public override void Draw() { Lines.Begin(ref Camera.SimProjection, ref Camera.SimView); foreach (Fixture f in _obstacles.FixtureList) { Lines.DrawLine(_distanceBody[0].Position, _distanceBody[1].Position, Colors.Black); Lines.DrawLine(_distanceBody[2].Position, _distanceBody[3].Position, Colors.Black); } Lines.End(); Sprites.Begin(0, null, null, null, null, null, Camera.View); for (int i = 0; i < 3; i++) { Sprites.Draw(_angleCube.Image, ConvertUnits.ToDisplayUnits(_angleBody[i].Position), null, Color.White, _angleBody[i].Rotation, _angleCube.Origin, 1f, SpriteEffects.None, 0f); } for (int i = 0; i < 4; i++) { Sprites.Draw(_distanceCube.Image, ConvertUnits.ToDisplayUnits(_distanceBody[i].Position), null, Color.White, _distanceBody[i].Rotation, _distanceCube.Origin, 1f, SpriteEffects.None, 0f); } Sprites.End(); Lines.Begin(ref Camera.SimProjection, ref Camera.SimView); foreach (Fixture f in _obstacles.FixtureList) { Lines.DrawLineShape(f.Shape, Colors.Black); } Lines.End(); base.Draw(); }
public override void Draw(GameTime gameTime) { Sprites.Begin(0, null, null, null, null, null, Camera.View); // draw car Sprites.Draw(_wheel.Image, ConvertUnits.ToDisplayUnits(_wheelBack.Position), null, Color.White, _wheelBack.Rotation, _wheel.Origin, 1f, SpriteEffects.None, 0f); Sprites.Draw(_wheel.Image, ConvertUnits.ToDisplayUnits(_wheelFront.Position), null, Color.White, _wheelFront.Rotation, _wheel.Origin, 1f, SpriteEffects.None, 0f); Sprites.Draw(_carBody.Image, ConvertUnits.ToDisplayUnits(_car.Position), null, Color.White, _car.Rotation, _carBody.Origin, 1f, SpriteEffects.None, 0f); // draw teeter Sprites.Draw(_teeter.Image, ConvertUnits.ToDisplayUnits(_board.Position), null, Color.White, _board.Rotation, _teeter.Origin, 1f, SpriteEffects.None, 0f); // draw bridge for (int i = 0; i < _bridgeSegments.Count; ++i) { Sprites.Draw(_bridge.Image, ConvertUnits.ToDisplayUnits(_bridgeSegments[i].Position), null, Color.White, _bridgeSegments[i].Rotation, _bridge.Origin, 1f, SpriteEffects.None, 0f); } // draw boxes for (int i = 0; i < _boxes.Count; ++i) { Sprites.Draw(_box.Image, ConvertUnits.ToDisplayUnits(_boxes[i].Position), null, Color.White, _boxes[i].Rotation, _box.Origin, 1f, SpriteEffects.None, 0f); } Sprites.End(); Lines.Begin(Camera.SimProjection, Camera.SimView); // draw ground for (int i = 0; i < _ground.FixtureList.Count; ++i) { Lines.DrawLineShape(_ground.FixtureList[i].Shape, Color.Black); } Lines.End(); base.Draw(gameTime); }
public override void Draw() { Sprites.Begin(0, null, null, null, null, null, Camera.View); for (int i = 0; i < 5; ++i) { Sprites.Draw(_rectangleSprite.Image, ConvertUnits.ToDisplayUnits(_rectangle[i].Position), null, Color.White, _rectangle[i].Rotation, _rectangleSprite.Origin, 1f, SpriteEffects.None, 0f); } Sprites.End(); Lines.Begin(ref Camera.SimProjection, ref Camera.SimView); foreach (Fixture f in _ramps.FixtureList) { Lines.DrawLineShape(f.Shape, Colors.Teal); } Lines.End(); base.Draw(); }