public void DrawPieces(SpriteBatch spriteBatch, Camera cam, List<CheckerPiece> allPieces, int tileScale) { spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, cam.get_transformation(_device)); for (int i = 0; i < allPieces.Count(); i++) { CheckerPiece currentPiece = allPieces[i]; if (currentPiece != null) { spriteBatch.Draw(_checkerTileTexture, new Vector2((currentPiece.Col * tileScale + tileScale * .5f), currentPiece.Row * tileScale + tileScale * .5f), new Rectangle(currentPiece.Color * tileScale, (int)currentPiece.Status * tileScale, tileScale, tileScale), Color.White, 0, new Vector2(tileScale / 2.0f, tileScale / 2.0f), 1, SpriteEffects.None, 0); } } spriteBatch.End(); }
public void DrawCheckerBoard(CheckerTile[,] tileBoard, List<CheckerPiece> allPieces, CheckerPiece selectedPiece, List<CheckerPiece>[] movablePieces, Dictionary<CheckerPiece, List<MoveSet>> MoveDict, int TILE_SCALE, SpriteBatch spriteBatch, Camera cam) { if (!_contentLoaded) return; spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, cam.get_transformation(_device)); //Checker Tiles for (var row = 0; row < tileBoard.GetLength(0); row++) { for (int col = 0; col < tileBoard.GetLength(1); col++) { spriteBatch.Draw(_blankTexture, new Rectangle(col * TILE_SCALE, row * TILE_SCALE, TILE_SCALE, TILE_SCALE), null, (tileBoard[row, col].Color == 1)?Color.Gray:Color.White, 0, Vector2.Zero, SpriteEffects.None, 1); } } //Lines for (var row = 0; row <= tileBoard.GetLength(0); row++) { spriteBatch.Draw(_blankTexture, new Rectangle(0, row * TILE_SCALE, tileBoard.GetLength(1) * TILE_SCALE, 1), null, Color.Black, 0, Vector2.Zero, SpriteEffects.None, 0); } for (var col = 0; col <= tileBoard.GetLength(1); col++) { spriteBatch.Draw(_blankTexture, new Rectangle(col * TILE_SCALE, 0, 1, tileBoard.GetLength(0) * TILE_SCALE), null, Color.Black, 0, Vector2.Zero, SpriteEffects.None, 0); } spriteBatch.End(); //Draw Pieces DrawPieces(spriteBatch, cam, allPieces, TILE_SCALE); //Draw the possible moves if (selectedPiece != null && movablePieces != null && movablePieces[selectedPiece.Color].Contains(selectedPiece) && MoveDict.ContainsKey(selectedPiece)) { DrawPossibleMoves(spriteBatch, cam, MoveDict[selectedPiece], TILE_SCALE, selectedPiece); } }
public void Update(GameTime gameTime, Camera cam) { foreach(var piece in AllPieces) { if(piece.Status == CheckerPieceStatus.Dying) { if((DateTime.Now - piece.TimeDead).TotalSeconds > 1 ) piece.Status = CheckerPieceStatus.Dead; } } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { _maxPruning = 0; _minPruning = 0; _maxDepth = 0; _timer = 0; _nodeGeneration = 0; _checkerBoard = new CheckerBoard(Rows, Cols); _cam = new Camera {Pos = new Vector2(0, 0)}; _particleManager = new ParticleManager(); _screenManager = new UIScreenManager(); _setupForm = new SetupForm(this); _drawDriver = new DrawDriver(); base.Initialize(); }
public void DrawPossibleMoves(SpriteBatch spriteBatch, Camera cam, List<MoveSet> allTile, int TILE_SCALE, CheckerPiece SelectedPiece) { spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, cam.get_transformation(_device)); for (int i = 0; i < allTile.Count(); i++) { for (int j = 0; j < allTile[i].MoveList.Count(); j++) { Color color = (j == 0) ? new Color(255, 255, 255, 127) : new Color(255, 255, 255, 50); spriteBatch.Draw(_checkerTileTexture, new Vector2((allTile[i].MoveList[j].Col * TILE_SCALE + TILE_SCALE * .5f), allTile[i].MoveList[j].Row * TILE_SCALE + TILE_SCALE * .5f), new Rectangle(SelectedPiece.Color*TILE_SCALE, 0, TILE_SCALE, TILE_SCALE), color, 0, new Vector2(TILE_SCALE * .5f, TILE_SCALE * .5f), 1, SpriteEffects.None, 0); } } spriteBatch.End(); }
public void Draw(SpriteBatch spriteBatch, Camera cam) { foreach (ParticleSystem particleSystem in particleSystems) particleSystem.Draw(spriteBatch, cam); }
public void Draw(SpriteBatch spriteBatch, Camera cam) { spriteBatch.Begin(SpriteSortMode.Immediate, particleInfo.BlendState, null, null, null, null, cam.get_transformation(device)); for (var i = 0; i < particles.Count; i++) { spriteBatch.Draw(contentManager.Load<Texture2D>("Textures/" + particleInfo.TextureName), new Vector2((int)particles[i].Position.X, (int)particles[i].Position.Y), null, particles[i].Color, particles[i].Rotation, new Vector2(5f, 5f), particles[i].Scale, SpriteEffects.None, 0 ); } spriteBatch.End(); }