 }
Esempio n. 13
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 public void OnDrawSprite(QSpriteRenderer renderer)
 {
     //if(QVec.Distance(this.Position, Camera.Position) < 2000)
     renderer.Draw(Sprite, Transform);
 }