Esempio n. 1
0
        public override void Draw(RectangleF visibleRectangle)
        {
            var renderOrderFunction  = GetRenderOrderFunction();
            var tileLocationFunction = GetTileLocationFunction();
            var firstCol             = (int)Math.Floor(visibleRectangle.Left / _map.TileWidth);
            var firstRow             = (int)Math.Floor(visibleRectangle.Top / _map.TileHeight);

            // +3 to cover any gaps
            var columns = Math.Min(_map.Width, (int)visibleRectangle.Width / _map.TileWidth) + 3;
            var rows    = Math.Min(_map.Height, (int)visibleRectangle.Height / _map.TileHeight) + 3;

            _spriteBatch.Begin(blendState: BlendState.AlphaBlend, samplerState: SamplerState.PointClamp);

            foreach (var tile in renderOrderFunction(firstCol, firstRow, firstCol + columns, firstRow + rows))
            {
                var region = tile != null?_map.GetTileRegion(tile.Id) : null;

                if (region != null)
                {
                    var point = tileLocationFunction(tile);
                    var destinationRectangle = new Rectangle(point.X, point.Y, region.Width, region.Height);
                    _spriteBatch.Draw(region, destinationRectangle, Color.White);
                }
            }

            _spriteBatch.End();
        }
        public override void Draw(SpriteBatch spriteBatch, Rectangle?visibleRectangle = null, Color?backgroundColor = null)
        {
            if (!IsVisible)
            {
                return;
            }

            if (_renderTarget == null)
            {
                // create and render the entire map to a single render target.
                // this gives the best frame rate performance at the cost of memory.
                // ideally, we'd like to have a couple of different draw strategies for different situations.
                _renderTarget = new RenderTarget2D(_renderTargetSpriteBatch.GraphicsDevice, _map.WidthInPixels, _map.WidthInPixels);

                using (_renderTarget.BeginDraw(_renderTargetSpriteBatch.GraphicsDevice, backgroundColor ?? Color.Transparent))
                {
                    //var vr = visibleRectangle ?? new Rectangle(0, 0, _map.WidthInPixels, _map.HeightInPixels);
                    var vr = new Rectangle(0, 0, _map.WidthInPixels, _map.HeightInPixels);
                    var renderOrderFunction  = GetRenderOrderFunction();
                    var tileLocationFunction = GetTileLocationFunction();
                    var firstCol             = vr.Left < 0 ? 0 : (int)Math.Floor(vr.Left / (float)_map.TileWidth);
                    var firstRow             = vr.Top < 0 ? 0 : (int)Math.Floor(vr.Top / (float)_map.TileHeight);

                    // +3 to cover any gaps
                    var columns = Math.Min(_map.Width, vr.Width / _map.TileWidth) + 3;
                    var rows    = Math.Min(_map.Height, vr.Height / _map.TileHeight) + 3;

                    _renderTargetSpriteBatch.Begin(blendState: BlendState.AlphaBlend, samplerState: SamplerState.PointClamp);

                    foreach (var tile in renderOrderFunction(firstCol, firstRow, firstCol + columns, firstRow + rows))
                    {
                        var region = tile != null?_map.GetTileRegion(tile.Id) : null;

                        if (region != null)
                        {
                            var point = tileLocationFunction(tile);
                            var destinationRectangle = new Rectangle(point.X, point.Y, region.Width, region.Height);
                            _renderTargetSpriteBatch.Draw(region, destinationRectangle, Color.White * Opacity);
                        }
                    }

                    _renderTargetSpriteBatch.End();
                }
            }

            spriteBatch.Draw(_renderTarget, Vector2.Zero, Color.White);
        }
Esempio n. 3
0
        public override void Draw(Camera2D camera)
        {
            var renderOrderFunction = GetRenderOrderFunction();

            _spriteBatch.Begin(sortMode: SpriteSortMode.Immediate, blendState: BlendState.AlphaBlend,
                samplerState: SamplerState.PointClamp, transformMatrix: camera.GetViewMatrix());

            foreach (var tile in renderOrderFunction())
            {
                var region = _map.GetTileRegion(tile.Id);

                if(region != null)
                    RenderLayer(_map, tile, region);
            }

            _spriteBatch.End();
        }
        public override void Draw()
        {
            var renderOrderFunction = GetRenderOrderFunction();

            _spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp);

            foreach (var tile in renderOrderFunction())
            {
                var region = _map.GetTileRegion(tile.Id);

                if (region != null)
                {
                    RenderLayer(_map, tile, region);
                }
            }

            _spriteBatch.End();
        }
        public override void Draw(Camera2D camera)
        {
            var renderOrderFunction = GetRenderOrderFunction();

            _spriteBatch.Begin(sortMode: SpriteSortMode.Immediate, blendState: BlendState.AlphaBlend,
                               samplerState: SamplerState.PointClamp, transformMatrix: camera.GetViewMatrix());

            foreach (var tile in renderOrderFunction())
            {
                var region = _map.GetTileRegion(tile.Id);

                if (region != null)
                {
                    // not exactly sure why we need to compensate 1 pixel here. Could be a bug in MonoGame?
                    var tx = tile.X * (_map.TileWidth - 1);
                    var ty = tile.Y * (_map.TileHeight - 1);

                    _spriteBatch.Draw(region, new Rectangle(tx, ty, region.Width, region.Height), Color.White);
                }
            }

            _spriteBatch.End();
        }