public override void DebugRender(Batcher batcher) { if (_cameraStyle == CameraStyle.LockOn) { batcher.DrawHollowRect(_worldSpaceDeadzone.X - 5, _worldSpaceDeadzone.Y - 5, 10, 10, Color.DarkRed); } else { batcher.DrawHollowRect(_worldSpaceDeadzone, Color.DarkRed); } }
public override void DebugRender(Batcher batcher) { var poly = Shape as Polygon; batcher.DrawHollowRect(Bounds, Debug.Colors.ColliderBounds, Debug.Size.LineSizeMultiplier); batcher.DrawPolygon(Shape.position, poly.Points, Debug.Colors.ColliderEdge, true, Debug.Size.LineSizeMultiplier); batcher.DrawPixel(Entity.Transform.Position, Debug.Colors.ColliderPosition, 4 * Debug.Size.LineSizeMultiplier); batcher.DrawPixel(Shape.position, Debug.Colors.ColliderCenter, 2 * Debug.Size.LineSizeMultiplier); // Normal debug code //for( var i = 0; i < poly.points.Length; i++ ) //{ // Vector2 p2; // var p1 = poly.points[i]; // if( i + 1 >= poly.points.Length ) // p2 = poly.points[0]; // else // p2 = poly.points[i + 1]; // var perp = Vector2Ext.perpendicular( ref p1, ref p2 ); // Vector2Ext.normalize( ref perp ); // var mp = Vector2.Lerp( p1, p2, 0.5f ) + poly.position; // batcher.drawLine( mp, mp + perp * 10, Color.White ); //} }
public override void DebugRender(Batcher batcher) { for (var i = 0; i < _vertices.Length; i++) { var v = _vertices[i]; batcher.DrawPixel(v.Position.X, v.Position.Y, Color.GhostWhite, 4); } batcher.DrawHollowRect(_bounds, Debug.Colors.ColliderBounds); }
/// <summary> /// returns true if we are done with this debug draw item /// </summary> public bool Draw(Batcher batcher) { switch (drawType) { case DebugDrawType.Line: batcher.DrawLine(Start, End, Color); break; case DebugDrawType.HollowRectangle: batcher.DrawHollowRect(Rectangle, Color); break; case DebugDrawType.Pixel: batcher.DrawPixel(X, Y, Color, Size); break; case DebugDrawType.BitmapFontText: batcher.DrawString(BitmapFont, Text, Position, Color, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0f); break; case DebugDrawType.SpriteFontText: batcher.DrawString(SpriteFont, Text, Position, Color, 0f, Vector2.Zero, new Vector2(Scale), SpriteEffects.None, 0f); break; case DebugDrawType.ConsoleText: batcher.DrawString(BitmapFont, Text, Position, Color, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0f); break; case DebugDrawType.Circle: batcher.DrawCircle(X, Y, Radius, Color); break; } Duration -= Time.DeltaTime; return(Duration < 0f); }