/// <summary> /// Overrides the GameObject Draw() function. Here we need to define /// the source rectangle (rectangle within the sprite sheet) /// </summary> public override void Draw() { // Define location and size of the texture Rectangle destRect = Camera.ComputePixelRectangle(Position, Size); int imageTop = mCurrentRow * mSpriteImageWidth; int imageLeft = mCurrentColumn * mSpriteImageHeight; // Define the area to draw from the spriteSheet Rectangle srcRect = new Rectangle( imageLeft + mPaddings, imageTop + mPaddings, mSpriteImageWidth, mSpriteImageHeight); // Define the rotation origin Vector2 org = new Vector2(mSpriteImageWidth / 2, mSpriteImageHeight / 2); // Draw the texture Game1.sSpriteBatch.Draw(mImage, destRect, // Area to be drawn in pixel space srcRect, // <<-- rect on the spriteSheet Color.White, // mRotateAngle, // Angle to rotate (clockwise) org, // Image reference position SpriteEffects.None, 0f); if (null != Label) { FontSupport.PrintStatusAt(Position, Label, LabelColor); } }
public void Draw() { for (int i = 0; i < mTheFloorSet.Count; i++) { mTheFloorSet[i].Draw(); } mTheSign.Draw(); String msg = (mTheSign.Position.X / 20).ToString() + "m"; FontSupport.PrintStatusAt(mTheSign.Position, msg, Color.Black); for (int i = 0; i < mTheSeaweedTallSet.Count; i++) { mTheSeaweedTallSet[i].Draw(); } for (int i = 0; i < mTheSeaweedSmallSet.Count; i++) { mTheSeaweedSmallSet[i].Draw(); } mEnemies.DrawSet(); mFishFood.Draw(); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public void DrawGame() { switch (mCurrentGameState) { case GameStates.StartScreen: if (mSplashScreen != null) { mSplashScreen.Draw(); } break; case GameStates.Playing: mEnvironment.Draw(); mHero.Draw(); FontSupport.PrintStatus("Distance: " + mDistantTraveled + " Size: " + mHero.HeroSize, null); break; case GameStates.Dead: if (mGameOverScreen != null) { mGameOverScreen.Draw(); } break; } }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public void DrawGame() { mHero.Draw(); mArrow.Draw(); FontSupport.PrintStatus("Arrow State: " + mArrow.ArrowState.ToString(), null); }
/// <summary> /// This is called when the game should draw itself. /// </summary public void DrawGame() { mBall.Draw(); FontSupport.PrintStatusAt(mBall.Position, mBall.RotateAngleInRadin.ToString(), Color.Red); mUWBLogo.Draw(); FontSupport.PrintStatusAt(mUWBLogo.Position, mUWBLogo.Position.ToString(), Color.Black); FontSupport.PrintStatus("A-Soccer B-logo Left Thumb:move RightThumb:Scale X/Y:Rotate", null); }
/// <summary> /// This is called when the game should draw itself. /// </summary> public void DrawGame() { mRocket.Draw(); mArrow.Draw(); //print out text message to echo status FontSupport.PrintStatus("Rocket Speed(LeftThumb-Y)=" + mRocket.Speed + " VelocityDirection(RightThumb-X):" + mRocket.VelocityDirection, null); FontSupport.PrintStatusAt(mRocket.Position, mRocket.Position.ToString(), Color.White); }
/// <summary> /// This is called when the game should draw itself. /// </summary> public void DrawGame() { mRocket.Draw(); mArrow.Draw(); if (mChaser.HasValidTarget) { mChaser.Draw(); } //print out text message to echo status FontSupport.PrintStatus("Chaser hit=" + mChaserHit + " Missed=" + mChaserMissed, null); }
/// <summary> /// This is called when the game should draw itself. /// </summary public void DrawGame() { mBall.Draw(); FontSupport.PrintStatusAt(mBall.Position, mBall.RotateAngleInRadian.ToString(), Color.Red); mUWBLogo.Draw(); FontSupport.PrintStatusAt(mUWBLogo.Position, mUWBLogo.Position.ToString(), Color.Black); // Print out text message to echo status FontSupport.PrintStatus("A-Soccer B-Logo LeftThumb:Move RightThumb:Scale X/Y:Rotate", null); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public void DrawGame() { mFlower.Draw(); foreach (var p in mPlane) { p.Draw(); } mHero.Draw(); FontSupport.PrintStatus("Collisions Bound(" + mHeroBoundCollision + ") Pixel(" + mHeroPixelCollision + ")", null); }
/// <summary> /// This is called when the game should draw itself. /// </summary> public void DrawGame() { mLargeFlower.Draw(); mSmallTarget.Draw(); // Print out text messsage to echo status FontSupport.PrintStatus("Primitive Collide=" + mPrimitiveCollide + " PixelCollide=" + mPixelCollide, null); FontSupport.PrintStatusAt(mSmallTarget.Position, mSmallTarget.Position.ToString(), Color.Red); if (mPixelCollide) { mCollidePosition.Draw(); } }
