public void Draw(Renderer renderer) { renderer.Begin(); map.Draw(renderer); objectManager.Draw(renderer); renderer.End(); }
public void Draw(Renderer renderer) { renderer.Begin(); renderer.DrawTexture("HK2", Vector2.Zero); map.Draw(renderer); gameObjectManager.Draw(renderer); timerUI.Draw(renderer); renderer.End(); }
public void Draw(Renderer renderer) { renderer.Begin(); renderer.DrawTexture("backColor", Vector2.Zero); gameObjectManager.Draw(renderer); renderer.End(); }
public virtual void Draw() { GameObjectManager.Draw(SpriteBatch); GameObjectManager.DrawInGameUI(SpriteBatch); InGameUIManager.Draw(SpriteBatch); InGameUIManager.DrawInGameUI(SpriteBatch); UIManager.DrawInGameUI(SpriteBatch); ScriptManager.Draw(SpriteBatch); }
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); // TODO: Add your drawing code here _spriteBatch.Begin(); gameObjectManager.Draw(gameTime, _spriteBatch, GraphicsDevice); _spriteBatch.End(); base.Draw(gameTime); }
public void Draw() { GameDevice.Instance().GetGraphicsDevice().Clear(clock.BackGroundColor); Renderer.Instance.Begin(); Array.ForEach(backGrounds, bg => bg.Draw()); gameObjectManager.Draw(); particleManager.Draw(); fade.Draw(); uiManager.Draw(); Renderer.Instance.End(); }
/// <summary> /// 描画 /// </summary> /// <param name="renderer">描画オブジェクト</param> public void Draw(Renderer renderer) { renderer.Begin(); renderer.DrawTexture("black", Vector2.Zero); renderer.DrawTexture("block", Vector2.Zero); map.Draw(renderer); gameObjectManager.Draw(renderer); player.Draw(renderer); renderer.End(); }
/// <summary> /// Draws the gameplay screen. /// </summary> public override void Draw(GameTime gameTime) { // This game has a blue background. Why? Because! //ScreenManager.GraphicsDevice.Clear(ClearOptions.Target, // /*Color.CornflowerBlue*/ // Color.Black, 0, 0); // Our player and enemy are both actually just text strings. SpriteBatch spriteBatch = ScreenManager.SpriteBatch; spriteBatch.Begin(); //spriteBatch.DrawString(gameFont, "// TODO", playerPosition, Color.Green); /* * Color color = new Color(255, 255, 255, 255); * * * int x = (int)playerPosition.X; * * int i = (x % 20) / 4; * * Rectangle source = new Rectangle((4-i)*24, (lastMove*24), 24, 24); * * Rectangle monsterRectangle = new Rectangle((int)playerPosition.X, (int)playerPosition.Y, 48, 48); * * spriteBatch.Draw(sprite, monsterRectangle, source, color); */ gameObjectManager.Draw(gameTime); /* * for (int i = 0; i <= 24; i++) * { * for (int j = 0; j <= 18; j++) * { * spriteBatch.Draw(sprite, new Vector2(i * 24, j * 24), new Rectangle(450, 40, 1, 1), new Color(255, 255, 255, 255)); * } * } */ //spriteBatch.DrawString(gameFont, "Insert Gameplay Here", enemyPosition, Color.DarkRed); spriteBatch.End(); // If the game is transitioning on or off, fade it out to black. if (TransitionPosition > 0) { ScreenManager.FadeBackBufferToBlack(255 - TransitionAlpha); } }
public void Draw(SpriteBatch spriteBatch) { for (int i = 0; i < Tiles.GetLength(0); i++) { for (int j = 0; j < Tiles.GetLength(1); j++) { if (Tiles[i, j] == 1) { spriteBatch.Draw(_wallTexture, new Vector2(16 * j, 16 * i), Color.White); } } } _gameObjectManager.Draw(spriteBatch); }
/// <summary> /// 描画処理 /// </summary> /// <param name="gameTime">現在のゲーム時間を提供するオブジェクト</param> protected override void Draw(GameTime gameTime) { // 画面クリア時の色を設定 GraphicsDevice.Clear(Color.CornflowerBlue); // この下に描画ロジックを記述 renderer.Begin(); map.Draw(renderer); gameObjectManager.Draw(renderer); renderer.End(); //この上にロジックを記述 base.Draw(gameTime); // 親クラスの更新処理呼び出し。絶対に消すな!! }
