Esempio n. 1
0
        public void Draw(SpriteBatch spriteBatch, TextureManager textureManager)
        {
            for (int i = 0; i < Columns; i++)
                for (int j = 0; j < Rows; j++) {

                    if (selectedSlot != slots[i, j]) {
                        int disp = SlotSpacing + Item.SpriteWidth;

                        int x = (int)screenPosition.X + disp * i;
                        int y = (int)screenPosition.Y + disp * j;

                        Rectangle r = new Rectangle (x, y, Item.SpriteWidth, Item.SpriteWidth);

                        spriteBatch.Draw (textureManager.WhitePixel, r, Color.White * 0.5f);
                        if (slots [i, j].HasItem)
                            spriteBatch.Draw (textureManager.GetTexture ("items"), null, r, slots [i, j].Item.getTextureSourceRect (), null, 0, null, null, SpriteEffects.None, 0);

                    } else {

                        int disp = SlotSpacing + Item.SpriteWidth;

                        int x = (int)screenPosition.X + disp * i;
                        int y = (int)screenPosition.Y + disp * j;

                        Rectangle r = new Rectangle (x, y, Item.SpriteWidth, Item.SpriteWidth);

                        spriteBatch.Draw (textureManager.WhitePixel, r, Color.Red * 0.5f);
                        if (slots[i,j].HasItem)
                            spriteBatch.Draw (textureManager.GetTexture ("items"), null, r, slots [i, j].Item.getTextureSourceRect (), null, 0, null, null, SpriteEffects.None, 0);
                    }
                }
        }
        /// <summary>
        /// Draw all screens. Note that each screen needs to call SpriteBatch.Begin separately, because different matrix transformations can be applied to each screen.
        /// </summary>
        /// <param name="spriteBatch">Sprite batch.</param>
        /// <param name="textureManager">Texture manager.</param>
        public void Draw(SpriteBatch spriteBatch, TextureManager textureManager, FontManager fontManager)
        {
            //We need to draw the last screen last, so we reverse the stack.
            var reverseStack = new Stack<GameScreen> (gameScreens.ToArray ());

            foreach (GameScreen screen in reverseStack)
                screen.Draw (spriteBatch, textureManager, fontManager);
        }
Esempio n. 3
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        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch (GraphicsDevice);

            Texture2D whitePix = new Texture2D (graphics.GraphicsDevice, 1, 1);
            whitePix.SetData (new Color[] { Color.White });
            //Load all textures
            textureManager = new TextureManager (Content, whitePix);
            //Load all fonts
            fontManager = new FontManager (Content);
        }
        public override void Draw(SpriteBatch spriteBatch, TextureManager textureManager, FontManager fontManager)
        {
            spriteBatch.Begin ();

            spriteBatch.Draw (textureManager.WhitePixel, new Rectangle (0, 0, MainGame.WindowWidth, MainGame.WindowHeight), Color.Black * 0.5f);

            spriteBatch.DrawString (fontManager.GetFont ("Arial"), "Paused", menu.Position - new Vector2 (0, 50), Color.White);

            menu.Draw (spriteBatch, fontManager);

            spriteBatch.End ();
        }
        public override void Draw(SpriteBatch spriteBatch, TextureManager textureManager, FontManager fontManager)
        {
            //Render world (do transform)
            spriteBatch.Begin (SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, RasterizerState.CullNone, null, camera.TransformMatrix);

            world.Draw (spriteBatch, textureManager);
            spriteBatch.End ();

            //Render inventory (do not transform)
            spriteBatch.Begin (SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, RasterizerState.CullNone, null, null);

            world.PlayerInventory.Draw (spriteBatch, textureManager);

            spriteBatch.End ();
        }
 public void Draw(SpriteBatch spriteBatch, TextureManager textureManager)
 {
 }
Esempio n. 7
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        public override void Draw(SpriteBatch spriteBatch, TextureManager textureManager)
        {
            //Do all the drawing for the player here.

            Texture2D t = textureManager.GetTexture ("circle");

            spriteBatch.Draw (t, CollisionBox, Color.White);
        }
Esempio n. 8
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 public abstract void Draw(SpriteBatch spriteBatch, TextureManager textureManager, FontManager fontManager);
 public override void Draw(SpriteBatch spriteBatch, TextureManager textureManager, FontManager fontManager)
 {
     throw new NotImplementedException ();
 }
Esempio n. 10
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 public void Draw(SpriteBatch spriteBatch, TextureManager textureManager)
 {
     foreach (WorldLayer layer in layers) {
         for (int i = 0; i < Width; i++) {
             for (int j = 0; j < Height; j++) {
                 if (layer.Tiles[i,j].Type!=TileType.Air)
                     spriteBatch.Draw (textureManager.GetTexture ("tiles"),
                         null,
                         new Rectangle (i * TileWidth, j * TileWidth, TileWidth, TileWidth),
                         getTileSourceRect (layer.Tiles [i, j]),
                         null,
                         layer.Tiles[i,j].Rotation,
                         null,
                         Color.White,
                         SpriteEffects.None,
                         0);
             }
         }
     }
     player.Draw (spriteBatch, textureManager);
 }