コード例 #1
0
        /// <summary>
        /// Allows the game component to draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.DepthStencilState = fStateDepth;
            GraphicsDevice.BlendState        = fStateBlend;
            GraphicsDevice.RasterizerState   = fStateRasterizer;
            GraphicsDevice.SamplerStates[0]  = fStateSampler;

            Matrix world      = fCamera.Camera.WorldMatrix;
            Matrix view       = fCamera.Camera.ViewMatrix;
            Matrix projection = fCamera.Camera.ProjectionMatrix;

            if (!fHalted)
            {
                double seconds = gameTime.TotalGameTime.TotalSeconds;
                float  angle   = (float)seconds / 3;
                world = Matrix.CreateRotationY(angle);
            }

            foreach (EffectPass pass in fBasicEffect.CurrentTechnique.Passes)
            {
                pass.Apply();
                fLines.Render();
            }
            foreach (ModelMesh mesh in fModel1.Meshes)
            {
                foreach (BasicEffect effect in mesh.Effects)
                {
                    effect.View       = view;
                    effect.Projection = projection;
                    effect.World      = world;
                }
                mesh.Draw();
            }
            foreach (ModelMesh mesh in fModel2.Meshes)
            {
                foreach (BasicEffect effect in mesh.Effects)
                {
                    effect.View       = view;
                    effect.Projection = projection;
                    effect.World      = world;
                }
                mesh.Draw();
            }
            fBasicEffect.View       = view;
            fBasicEffect.Projection = projection;
            fBasicEffect.World      = world;
            foreach (EffectPass pass in fBasicEffect.CurrentTechnique.Passes)
            {
                pass.Apply();
                fLines.Render();
            }

            base.Draw(gameTime);
        }
コード例 #2
0
        public void DrawExplosion(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
        {
            if (explosionTime > 0.3f)
            {
                CurrentState = State.DEAD;
            }

            float circleRadius;
            float f = 1f - explosionTime * 3.33f;
            float k;

            if (explosionTime < 0.1f)
            {
                circleRadius = (sprite.Width / 2f) * 1.3f - explosionTime * explosionTime * 50f + 5 + 50 * explosionTime;
                k            = 1;
            }
            else
            {
                circleRadius = (sprite.Width / 2f) * 1.3f - explosionTime * explosionTime * 200f;
                k            = f + 0.3f;
            }
            // 0.1 = 5
            float blastRadius = (sprite.Width / 2f) * 1.3f + 50f * (float)(Math.Sqrt(explosionTime * 4f));

            Color blastColor = new Color(Constans.MAIN_EXPLOSION_COLOR.R / 255f * f * 1.5f,
                                         Constans.MAIN_EXPLOSION_COLOR.G / 255f * f * 1.5f,
                                         Constans.MAIN_EXPLOSION_COLOR.B / 255f * f * 1.5f, f * 1.5f);

            line.ClearVectors();
            line.CreateCircle(blastRadius, 20);

            Vector2 corner = CalculateScreenPosition();

            float blastX = corner.X + sprite.Width / 2f;
            float blastY = corner.Y + sprite.Height / 2f;

            line.Colour = blastColor;
            line.Render(spriteBatch, new Vector2((int)blastX, (int)blastY));

            if (circleRadius >= 0)
            {
                corner.X += sprite.Width / 2f;
                corner.Y += sprite.Height / 2f;

                corner.X -= circleRadius;
                corner.Y -= circleRadius;

                Color color = new Color(Constans.MAIN_EXPLOSION_COLOR.R / 255f * k,
                                        Constans.MAIN_EXPLOSION_COLOR.G * k / 255f,
                                        Constans.MAIN_EXPLOSION_COLOR.B * k / 255f, k);

                spriteBatch.Draw(circle,
                                 new Rectangle((int)corner.X, (int)corner.Y, (int)circleRadius * 2, (int)circleRadius * 2),
                                 color);
            }
        }
コード例 #3
0
        /// <summary>
        /// Allows the game component to draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            if (fAngleChanged)
            {
                fAngleChanged = false;

                fWorldMatrix = Matrix.CreateRotationZ(fAngle) *
                               Matrix.CreateTranslation(
                    GraphicsDevice.Viewport.Width / 2f,
                    GraphicsDevice.Viewport.Height / 2f, 0);
            }
            fBasicEffect.World = fWorldMatrix;

            fLines.UseVertexBuffer = fUseVertexBuffer;

            foreach (EffectPass pass in fBasicEffect.CurrentTechnique.Passes)
            {
                pass.Apply();
                fLines.Render();
            }
            base.Draw(gameTime);
        }
コード例 #4
0
ファイル: Explosion.cs プロジェクト: mpomaran/RetroInvaders
        public void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
        {
            if (explosionTime < 0)
            {
                return;
            }

            if (shouldPlaySound)
            {
                SoundPlayer.Instance.PlaySound("explosion1");
                shouldPlaySound = false;
            }

            if (explosionTime > 0.3f || CurrentState.Equals(State.EXPLODED))
            {
                CurrentState = State.EXPLODED;
                return;
            }

            float circleRadius;
            float f = 1f - explosionTime * 3.33f;
            float k;

            if (explosionTime < 0.1f)
            {
                circleRadius = (spriteWidth / 2f) * 1.3f - explosionTime * explosionTime * 50f + 5 + 50 * explosionTime;
                k            = 1;
            }
            else
            {
                circleRadius = (spriteWidth / 2f) * 1.3f - explosionTime * explosionTime * 200f;
                k            = f + 0.3f;
            }
            // 0.1 = 5
            float blastRadius = (spriteWidth / 2f) * 1.3f + 50f * (float)(Math.Sqrt(explosionTime * 4f));
            Color blastColor  = new Color(Constans.MAIN_PLAYER_EXPLOSION_COLOR.R / 255f * f * 1.5f,
                                          Constans.MAIN_PLAYER_EXPLOSION_COLOR.G / 255f * f * 1.5f,
                                          Constans.MAIN_PLAYER_EXPLOSION_COLOR.B / 255f * f * 1.5f, f * 1.5f);

            line.ClearVectors();
            line.CreateCircle(blastRadius, 100);

            Vector2 corner = ScreenUtils.TranslateToScreenCoordinates(position);

            float blastX = corner.X /*- spriteWidth / 2f*/;
            float blastY = corner.Y /* - spriteWidth / 2f*/;

            line.Colour = blastColor;
            line.Render(spriteBatch, new Vector2((int)blastX, (int)blastY));

            if (circleRadius >= 0)
            {
                corner.X -= circleRadius;
                corner.Y -= circleRadius;

                Color color = new Color(Constans.MAIN_PLAYER_EXPLOSION_COLOR.R / 255f * k,
                                        Constans.MAIN_PLAYER_EXPLOSION_COLOR.G / 255f * k,
                                        Constans.MAIN_PLAYER_EXPLOSION_COLOR.B / 255f * k, k);
                spriteBatch.Draw(circle,
                                 new Rectangle((int)corner.X, (int)corner.Y, (int)circleRadius * 2, (int)circleRadius * 2),
                                 color);
            }
        }