public void Draw(Game1 game) { var spriteBatch = game.spriteBatch; game.GraphicsDevice.SetRenderTarget(game.nativeRenderTarget); game.GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(SpriteSortMode.FrontToBack, samplerState: SamplerState.PointClamp); gameObjectManager.Draw(spriteBatch); ParticlesProcessor.Draw(spriteBatch); spriteBatch.End(); game.GraphicsDevice.SetRenderTarget(null); spriteBatch.Begin(samplerState: SamplerState.PointClamp); spriteBatch.Draw(game.nativeRenderTarget, new Rectangle(0, 0, Constants.DEFAULT_ZOOMING_MODIFIER * Constants.RESOLUTION_WIDTH, Constants.DEFAULT_ZOOMING_MODIFIER * Constants.RESOLUTION_HEIGHT), Color.White); UIProcessor.Draw(spriteBatch, gameObjectManager.unit); spriteBatch.End(); }
/// <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.CornflowerBlue); spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, camera2.GetViewMatrix(parallax)); foreach (IGameObject obj in GameObjectManager.cloudList) { obj.Draw(spriteBatch); } spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, camera1.GetTransform * Matrix.CreateScale(GetScreenScale)); objectManager.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }
public void Draw() { GameDevice.Instance().GetGraphicsDevice().Clear(Color.Black); Renderer.Instance.Begin(); particleManager.Draw(); gameObjectManager.Draw(); if (!fade.IsEnd) { fade.Draw(); } if (bossAlert.Initialized) { bossAlert.Draw(); } Renderer.Instance.End(); }
/// <summary> /// Draws the background screen. /// </summary> public override void Draw(GameTime gameTime) { SpriteBatch spriteBatch = ScreenManager.SpriteBatch; Viewport viewport = ScreenManager.GraphicsDevice.Viewport; Rectangle fullscreen = new Rectangle(0, 0, viewport.Width, viewport.Height); byte fade = TransitionAlpha; spriteBatch.Begin();//SpriteBlendMode.None); spriteBatch.Draw(backgroundTexture, fullscreen, new Color(fade, fade, fade)); if (demo) { gameObjectManager.Draw(gameTime); } spriteBatch.End(); }
public void Draw(Renderer renderer) { renderer.Begin(); renderer.DrawTexture("backColor", Vector2.Zero); gameObjectManager.Draw(renderer); if ((int)score / 1000 <= 9 && (int)score / 1000 >= 1) { renderer.DrawNumber("number", Vector2.Zero, score.ToString("f2"), 7); } if ((int)score / 100 <= 9 && (int)score / 100 >= 1) { renderer.DrawNumber("number", Vector2.Zero, score.ToString("f2"), 6); } if ((int)score / 10 <= 9 && (int)score / 10 >= 1) { renderer.DrawNumber("number", Vector2.Zero, score.ToString("f2"), 5); } renderer.DrawNumber("number", Vector2.Zero, score.ToString("f2"), 4); renderer.End(); }
public void Draw(Renderer renderer) { renderer.Begin(); renderer.DrawTexture("background", Vector2.Zero); gameObject.Draw(renderer); renderer.DrawTexture("backwind", new Vector2(-15, 904 - 68)); if (Player.DeadFlag == false) { //renderer.DrawNumber("number", new Vector2(150, 0), Score); renderer.DrawTexture("score", new Vector2(-130, 904 - 64)); renderer.DrawTexture("highscore", new Vector2(0, 904 - 32)); renderer.DrawNumber("number", new Vector2(200, 904 - 64), Score); renderer.DrawNumber("number", new Vector2(310, 904 - 32), highScore); } else if (Player.DeadFlag == true) { renderer.DrawTexture("ScoreBack", new Vector2(Screen.Width / 2 - 420, Screen.Height / 2 - 452)); renderer.DrawTexture("highscore", new Vector2(90, Screen.Height / 2 + 64)); renderer.DrawNumber("number", new Vector2(Screen.Width / 2 - 16, Screen.Height / 2 - 16), Score); renderer.DrawTexture("score", new Vector2(90, Screen.Height / 2 - 16)); if (highScore < Score) { highScore = Score; } renderer.DrawNumber("number", new Vector2(Screen.Width / 2 - 16, Screen.Height / 2 + 64), highScore); if (Keyboard.GetState().IsKeyDown(Keys.Space)) { Score = 0; seconds = 0; enemy2Count = 0; enemy2Count2 = 0; isEnd = true; } } renderer.End(); }