public override void Draw(GameTime gameTime, Frame frame) { ClearBatch.AddNew(frame, 4, Color.Black, Materials.Clear); using (var gb = GeometryBatch<VertexPositionColor>.New(frame, 5, Materials.ScreenSpaceGeometry)) { gb.AddGradientFilledQuad( Vector2.Zero, new Vector2(Graphics.PreferredBackBufferWidth, Graphics.PreferredBackBufferHeight), Color.DarkSlateGray, Color.DarkSlateGray, Color.SlateBlue, Color.SlateBlue ); } using (var gb = GeometryBatch<VertexPositionColor>.New(frame, 6, Materials.ScreenSpaceGeometry)) { var alphaBlack = new Color(0, 0, 0, 192); var alphaBlack2 = new Color(0, 0, 0, 64); gb.AddQuadBorder( Playfield.Bounds.TopLeft + new Vector2(32 + 24, 0), Playfield.Bounds.BottomRight + new Vector2(-32 - 24, 0), alphaBlack2, alphaBlack, 24 ); } // Render the contents of the trail buffer to the screen using additive blending using (var bb = BitmapBatch.New(frame, 7, Materials.Trail)) { bb.Add(new BitmapDrawCall( TrailBuffer, Vector2.Zero, (float)TrailScale )); } // Render the paddles and ball to both the framebuffer and the trail buffer (note the different layer values) using (var gb = GeometryBatch<VertexPositionColor>.New(frame, 8, Materials.ScreenSpaceGeometry)) using (var trailBatch = GeometryBatch<VertexPositionColor>.New(frame, 2, Materials.ScreenSpaceGeometry)) { foreach (var paddle in Paddles) { gb.AddFilledQuad( paddle.Bounds.TopLeft, paddle.Bounds.BottomRight, Color.White ); gb.AddQuadBorder( paddle.Bounds.TopLeft, paddle.Bounds.BottomRight, Color.Black, Color.Black, 2.25f ); trailBatch.AddFilledQuad( paddle.Bounds.TopLeft, paddle.Bounds.BottomRight, Color.White ); } gb.AddFilledRing(Ball.Position, 0.0f, Ball.Radius, Color.White, Color.White); gb.AddFilledRing(Ball.Position, Ball.Radius, Ball.Radius + 2.0f, Color.Black, Color.Black); trailBatch.AddFilledRing(Ball.Position, 0.0f, Ball.Radius, Color.White, Color.White); } // Render the score values using a stringbatch (unfortunately this uses spritebatch to render spritefonts :( ) using (var sb = StringBatch.New(frame, 9, Materials.ScreenSpaceBitmap, SpriteBatch, Font)) { var drawCall = new StringDrawCall( String.Format("Player 1: {0:00}", Scores[0]), new Vector2(16, 16), Color.White ); sb.Add(drawCall.Shadow(Color.Black, 1)); sb.Add(drawCall); drawCall.Text = String.Format("Player 2: {0:00}", Scores[1]); drawCall.Position.X = Graphics.PreferredBackBufferWidth - 16 - sb.Measure(ref drawCall).X; sb.Add(drawCall.Shadow(Color.Black, 1)); sb.Add(drawCall); } // The first stage of our frame involves selecting the trail buffer as our render target (note that it's layer 0) SetRenderTargetBatch.AddNew(frame, 0, TrailBuffer); if (FirstFrame) { // If it's the first time we've rendered, we erase the trail buffer since it could contain anything ClearBatch.AddNew(frame, 1, Color.Black, Materials.Clear); FirstFrame = false; } else { // Otherwise, we fade out the contents of the trail buffer using (var gb = GeometryBatch<VertexPositionColor>.New(frame, 1, Materials.SubtractiveGeometry)) { gb.AddFilledQuad( new Bounds(Vector2.Zero, new Vector2(Graphics.PreferredBackBufferWidth, Graphics.PreferredBackBufferHeight)), new Color(12, 12, 12) ); } } // After the trail buffer has been updated, we turn it off and begin rendering to the framebuffer. Note layer 3. SetRenderTargetBatch.AddNew(frame, 3, null); }
private void DrawHud (Frame frame) { Rectangle titleSafeArea = GraphicsDevice.Viewport.TitleSafeArea; Vector2 hudLocation = new Vector2(titleSafeArea.X, titleSafeArea.Y); Vector2 center = new Vector2(titleSafeArea.X + titleSafeArea.Width / 2.0f, titleSafeArea.Y + titleSafeArea.Height / 2.0f); // Draw time remaining. Uses modulo division to cause blinking when the // player is running out of time. string timeString = "TIME: " + level.TimeRemaining.Minutes.ToString("00") + ":" + level.TimeRemaining.Seconds.ToString("00"); Color timeColor; if (level.TimeRemaining > WarningTime || level.ReachedExit || (int)level.TimeRemaining.TotalSeconds % 2 == 0) { timeColor = Color.Yellow; } else { timeColor = Color.Red; } using (var bb = BitmapBatch.New(frame, 100, materials.ScreenSpaceBitmap)) using (var sb = StringBatch.New(frame, 100, materials.ScreenSpaceBitmap, spriteBatch, this.hudFont)) { var sdc = new StringDrawCall( timeString, hudLocation, timeColor ); sb.Add(sdc.Shadow(Color.Black, 1.0f)); sb.Add(sdc); // Draw score float timeHeight = hudFont.MeasureString(timeString).Y; sdc.Text = "SCORE: " + level.Score.ToString(); sdc.Position += new Vector2(0.0f, timeHeight * 1.2f); sdc.Color = Color.Yellow; sb.Add(sdc.Shadow(Color.Black, 1.0f)); sb.Add(sdc); // Determine the status overlay message to show. Texture2D status = null; if (level.TimeRemaining == TimeSpan.Zero) { if (level.ReachedExit) { status = winOverlay; } else { status = loseOverlay; } } else if (!level.Player.IsAlive) { status = diedOverlay; } if (status != null) { // Draw status message. Vector2 statusSize = new Vector2(status.Width, status.Height); bb.Add(new BitmapDrawCall(status, center - statusSize / 2)); } } }