コード例 #1
0
        protected override void Draw()
        {
            Camera.Update(null);

            // Clear to the default control background color.
            Color backColor = new Color(BackColor.R, BackColor.G, BackColor.B);

            GraphicsDevice.Clear(backColor);
            g.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);

            PolygonEffect.View = Camera.View;
            g.GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            g.GraphicsDevice.SamplerStates[0]  = SamplerState.PointClamp;
            g.GraphicsDevice.RasterizerState   = RasterizerState.CullCounterClockwise;

            foreach (Tile3D ActiveTile in ListTile3D)
            {
                PolygonEffect.Texture = ListTileSet[ActiveTile.TilesetIndex];
                PolygonEffect.CurrentTechnique.Passes[0].Apply();

                ActiveTile.Draw(g.GraphicsDevice);
            }

            g.End();
        }
コード例 #2
0
        public void Draw(CustomSpriteBatch g)
        {
            PolygonEffect.View = Camera.View;
            g.GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            g.GraphicsDevice.SamplerStates[0]  = SamplerState.PointClamp;
            g.GraphicsDevice.RasterizerState   = RasterizerState.CullCounterClockwise;

            foreach (KeyValuePair <Texture2D, List <Tile3D> > ActiveTileSet in DicTile3D)
            {
                PolygonEffect.Texture = ActiveTileSet.Key;
                PolygonEffect.CurrentTechnique.Passes[0].Apply();

                foreach (Tile3D ActiveTile in ActiveTileSet.Value)
                {
                    ActiveTile.Draw(g.GraphicsDevice);
                }
            }

            PolygonEffect.Texture = sprCursor;
            PolygonEffect.CurrentTechnique.Passes[0].Apply();

            Cursor.Draw(g.GraphicsDevice);

            g.End();
            GameScreen.GraphicsDevice.DepthStencilState = DepthStencilState.Default;

            for (int P = 0; P < Map.ListPlayer.Count; P++)
            {
                //If the selected unit have the order to move, draw the possible positions it can go to.
                for (int U = 0; U < Map.ListPlayer[P].ListSquad.Count; U++)
                {//If it's dead, don't draw it unless it's an event unit.
                    if ((Map.ListPlayer[P].ListSquad[U].CurrentLeader == null && !Map.ListPlayer[P].ListSquad[U].IsEventSquad) || Map.ListPlayer[P].ListSquad[U].IsDead)
                    {
                        continue;
                    }

                    Color UnitColor;
                    if (Constants.UnitRepresentationState == Constants.UnitRepresentationStates.Colored)
                    {
                        UnitColor = Map.ListPlayer[P].Color;
                    }
                    else
                    {
                        UnitColor = Color.White;
                    }

                    Map.ListPlayer[P].ListSquad[U].Unit3D.SetViewMatrix(Camera.View);

                    Map.ListPlayer[P].ListSquad[U].Unit3D.SetPosition(
                        -Map.MapSize.X / 2 + 0.5f + Map.ListPlayer[P].ListSquad[U].Position.X,
                        Radius,
                        -Map.MapSize.Y / 2 + 0.5f + Map.ListPlayer[P].ListSquad[U].Y);

                    Map.ListPlayer[P].ListSquad[U].Unit3D.Draw(GameScreen.GraphicsDevice);
                }
            }
            g.Begin();
        }
コード例 #3
0
        public void Draw(CustomSpriteBatch g, int LayerIndex, bool IsSubLayer, MovementAlgorithmTile[,] ArrayTerrain)
        {
            PolygonEffect.View = Camera.View;
            g.GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            g.GraphicsDevice.SamplerStates[0]  = SamplerState.PointClamp;
            g.GraphicsDevice.RasterizerState   = RasterizerState.CullCounterClockwise;

            foreach (KeyValuePair <Texture2D, List <Tile3D> > ActiveTileSet in DicTile3D)
            {
                PolygonEffect.Texture = ActiveTileSet.Key;
                PolygonEffect.CurrentTechnique.Passes[0].Apply();

                foreach (Tile3D ActiveTile in ActiveTileSet.Value)
                {
                    ActiveTile.Draw(g.GraphicsDevice);
                }
            }

            PolygonEffect.Texture = sprCursor;
            PolygonEffect.CurrentTechnique.Passes[0].Apply();

            Cursor.Draw(g.GraphicsDevice);

            g.End();
            GameScreen.GraphicsDevice.DepthStencilState = DepthStencilState.Default;

            for (int P = 0; P < Map.ListPlayer.Count; P++)
            {
                Map.ListPlayer[P].GamePiece.Unit3D.SetViewMatrix(Camera.View);

                Map.ListPlayer[P].GamePiece.Unit3D.SetPosition(
                    -Map.MapSize.X / 2 + 0.5f + Map.ListPlayer[P].GamePiece.Position.X,
                    Radius,
                    -Map.MapSize.Y / 2 + 0.5f + Map.ListPlayer[P].GamePiece.Position.Y);

                Map.ListPlayer[P].GamePiece.Unit3D.Draw(GameScreen.GraphicsDevice);
            }
            g.Begin();
        }