protected override void Draw(GameTime gameTime) { Blitter b = new Blitter(screen); bCurr = b; b.Clear(Color.Gray); //do it with supersecret SuperSecretThingy(scrollofs/16, systemtime/2, 0, bg, SuperSecretBuffer); b.Blit(SuperSecretBuffer); //do it plain for debugging //WrapBlit(b, bg, 0, 0); //b.ScaleBlit(bobgreen, 0, 0, 100, 100); RenderSprites(b); app.Window.Title = systemtime.ToString(); //b.ScaleBlit(spherepurple, 0, 0, 100,100); //test }
void InitializeBGR4(int f) { Image myimg = null; Blitter b = new Blitter(bg2); b.Clear(Color.Black); switch (f) { case 0: myimg = facered; break; case 1: myimg = faceblue; break; case 2: myimg = facegreen; break; case 3: myimg = sphereblue; break; case 4: myimg = spheregreen; break; case 5: myimg = sphereorange; break; case 6: myimg = spherepurple; break; } myimg = spherepurple; for (int i = 0; i < 30; i++) { f = Random(0, 2); int dw = -1, dh = -1; switch (f) { case 0: dw = 64; dh = 64; break; case 1: dw = 32; dh = 32; break; case 2: dw = 16; dh = 16; break; } int x=Random(0, 255), y=Random(0, 255); ScaleWrapBlit(x,y, myimg, dw, dh, bg2); } InitializeBGR3(); bg2.Cache(); }
//void ScaleTo(int w, int h, int srcimg, int destimg) void StaticInitializers() { bg = NewImage(256, 256); Blitter b = new Blitter(bg); b.Clear(Color.Black); bg2 = NewImage(256, 256); bg3 = NewImage(256, 256); LoadResources(); }
void init(int scale, Color color, bool dropDown, bool dropRight, Color dropShadowColor) { int numchars = smal_tbl.Length; _ge = GameEngine.Game; _scale = scale; _color = color; //images = new Image[numchars]; rects = new Rectangle[numchars]; //figure out the character layout int px=0, py=0; int ih = 7 * scale; if(dropDown) ih++; int maxw = 0; for(int i = 0; i < numchars; i++) { int cw = smal_tbl[i][0]; int iw = cw * scale; if(dropRight) iw++; if(px + iw > 2048) { py += ih; px = 0; } Rectangle r = new Rectangle(px, py, iw, ih); rects[i] = r; px += iw; maxw = Math.Max(maxw,px); } //now generate the image image = _ge.NewImage(maxw, py+ih); Blitter b = new Blitter(image); b.Clear(Color.Transparent); for(int i = 0;i < numchars;i++) { Rectangle rect = rects[i]; //draw the dropshadows if(dropDown) { rect.Y++; rect.Height--; b.ApplyWindow(rect); print_char(b, i, dropShadowColor); b.PopWindow(); rect.Y--; } if(dropRight) { rect.X++; rect.Width--; b.ApplyWindow(rect); print_char(b, i, dropShadowColor); b.PopWindow(); rect.X--; } if(dropRight && dropDown) { rect.X++; rect.Y++; b.ApplyWindow(rect); print_char(b, i, dropShadowColor); b.PopWindow(); rect.X--; rect.Y--; } //draw the main character: b.ApplyWindow(rect); print_char(b, i, color); b.PopWindow(); } image.Cache(); }
public void draw() { Blitter b = new Blitter(cabedge.screen); switch(state) { case State.MainMenu: b.Clear(Color.Black); break; case State.InGame: rpgController.draw(rpgBackbuffer); b.StretchBlit(rpgBackbuffer, 0, 0, 640, 480); uiController.draw(); break; } }