//void DrawGroud(Ground ground) //{ // foreach (var mesh in ground.Model.Meshes) // { // foreach (BasicEffect effect in mesh.Effects) // { // effect.EnableDefaultLighting(); // effect.PreferPerPixelLighting = true; // effect.World = ground.WorldMatrix; // effect.View = player.Camera.View; // effect.Projection = player.Camera.Projection; // } // mesh.Draw(); // } //} public void Draw() { if (gameManager.IsGameRunning) { screenManager.Graphics.GraphicsDevice.Clear(Color.CornflowerBlue); screenManager.Graphics.GraphicsDevice.DepthStencilState = DepthStencilState.Default; screenManager.Graphics.GraphicsDevice.RasterizerState = new RasterizerState() { MultiSampleAntiAlias = true }; screenManager.Graphics.GraphicsDevice.SamplerStates[0] = new SamplerState() { Filter = TextureFilter.Anisotropic }; if (gameManager.Type == LabiryntType.Prim) { labirynth.VertexMap.Where(m => frustum.Contains(m.BoundingBox) != ContainmentType.Disjoint).ToList().ForEach(i => i.Draw(player.Camera.View, player.Camera.Projection, basicEffect)); } else if (gameManager.Type == LabiryntType.Recursive) { labirynth.ModelMap.ForEach(i => i.Draw(player.Camera.View, player.Camera.Projection)); } skyBox.Draw(player.Camera.View, player.Camera.Projection); finishPoint.Draw(player.Camera.View, player.Camera.Projection, basicEffect); ground.Draw(player.Camera.View, player.Camera.Projection, basicEffect); keys.ForEach(i => i.Draw(player.Camera.View, player.Camera.Projection, basicEffect)); minimap.Draw(new Vector2(player.position.X, player.position.Z)); //DrawGroud(ground); } }
/// <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(); spriteBatch.Draw(background, new Rectangle(0, 0, 1280, 720), Color.White); ground.Draw(spriteBatch); target.Draw(spriteBatch); foreach (Projectile p in projectiles) { if (!p.IsFired) { DrawLineBetween(spriteBatch, strapTexture, p.Center, slingshot.FarBranchPosition, Color.White); p.Draw(spriteBatch); DrawLineBetween(spriteBatch, strapTexture, p.Center, slingshot.NearBranchPosition, Color.White); } else { p.Draw(spriteBatch); } } slingshot.Draw(spriteBatch); spriteBatch.Draw(cursorCurrent, new Vector2(currentMouseState.X, currentMouseState.Y), Color.White); spriteBatch.End(); // TODO: Add your drawing code here base.Draw(gameTime); }
public void Draw(SharpDX.Direct2D1.RenderTarget target) { target.PushAxisAlignedClip(new SharpDX.Mathematics.Interop.RawRectangleF(this.bounds.Left, this.bounds.Top, this.bounds.Right, this.bounds.Bottom), SharpDX.Direct2D1.AntialiasMode.PerPrimitive); Ground.Draw(target, this.bounds); //this.containedObject?.Draw(target); target.PopAxisAlignedClip(); IsChanged = false; }
public override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend); ground.Draw(spriteBatch, scene); foreach (var tree in World.DeadTrees.Keys) { tree.Draw(spriteBatch); } foreach (var building in World.DeadBuildings.Keys) { building.Draw(spriteBatch); } foreach (var unit in World.DeadUnits.Keys) { unit.Draw(spriteBatch); } for (int i = 0; i <= World.TObjects.Count - 1; i++) { World.TObjects[i].Draw(spriteBatch, gameTime, scene); } World.Flag.Image.Draw(spriteBatch); BuildingRectangle.Draw(spriteBatch); #region Debug spriteBatch.DrawString(arial, FocusObjects.Count.ToString(), new Vector2(50, 50), Color.Brown); //spriteBatch.DrawString(arial, World.TObjects.Count.ToString(), new Vector2(100, 100), Color.White); //spriteBatch.DrawString(arial, World.TUnits.Count.ToString(), new Vector2(500, 500), Color.Red); //spriteBatch.DrawString(arial, new Point(MS.X, MS.Y).ToString(), new Vector2(100, 150), Color.Red); //spriteBatch.DrawString(arial, "Scene Location: " + (scene.Rect.Location).ToString(), new Vector2(100, 170), Color.Blue); //spriteBatch.DrawString(arial, "Field Right and Field Bottom " + (World.Field.Right).ToString() + " " + (World.Field.Bottom).ToString(), new Vector2(100, 190), Color.Blue); //spriteBatch.DrawString(arial, "Scene Right and Scene Bottom: " + (scene.Rect.Right).ToString() + " " + (scene.Rect.Bottom).ToString(), new Vector2(100, 210), Color.Blue); //if (FocusObject != null) { //// spriteBatch.DrawString(arial, FocusObject.IsFocused.ToString(), new Vector2(100, 115), Color.White); //// spriteBatch.DrawString(arial, "image pos: " + FocusObject.Image.Position.ToString(), new Vector2(100, 225), Color.Black); //// spriteBatch.DrawString(arial, "obj location: " + FocusObject.Position.ToString() + FocusObject.Visible.ToString(), new Vector2(100, 250), Color.Black); //// spriteBatch.DrawString(arial, "intersect?: " + scene.Contains(FocusObject).ToString(), new Vector2(100, 275), Color.Black); //// if (FocusObject is TUnit) //// spriteBatch.DrawString(arial, (FocusObject as TUnit).Aim.ToString(), new Vector2(100, 300), Color.Red); // spriteBatch.DrawString(arial, ((FocusObject as TUnit).Target != null).ToString(), new Vector2(100, 130), Color.Red); //} //spriteBatch.DrawString(arial, BuildingRectangle.Visible.ToString(), new Vector2(300, 300), Color.Red); //spriteBatch.DrawString(arial, BuildingRectangle.Position.ToString(), new Vector2(300, 320), Color.Red); //spriteBatch.DrawString(arial, BuildingRectangle.Size.ToString(), new Vector2(300, 340), Color.Red); //spriteBatch.DrawString(arial, BuildingRectangle.box.ToString(), new Vector2(300, 300), Color.Red); #endregion base.Draw(gameTime); 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); GraphicsDevice.BlendState = BlendState.Opaque; GraphicsDevice.DepthStencilState = DepthStencilState.Default; effect.View = camera.ViewMatrix; effect.World = Matrix.Identity; effect.CurrentTechnique.Passes[0].Apply(); Matrix identity = Matrix.Identity; ground.Draw(effect); airplane.Draw(ref effect, ref identity); houses.Draw(effect); base.Draw(gameTime); }
public override void Draw(GameTime gameTime) { Game.GraphicsDevice.SetRenderTarget(render); Game.GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend); ground.Draw(spriteBatch, camera); spriteBatch.End(); Game.GraphicsDevice.SetRenderTarget(null); GraphicsDevice.Clear(Color.Gray); spriteBatch.Begin(); spriteBatch.Draw(render, camera.Viewport, Color.White); mainPanelSprite.Draw(spriteBatch); base.Draw(gameTime); minimap.Draw(spriteBatch); spriteBatch.End(); }
public override void Draw(GameTime gameTime) { //spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null, Game1.globalTransformation); bg.Draw(gameTime); flock.draw(gameTime); foreach (Player p in players) { p.Draw(gameTime); } DrawText(); if (Rocket.rocketFlying) { _rocket.Draw(gameTime); } //DrawSmoke(); _explosion.Draw(gameTime); //spriteBatch.End(); base.Draw(gameTime); }
/// <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); GraphicsDevice.SetVertexBuffer(vertexBuffer); GraphicsDevice.BlendState = BlendState.Opaque; GraphicsDevice.DepthStencilState = DepthStencilState.Default; effect.View = camera.ViewMatrix; effect.World = worldRotation * worldTranslation; effect.VertexColorEnabled = true; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); ground.Draw(camera, effect); airplane.Draw(camera, effect); //houses.Draw(camera, effect); } base.Draw(gameTime); }
public void Draw(SpriteBatch spriteBatch) { //spriteBatch.Draw(TextureLoader.Fun, new Rectangle(0, 0, 10 * Ground.CellSize, 10 * Ground.CellSize), Color.White); ground.Draw(spriteBatch); }
/// <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); // TODO: Add your drawing code here //affichage spriteBatch.Begin(); //Terrain Ground.Draw(spriteBatch); //tir for (int i = 0; i < Shots.Count; i++) { spriteBatch.Draw(Shots[i].Texture, new Vector2(Shots[i].Position.X, Shots[i].Position.Y), Color.White); } //ennemis foreach (BigEnemy iEnemy in BigEnemies) { iEnemy.Draw(spriteBatch); } foreach (Enemy iEnemy in Enemies) { iEnemy.Draw(spriteBatch); } //Joueur if (Player.TimeInvincible >= 0) { spriteBatch.Draw(imgPlayerInvincible, new Vector2(Player.Position.X, Player.Position.Y), Color.White); } else { spriteBatch.Draw(Player.Texture, new Vector2(Player.Position.X, Player.Position.Y), Color.White); } //Tir des ennemis foreach (Enemy iEnemy in Enemies) { for (int i = 0; i < iEnemy.EnemyShots.Count; i++) { spriteBatch.Draw(iEnemy.EnemyShots[i].Texture, new Vector2(iEnemy.EnemyShots[i].Position.X, iEnemy.EnemyShots[i].Position.Y), Color.White); } } foreach (BigEnemy iEnemy in BigEnemies) { for (int i = 0; i < iEnemy.EnemyShots.Count; i++) { spriteBatch.Draw(iEnemy.EnemyShots[i].Texture, new Vector2(iEnemy.EnemyShots[i].Position.X, iEnemy.EnemyShots[i].Position.Y), Color.White); } } //Texte spriteBatch.DrawString(Font, "VIE : " + Player.iLife, new Vector2(300, 10), Color.White); spriteBatch.DrawString(Font, "Vague : " + iNbWave, new Vector2(300, 30), Color.White); //Curseur if (StateMouse.X >= 0 || StateMouse.X <= Window.ClientBounds.Width || StateMouse.Y >= 0 || StateMouse.Y <= Window.ClientBounds.Height) { spriteBatch.Draw(MouseTexture, new Vector2(StateMouse.X, StateMouse.Y), Color.White); } //GameOver if (Player.iLife <= 0) { spriteBatch.Draw(imgGameOver, new Vector2(0, 0), Color.White); } spriteBatch.End(); base.Draw(gameTime); }