public override void Draw(GameTime time, Renderer renderer) { base.Draw(time, renderer); //LIGHT PASS var lightMapPass = renderer.ApplyPass(RenderType.DarknessMask, Color.Black); DrawCelestialsOrdered(time, lightMapPass); //MAIN PASS var resultPass = renderer.ApplyPass(RenderType.Final, Color.Black); _background.Render(time, resultPass); DrawCelestialsOrdered(time, resultPass); using (var sbh = new SpriteBatchHelper()) { sbh.Draw(_descriptionPanel, new Vector2(963, 356), new Vector2(586, 672)); sbh.Draw(_scientistPhoto, new Vector2(350, 360), new Vector2(486, 600)); sbh.DrawString(_fontBig, YND.Speech[_speechKeyTitle].Text, new Vector2(963, 100), 520, Color.White); sbh.DrawString(_fontSmall, YND.Speech[_speechKey].Text, new Vector2(963, 386), 520, Color.White); } _backButton.Render(time, resultPass); }
public override void Draw(GameTime time, Renderer renderer) { base.Draw(time, renderer); //LIGHT PASS var lightMapPass = renderer.ApplyPass(RenderType.DarknessMask, Color.Black); DrawCelestialsOrdered(time, lightMapPass); //MAIN PASS var resultPass = renderer.ApplyPass(RenderType.Final, Color.Black); _background.Render(time, resultPass); foreach (var system in _nebulas) system.Render(time, resultPass); DrawCelestialsOrdered(time, resultPass); if (!freeTransformMode) { using (var sbh = new SpriteBatchHelper()) { sbh.DrawString(_fontSmall, "Join your hands to explore.", new Vector2(350, 50), 0, Color.White); sbh.Draw(_descriptionPanel, new Vector2(963, 356), new Vector2(586, 672)); sbh.DrawString(_fontBig, YND.Speech[_speechKeyTitle].Text, new Vector2(940, 80), 520, Color.White); sbh.DrawString(_fontSmall, YND.Speech[_speechKey].Text, new Vector2(963, 356), 520, Color.White); } } _backButton.Render(time, resultPass); }
public override void Draw(GameTime time, Renderer renderer) { base.Draw(time, renderer); //LIGHT PASS var lightMapPass = renderer.ApplyPass(RenderType.DarknessMask, Color.Black); PrepareCeletialsForDrawing(); DrawPlanetsOrdered(time, lightMapPass); using (var sbh = new SpriteBatchHelper()) { sbh.DrawString(_fontBig, "Episodes", new Vector2(640, 360), 0, new Color(30, 30, 50, 255)); } DrawStarsOrdered(time, lightMapPass); //MAIN PASS var resultPass = renderer.ApplyPass(RenderType.Final, Color.Black); _background.Render(time, resultPass); DrawCelestialsOrdered(time, resultPass); _backButton.Render(time, resultPass); _buttons.Each((b) => b.Render(time, resultPass)); using (var sbh = new SpriteBatchHelper()) { sbh.DrawStringOutlined(_fontBig, "Episodes", new Vector2(640, 360), 0, new Color(30, 30, 50, 255), Color.White, 2); } }