public void DrawGUI(SpriteBatch sb) { int padding = 10, height = padding * 5, offset = 3; sb.Draw(Spritesheet, Camera.Position + new Vector2(padding - 7, padding - 3), new Rectangle(new Point((SpritesheetSize.X - 3) * Cell, 0), new Point(3 * Cell, 2 * Cell)), Color, 0, Vector2.Zero, 4, SpriteEffects.None, GUILayer); sb.Draw(Spritesheet, Camera.Position + new Vector2(padding - 7, padding - 3), new Rectangle(new Point((SpritesheetSize.X - 3) * Cell, 4 * Cell), new Point(3 * Cell, 2 * Cell)), Color.White, 0, Vector2.Zero, 4, SpriteEffects.None, GUILayer); //ExitButton.Position = new Vector2(Graphics.PreferredBackBufferWidth - padding - ExitButton.Background.Width, height + padding); ExitButton.Draw(sb); //STATS StatList.StatList.ForEach(x => x.Draw(sb)); //TIMER sb.DrawString(FontSmall, ((int)(TurnTime - Time)).ToString(), Camera.Position + new Vector2(Graphics.PreferredBackBufferWidth - padding - FontSmall.MeasureString(((int)(TurnTime - Time)).ToString()).X - offset * 2, padding + offset), Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, GUILayer); //ADD CARD BUTTON AddCardButton.Draw(sb); //CARDS Cards.ForEach(x => x.Draw(sb)); if (HoveringCard != null) { HoveringCard.Draw(sb); } }
public void Draw(SpriteBatch sprite, SpriteFont font) { sprite.Draw(BackGround, new Rectangle(0, 0, 800, 480), Color.White); PlayButton.Draw(sprite, font); NewPartyButton.Draw(sprite, font); ShopButton.Draw(sprite, font); ChoosePartyButton.Draw(sprite, font); ExitButton.Draw(sprite, font); }
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // sewers map needs blendstate to look correct with alphas if (mapIdx == 8) { spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied); } else { spriteBatch.Begin(); } if (mapIdx == 10) { DrawLayersInOrder(maps[mapIdx], spriteBatch, mapView); } else { maps[mapIdx].Draw(spriteBatch, mapView); // draw object layers test for (int ol = 0; ol < maps[mapIdx].ObjectLayers.Count; ol++) { maps[mapIdx].DrawObjectLayer(spriteBatch, ol, mapView, 0); } // draw image layers test for (int il = 0; il < maps[mapIdx].ImageLayers.Count; il++) { maps[mapIdx].DrawImageLayer(spriteBatch, il, mapView, 0); } } spriteBatch.End(); spriteBatch.Begin(); creature.Draww(spriteBatch, mapView.X, mapView.Y); player.Draw(spriteBatch); creature.Draw(spriteBatch); spriteBatch.End(); spriteBatch.Begin(); exitButton.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }
public void Draw(SpriteBatch spriteBatch, Vector2 position) { Vector2 offsets = offset + position; Vector2 offsetIcons = offsets + offsetIcon; background.Draw(spriteBatch, offsets, 0.8f); imgLine.Draw(spriteBatch, new Vector2(114, 6) + offsets, 0.81f); imgHCBackdrop.Draw(spriteBatch, new Vector2(61, 2) + offsets, 0.81f); DiamondIcon.Draw(spriteBatch, new Vector2(0, 0) + offsetIcons, 0.81f); CreditIcon.Draw(spriteBatch, new Vector2(0, 19) + offsetIcons, 0.81f); DucketIcon.Draw(spriteBatch, new Vector2(0, 38) + offsetIcons, 0.81f); HCIcon.Draw(spriteBatch, new Vector2(78, 13) + offsets, 0.81f); HelpButton.Draw(spriteBatch, new Vector2(120, 3) + offsets, 0.81f); ExitButton.Draw(spriteBatch, new Vector2(120, 24) + offsets, 0.81f); SettingsButton.Draw(spriteBatch, new Vector2(120, 45) + offsets, 0.81f); txtDiamond.Draw(spriteBatch, offsets + new Vector2(38 - txtDiamond.measureString().X, 6)); txtCredit.Draw(spriteBatch, offsets + new Vector2(38 - txtCredit.measureString().X, 24)); txtDucket.Draw(spriteBatch, offsets + new Vector2(38 - txtDucket.measureString().X, 44)); //100 = HC Text }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.AliceBlue); var deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds; _frameCounter.Update(deltaTime); var fps = string.Format("FPS: {0}", _frameCounter.AverageFramesPerSecond); if (GameSteate == GameSteates.MainMenu) { Shaders.MainMenu.Parameters["time"].SetValue((float)gameTime.TotalGameTime.TotalSeconds); //_planetRenderTarget = new RenderTarget2D(GraphicsDevice, (int)(GraphicsDevice.Viewport.Width * 0.625f + 1), GraphicsDevice.Viewport.Height / 2, false, SurfaceFormat.Color, DepthFormat.None); spriteBatch.GraphicsDevice.SetRenderTarget(_planetRenderTarget); spriteBatch.GraphicsDevice.Clear(new Color(0, 0, 0, 0)); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Additive, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone, Shaders.MainMenu); spriteBatch.Draw(_planetRenderTarget, new Rectangle(0, 0, _planetRenderTarget.Width, _planetRenderTarget.Height), Color.White); //_mainMenuEffect.CurrentTechnique.Passes[0].Apply(); spriteBatch.End(); if (PlayButtonClicked) { Shaders.BlackHoleTransition.Parameters["time"].SetValue((float)(TimePlayClicked - gameTime.TotalGameTime.TotalSeconds)); Shaders.BlackHoleTransition.Parameters["resolution"].SetValue(new Vector2(_planetRenderTarget.Width, _planetRenderTarget.Height)); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone, Shaders.BlackHoleTransition); spriteBatch.Draw(_planetRenderTarget, new Rectangle(0, 0, _planetRenderTarget.Width, _planetRenderTarget.Height), Color.White); spriteBatch.End(); } spriteBatch.GraphicsDevice.SetRenderTarget(null); spriteBatch.GraphicsDevice.Clear(Color.Black); spriteBatch.Begin(); spriteBatch.Draw(_planetRenderTarget, new Vector2(0, 0), new Rectangle(0, 0, _planetRenderTarget.Width, _planetRenderTarget.Height), Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 1f); PlayButton.Draw(graphics, spriteBatch); SettingsButton.Draw(graphics, spriteBatch); ExitButton.Draw(graphics, spriteBatch); spriteBatch.DrawString(Space.spriteFont, fps, new Vector2(50, 50), Color.White); spriteBatch.End(); /*spriteBatch.Begin( * rasterizerState: RasterizerState.CullNone, * effect: _mainMenuEffect * ); * * * * PlayButton.Draw(graphics, spriteBatch); * * * * PlayButton.Draw(graphics, spriteBatch); * * spriteBatch.End();*/ /* * * spriteBatch.Begin(); * PlayButton.Draw(graphics, spriteBatch); * spriteBatch.Draw(testTexture, new Vector2(50, 50), Color.White); * spriteBatch.End();*/ } else if (GameSteate == GameSteates.Settings) { } else if (GameSteate == GameSteates.Lobby) { } else if (GameSteate == GameSteates.Game) { spriteBatch.Begin(transformMatrix: Global.Camera.ProjectionMatrix); //spriteBatch.Begin(); Space.Draw(spriteBatch, graphics, Global.Camera); spriteBatch.End(); DrawModel(Cube, Vector3.Zero); } base.Draw(gameTime); }