Esempio n. 1
0
        public void Draw()
        {
            LineBatch   _batch       = _screen.ScreenManager.LineBatch;
            SpriteBatch _spriteBatch = _screen.ScreenManager.SpriteBatch;

            _spriteBatch.Begin(0, null, null, null, null, null, _screen.Camera.View);
            _spriteBatch.Draw(_body.Texture, ConvertUnits.ToDisplayUnits(_chassis.Position), null,
                              Color.White, _chassis.Rotation, _body.Origin, 1f, SpriteEffects.None, 0f);
            _spriteBatch.End();

            _batch.Begin(_screen.Camera.SimProjection, _screen.Camera.SimView);
            for (int i = 0; i < _walkerJoints.Count; ++i)
            {
                _batch.DrawLine(_walkerJoints[i].WorldAnchorA, _walkerJoints[i].WorldAnchorB, Color.DarkRed);
            }
            _batch.End();

            _spriteBatch.Begin(0, null, null, null, null, null, _screen.Camera.View);
            for (int i = 0; i < 3; ++i)
            {
                _spriteBatch.Draw(_leftLeg.Texture, ConvertUnits.ToDisplayUnits(_leftLegs[i].Position), null,
                                  Color.White, _leftLegs[i].Rotation, _leftLeg.Origin, 1f, SpriteEffects.None, 0f);
                _spriteBatch.Draw(_leftShoulder.Texture, ConvertUnits.ToDisplayUnits(_leftShoulders[i].Position), null,
                                  Color.White, _leftShoulders[i].Rotation, _leftShoulder.Origin, 1f, SpriteEffects.None,
                                  0f);
                _spriteBatch.Draw(_rightLeg.Texture, ConvertUnits.ToDisplayUnits(_rightLegs[i].Position), null,
                                  Color.White, _rightLegs[i].Rotation, _rightLeg.Origin, 1f, SpriteEffects.None, 0f);
                _spriteBatch.Draw(_rightShoulder.Texture, ConvertUnits.ToDisplayUnits(_rightShoulders[i].Position), null,
                                  Color.White, _rightShoulders[i].Rotation, _rightShoulder.Origin, 1f,
                                  SpriteEffects.None, 0f);
            }
            _spriteBatch.Draw(_engine.Texture, ConvertUnits.ToDisplayUnits(_wheel.Position), null,
                              Color.White, _wheel.Rotation, _engine.Origin, 1f, SpriteEffects.None, 0f);
            _spriteBatch.End();
        }
Esempio n. 2
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        /// <summary>
        /// Load your graphics content.
        /// </summary>
        protected override void LoadContent()
        {
            _spriteBatch  = new SpriteBatch(GraphicsDevice);
            _lineBatch    = new LineBatch(GraphicsDevice);
            _assetCreator = new AssetCreator(GraphicsDevice);
            _assetCreator.LoadContent(_contentManager);
            _input.LoadContent();

            // Tell each of the screens to load their content.
            foreach (GameScreen screen in _screens)
            {
                screen.LoadContent();
            }
        }
Esempio n. 3
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        public void Draw()
        {
            GraphicsDevice device = _screen.ScreenManager.GraphicsDevice;
            LineBatch      batch  = _screen.ScreenManager.LineBatch;

            device.SamplerStates[0] = SamplerState.AnisotropicWrap;
            device.RasterizerState  = RasterizerState.CullNone;
            _basicEffect.Projection = _screen.Camera.SimProjection;
            _basicEffect.View       = _screen.Camera.SimView;
            _basicEffect.CurrentTechnique.Passes[0].Apply();

            device.DrawUserPrimitives(PrimitiveType.TriangleList, _borderVerts, 0, 8);

            batch.Begin(_screen.Camera.SimProjection, _screen.Camera.SimView);
            batch.DrawLineShape(_anchor.FixtureList[0].Shape);
            batch.End();
        }
        /// <summary>
        /// Load your graphics content.
        /// </summary>
        protected override void LoadContent()
        {
            _spriteBatch = new SpriteBatch(GraphicsDevice);
            _lineBatch = new LineBatch(GraphicsDevice);
            _assetCreator = new AssetCreator(GraphicsDevice);
            _assetCreator.LoadContent(_contentManager);
            _input.LoadContent();

            // Tell each of the screens to load their content.
            foreach (GameScreen screen in _screens)
            {
                screen.LoadContent();
            }
        }