/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { base.Initialize (); this.Components.Add (new InputHandler(this)); _camera = new Camera(_screen); MakeWindow(_screen); }
public void Draw(SpriteBatch sb, Camera c) { if(Index == Blocks.AIR) return; Rectangle newdrawrect = DrawRect; newdrawrect.X -= c.Position.X; newdrawrect.Y -= c.Position.Y; Color color = ShowInfluence ? InfluenceColor : Color; sb.Draw(Assets.GetBuildingTexture(Index, Blocks.BASE), newdrawrect, null, color, 0f, Vector2.Zero, SpriteEffect, 0f); //Draw Features Here if(HasShading) sb.Draw(Assets.GetBuildingTexture(Index, Blocks.SHADING), newdrawrect, null, Color.White * Blocks.SHADEALPHA, 0f, Vector2.Zero, SpriteEffect, 0f); if(HasLighting) sb.Draw(Assets.GetBuildingTexture(Index, Blocks.LIGHTING), newdrawrect, null, Color.White * Blocks.LIGHTALPHA, 0f, Vector2.Zero, SpriteEffect, 0f); if(HasFeature) sb.Draw(Assets.GetBuildingTexture(Index, Blocks.FEATURE), newdrawrect, null, FeatureColor); }
public void Draw(SpriteBatch sb, Camera c) { Rectangle newdrawrect = DrawRect; newdrawrect.X -= c.Position.X; newdrawrect.Y -= c.Position.Y; Color color = ShowInfluence ? InfluenceColor : Color; if(Index != Tiles.NONE) sb.Draw(Assets.GetTileTexture(Index), newdrawrect, null, color, 0f, Vector2.Zero, SpriteEffect, 0f); }
/// <summary> /// Draws the blocks. /// </summary> /// <param name='sb'> /// Sb. /// </param> /// <param name='c'> /// C. /// </param> public void DrawBlocks(SpriteBatch sb, Camera c) { for (int x = 0; x < Game1.MAXX; x++) { for (int y = 0; y < Game1.MAXY; y++) { for (int z = 0; z < Game1.MAXZ; z++) { _blocks [x, y, z].Draw (sb, c); } } } }
/// <summary> /// Draws the grid. /// </summary> /// <param name='sb'> /// Sb. /// </param> /// <param name='c'> /// C. /// </param> public void DrawGrid(SpriteBatch sb, Camera c) { for (int x = 0; x < Game1.MAXX; x++) { for (int y = 0; y < Game1.MAXY; y++) { _tiles [x, y].Draw (sb, c); } } }