/* * public void ReloadContent(ContentManager content, Camera camera, Map.Map map, StackScreenManager screenManager, ref Director director) * { * director.GetInputManager.FlagForAddition(this); * mFont = content.Load<SpriteFont>("LibSans14"); * mCamera = camera; * mMap = map; * mScreenManager = screenManager; * } */ public void Draw(SpriteBatch spriteBatch) { spriteBatch.Begin(); spriteBatch.FillRectangle(new Rectangle(10, 0, 400, 550), new Color(Color.Black, 0.8f)); spriteBatch.DrawRectangle(new Rectangle(10, 0, 400, 550), Color.Black, 10f); spriteBatch.DrawString(mFont, "Camera", new Vector2(15, 15), Color.White); spriteBatch.DrawString(mFont, "ScreenX: " + mCamera.GetRelativePosition().X, new Vector2(30, 50), Color.White); spriteBatch.DrawString(mFont, "ScreenY: " + mCamera.GetRelativePosition().Y, new Vector2(30, 70), Color.White); spriteBatch.DrawString(mFont, "Width: " + mCamera.GetSize().X, new Vector2(30, 90), Color.White); spriteBatch.DrawString(mFont, "Height: " + mCamera.GetSize().Y, new Vector2(30, 110), Color.White); spriteBatch.DrawString(mFont, "Zoom: " + mCamera.GetZoom(), new Vector2(30, 130), Color.White); spriteBatch.DrawLine(100, 24, 300, 24, Color.White); spriteBatch.DrawLine(20, 50, 20, 170, Color.White); spriteBatch.DrawLine(20, 170, 300, 170, Color.White); spriteBatch.DrawLine(300, 24, 300, 170, Color.White); spriteBatch.DrawString(mFont, "GameObjects", new Vector2(15, 200), Color.White); spriteBatch.DrawString(mFont, "PlatformCount: " + mMap.GetStructureMap().GetPlatformList().Count + ", " + mActivePlatforms + ", " + mDeactivePlatforms, new Vector2(30, 235), Color.White); spriteBatch.DrawString(mFont, "GraphCount: " + mMap.GetStructureMap().GetGraphCount(), new Vector2(30, 255), Color.White); spriteBatch.DrawString(mFont, "MilitaryUnitCount: " + mDirector.GetMilitaryManager.TotalUnitCount, new Vector2(30, 275), Color.White); spriteBatch.DrawString(mFont, "GeneralUnitCount: " + mGenUnitCount, new Vector2(30, 295), Color.White); spriteBatch.DrawLine(150, 209, 300, 209, Color.White); spriteBatch.DrawLine(20, 235, 20, 335, Color.White); spriteBatch.DrawLine(20, 335, 300, 335, Color.White); spriteBatch.DrawLine(300, 209, 300, 335, Color.White); spriteBatch.DrawString(mFont, "EnemyDifficulty: " + mDirector.GetStoryManager.Level.Ai?.Difficulty, new Vector2(15, 355), Color.White); spriteBatch.DrawString(mFont, "FPS: " + mFps, new Vector2(15, 395), Color.White); spriteBatch.DrawString(mFont, "UPS: " + mUps, new Vector2(15, 415), Color.White); mFowButton.Draw(spriteBatch); mWinButton.Draw(spriteBatch); mLoseButton.Draw(spriteBatch); //spriteBatch.DrawString(mFont, "FPS: " + mCurrentFps, new Vector2(15, 200), Color.White); spriteBatch.End(); }
public void Draw(SpriteBatch spriteBatch) { // if you're interested in whats going on here, refer to the documentation of the FogOfWar class. spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, null, null, null, null, mTransformMatrix); foreach (var drawable in mDrawables) { drawable.Draw(spriteBatch); } spriteBatch.End(); if (GlobalVariables.FowEnabled) { mFow.DrawMasks(spriteBatch); spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, null, mFow.GetApplyMaskStencilState(), null, null, mTransformMatrix); mMap.GetStructureMap().Draw(spriteBatch); mMap.GetResourceMap().Draw(spriteBatch); foreach (var spatial in mSpatialObjects) { spatial.Draw(spriteBatch); } spriteBatch.End(); mFow.FillInvertedMask(spriteBatch); } else { spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, null, null, null, null, mTransformMatrix); mMap.GetStructureMap().Draw(spriteBatch); mMap.GetResourceMap().Draw(spriteBatch); foreach (var spatial in mSpatialObjects) { spatial.Draw(spriteBatch); } spriteBatch.End(); } spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, null, null, null, null, mTransformMatrix); mMap.GetStructureMap().DrawAboveFow(spriteBatch); spriteBatch.End(); }