public override void DrawGUI(float deltaTime, SpriteBatch spriteBatch) { DebugConsole.Draw(deltaTime, spriteBatch); foreach (var component in guiComponents) { component.Draw(deltaTime, spriteBatch); } }
public override void Draw(SpriteBatch spritebatch) { txtWrite.Draw(spritebatch); txtRead.Draw(spritebatch); xmlWrite.Draw(spritebatch); xmlRead.Draw(spritebatch); console.Draw(spritebatch); base.Draw(spritebatch); }
public override void Draw(SpriteBatch spritebatch) { commentConsole.Draw(spritebatch); warningConsole.Draw(spritebatch); errorConsole.Draw(spritebatch); fatalConsole.Draw(spritebatch); wipeConsole.Draw(spritebatch); writeConsole.Draw(spritebatch); dbconsole.Draw(spritebatch); base.Draw(spritebatch); }
public override void Draw(SpriteBatch spritebatch) { bg.Draw(spritebatch); foreach (GameObject t in tiles) { t.Draw(spritebatch); } foreach (GameObject g in deco) { g.Draw(spritebatch); } foreach (GameObject g in pickups) { g.Draw(spritebatch); } foreach (Trigger t in triggers) { t.Draw(spritebatch); } foreach (Danmaku d in projectiles) { d.Draw(spritebatch); } foreach (Enemy e in enemies) { e.Draw(spritebatch); } boss.Draw(spritebatch); player.Draw(spritebatch); hud.Draw(spritebatch); sm.Draw(spritebatch); attackoverlay.Draw(spritebatch); manager.Draw(spritebatch); #if !RELEASE console.Draw(spritebatch); #endif base.Draw(spritebatch); }
/// <summary> /// Renders UI Components to screen. /// </summary> public void Render(FrameEventArgs e) { foreach (var component in _components) { component.Draw(); } if (_console.Visible) { _console.Draw(); } if (showCursor) { _cursorSprite = DragInfo.DragSprite != null && DragInfo.IsActive ? DragInfo.DragSprite : _resourceCache.GetSprite("cursor"); _cursorSprite.Position = MousePos; _cursorSprite.Draw(); } }
public override void DrawScene(GameTime gameTime) { #region Debug DebugConsole.Update(); #endregion #region Scripts if (!_Interface.IsInterfaceBlocking()) { _Service.CheckParallelProcessAndAutomaticAndContactScripts(_ProjectData.Resolution.MatrixPrecision); ScriptManager.RunParallelScripts(); ScriptManager.RunScript(ScriptManager.CurrentScript, false); } if (ScriptManager.GoToScreen != null && !_LaunchedEndingScripts) { LaunchEndingScript(); } if (ScriptManager.GameOver) { VO_RunningScript runningScript = new VO_RunningScript(); runningScript.Id = _ProjectData.GameOver.Id; runningScript.Lines = _ProjectData.GameOver.Lines; ScriptManager.CurrentScript = runningScript; ScriptManager.GameOver = false; } #endregion _SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null, Camera2D.GetTransformation(this.GraphicsDevice)); #region Décors et objets derrière perso int i = 1; _Stage.ListCharacters.OrderBy(p => p.Location.Y); int playerLayerIndex = _Service.GetLayerIndexFromCharacterLocation(PlayableCharactersManager.CurrentPlayerCharacter.CharacterSprite.Location); foreach (VO_Layer layer in _Stage.ListLayers) { RefreshLayer(layer, layer.MainLayer, !_Interface.IsInterfaceBlocking()); RefreshCharacters(i, layer.MainLayer, playerLayerIndex, !_Interface.IsInterfaceBlocking()); i++; } #endregion _SpriteBatch.End(); _SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend); #region Interface if (ScriptManager.ScriptUserControls) { _Interface.Draw(gameTime, ScriptManager.BlockType); } #endregion #region Messages if (!_Interface.IsInterfaceBlocking()) { RefreshMessage(ScriptManager.CurrentScript); RefreshChoiceMessage(ScriptManager.CurrentScript, gameTime); if (ScriptManager.ParallelScripts != null) { foreach (VO_RunningScript script in ScriptManager.ParallelScripts) { RefreshMessage(script); } } } #endregion #region Debug DebugConsole.Draw(); #endregion _SpriteBatch.End(); }