/// <summary> /// Draws the arrow image extending from "from" along the "dir" direction /// </summary> /// <param name="from">beginning position of the vector</param> /// <param name="dir">the direction of the vector</param> static public void DrawPointVector(Vector2 from, Vector2 dir) { LoadImage(); #region Step 4b. Compute the angle to rotate float length = dir.Length(); float theta = 0f; if (length > 0.001f) { dir /= length; theta = (float)Math.Acos((double)dir.X); if (dir.X < 0.0f) { if (dir.Y > 0.0f) { theta = -theta; } } else { if (dir.Y > 0.0f) { theta = -theta; } } } #endregion #region Step 4c. Draw Arrow // Define location and size of the texture Vector2 size = new Vector2(length, kLenToWidthRatio * length); Rectangle destRect = Camera.ComputePixelRectangle(from, size); // destRect is computed with respect to the "from" position, on the left-side of the texture // we only need to offset the reference in the y from top-left to middle-left Vector2 org = new Vector2(0f, ShowVector.sImage.Height / 2f); Game1.sSpriteBatch.Draw(ShowVector.sImage, destRect, null, Color.White, theta, org, SpriteEffects.None, 0f); #endregion #region Step 4d. Print status message String msg; msg = "Direction=" + dir + "\nSize=" + length; FontSupport.PrintStatusAt(from + new Vector2(2, 5), msg, Color.White); #endregion }
/// <summary> /// Draws the game state /// </summary> public void DrawGame() { mRocket.Draw(); if (mNetInFlight) { mNet.Draw(); } if (mInsectPreset) { mInsect.Draw(); } //print out text message to echo status FontSupport.PrintStatus("Num insects netted = " + mNumInsectShot + " Num missed = " + mNumMissed, null); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { // Clear to background color GraphicsDevice.Clear(Color.CornflowerBlue); Game1.sSpriteBatch.Begin(); // Initialize drawing support mUWBLogo.Draw(); mBall.Draw(); //print out text message to echo status FontSupport.PrintStatus("Ball position:" + mBall.Position, null); FontSupport.PrintStatusAt(mUWBLogo.Position, mUWBLogo.Position.ToString(), Color.White); FontSupport.PrintStatusAt(mBall.Position, "Radius " + mBall.Radius, Color.Red); Game1.sSpriteBatch.End(); // Inform graphics system we are done drawing base.Draw(gameTime); }
/// <summary> /// This is called when the game should draw itself. /// </summary public void DrawGame() { // Drawing the vectors Vector2 v = mPb.Position - mPa.Position; // Vector V is from Pa to Pb // Draw Vector-V at Pa, and Px ShowVector.DrawFromTo(mPa.Position, mPb.Position); ShowVector.DrawPointVector(mPx.Position, v); // Draw VectorAtY at Py ShowVector.DrawPointVector(mPy.Position, mVectorAtPy); mPa.Draw(); mPb.Draw(); mPx.Draw(); mPy.Draw(); // Print out text message to echo status FontSupport.PrintStatus("Locator Positions: A=" + mPa.Position + " B=" + mPb.Position, null); }
/// <summary> /// Iterate through all visible game object and draw them /// </summary> public void DrawGame() { mHero.Draw(); foreach (BasketBall b in mBBallList) { b.Draw(); } if (null != mFinal) { mFinal.Draw(); } // Drawn last to always show up on top FontSupport.PrintStatus("Status: " + "Score=" + mScore + " Basketball: Generated( " + mTotalBBallCreated + ") Collected(" + mBBallHit + ") Missed(" + mBBallMissed + ")", null); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public void DrawGame() { chao.Draw(); Redes.Draw(); mFlower.Draw(); EntradaEdificio.Draw(); foreach (var p in mPlane) { p.Draw(); } mHero.Draw(); if (mHeroPixelCollision) { mHeroTarget.Draw(); } FontSupport.PrintStatus("Collisions Bound(" + mHeroBoundCollision + ") Pixel(" + mHeroPixelCollision + ")", null); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { // Clear to background color GraphicsDevice.Clear(Color.CornflowerBlue); Game1.sSpriteBatch.Begin(); // Initialize drawing support // Loop over and draw each primitive foreach (TexturedPrimitive p in mGraphicsObjects) { p.Draw(); } //print out text message to echo status FontSupport.PrintStatus("Selected object is :" + mCurrentIndex + " Location=" + mGraphicsObjects[mCurrentIndex].Position, null); FontSupport.PrintStatusAt(mGraphicsObjects[mCurrentIndex].Position, "Selected", Color.Violet); Game1.sSpriteBatch.End(); // inform graphics system we are done drawing base.Draw(gameTime); }
/// <summary> /// Draw the primitive /// </summary> virtual public void Draw() { // Define location and size of the texture Rectangle destRect = Camera.ComputePixelRectangle(Position, Size); // Define the rotation origin Vector2 org = new Vector2(mImage.Width / 2, mImage.Height / 2); // Draw the texture Game1.sSpriteBatch.Draw(mImage, destRect, // Area to be drawn in pixel space null, // Color.White, // mRotateAngle, // Angle to rotate (clockwise) org, // Image reference position SpriteEffects.None, 0f); if (null != Label) { FontSupport.PrintStatusAt(Position, Label, LabelColor); } }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public void DrawGame() { mHero.Draw(); mEnemies.DrawSet(); FontSupport.PrintStatus("Caught=" + mNumCaught.ToString(), null); }