public void DrawLines(Batch Batch, Color? Color = null, float Size = 1, SpriteEffects Effect = SpriteEffects.None, float Layer = 0) { for (uint i = 0; i < Rays.Length; i++) if (Rays[i] != null) Rays[i].Draw(Batch, (Color ?? Microsoft.Xna.Framework.Color.White), Size, Effect, Layer); }
public void Draw(Batch Batch, Vector2 Position, float LayerOffset) { if (Back > 0) { Mod.Tile Tile = Mod.Back[Back]; if (!Tile.Invisible || (Game.State == Game.States.MapEditor)) { if (Textures.Exists("Tiles.Back." + Back)) Batch.Draw(Textures.Get("Tiles.Back." + Back), Position, null, Color.White, 0, Origin.Center, 1, SpriteEffects.None, (.8f + LayerOffset)); if (BackAnimation != null) Batch.Draw(BackAnimation.Texture(), Position, null, Color.White, 0, Origin.Center, 1, SpriteEffects.None, (.75f + LayerOffset)); } } if (Fore > 0) { Mod.Tile Tile = Mod.Fore[Fore]; if (!Tile.Invisible || (Game.State == Game.States.MapEditor)) { float Layer = ((Mod.Fore[Fore].Type == Mod.Tile.Types.Wall) ? .4f : (Mod.Fore[Fore].Type == Mod.Tile.Types.Platform) ? .5f : .6f); if (Textures.Exists("Tiles.Fore." + Fore)) Batch.Draw(Textures.Get("Tiles.Fore." + Fore), Position, null, Color.White, MathHelper.ToRadians((Angle / 128f) * 360), Origin.Center, 1, SpriteEffects.None, (Layer + LayerOffset)); if (ForeAnimation != null) Batch.Draw(ForeAnimation.Texture(), Position, null, Color.White, MathHelper.ToRadians((Angle / 128f) * 360), Origin.Center, 1, SpriteEffects.None, (Layer - .05f + LayerOffset)); if (Mod.Fore[Fore].Border) Batch.Draw(Textures.Get("Tiles.Fore." + Fore + "b"), Position, null, Color.Black, MathHelper.ToRadians((Angle / 128f) * 360), Origin.Center, 1, SpriteEffects.None, (Layer + .05f + LayerOffset)); } } //Batch.Draw(Pixel(Color.Black, true), new Rectangle((int)(Position.X - (Width / 2f)), (int)(Position.Y - (Height / 2f)), Width, Height), null, (Color.White * (1 - (Light / 255f))), 0, Origin.None); //Batch.DrawString(Light.ToString(), Fonts.Get("Default/Tiny"), (Position - new Vector2(0, 5)), Origin.Center, Color.White, null, 0, .85f); //Batch.DrawString(Max.ToString(), Fonts.Get("Default/Tiny"), (Position + new Vector2(0, 5)), Origin.Center, Color.White, null, 0, .85f); //Batch.DrawString(State.ToString(), Fonts.Get("Default/Tiny"), Position, Origin.Center, Color.White, null, 0, .85f); }
public void Draw(Batch Batch, Color Color, float Thickness = 1, SpriteEffects Effect = SpriteEffects.None, float Layer = 0) { float Angle = (float)Math.Atan2((End.Y - Start.Y), (End.X - Start.X)), Length = Vector2.Distance(Start, End); Batch.Draw(Pixel(Color.White, true), Start, null, Color, Angle, Origin.None, new Vector2(Length, Thickness), Effect, Layer); }
public static void Draw(Batch Batch, int Width) { Start("Profiler"); int x = (Screen.BackBufferWidth - (Width + 5)), y = 5; Batch.DrawRectangle(new Rectangle(x, y, Width, (Screen.BackBufferHeight - 10)), (Color.Black * .8f), (Color.White * .8f)); var String = string.Format("Update FPS: {0} (Avg: {1}) - Draw FPS: {2} (Avg: {3})", Math.Round(Performance.UpdateFramesPerSecond), Math.Round(Performance.AverageUpdateFramesPerSecond), Performance.DrawFramesPerSecond, Math.Round(Performance.AverageDrawFramesPerSecond)); var Font = Fonts.Get("Default/ExtraSmall"); Batch.DrawString(String, Font, new Vector2((x + (Width / 2f)), (y + (Font.MeasureString(String).Y / 2))), Origin.Center, (Color.White * .8f), (Color.Black * .8f)); new Line(new Vector2(x, (y + (int)Font.MeasureString(String).Y)), new Vector2((x + Width), (y + (int)Font.MeasureString(String).Y))).Draw(Batch, (Color.White * .8f)); y += (int)Font.MeasureString(String).Y; new Line(new Vector2(x, (y + 20)), new Vector2((x + Width), (y + 20))).Draw(Batch, (Color.White * .8f)); new Line(new Vector2((x + ((Width / 5) * 2)), y), new Vector2((x + ((Width / 5) * 2)), (y + (Screen.BackBufferHeight - 25)))).Draw(Batch, (Color.White * .8f)); new Line(new Vector2((x + ((Width / 5) * 3)), y), new Vector2((x + ((Width / 5) * 3)), (y + (Screen.BackBufferHeight - 25)))).Draw(Batch, (Color.White * .8f)); new Line(new Vector2((x + ((Width / 5) * 4)), y), new Vector2((x + ((Width / 5) * 4)), (y + (Screen.BackBufferHeight - 25)))).Draw(Batch, (Color.White * .8f)); x += 5; Font = Fonts.Get("Default/Small"); Batch.DrawString("Name", Font, new Vector2(x, y), Origin.None, (Color.White * .8f), (Color.Black * .8f)); Batch.DrawString("Avg Ms", Font, new Vector2((x + ((Width / 5) * 2)), y), Origin.None, (Color.White * .8f), (Color.Black * .8f)); Batch.DrawString("Avg Sec(s)", Font, new Vector2((x + ((Width / 5) * 3)), y), Origin.None, (Color.White * .8f), (Color.Black * .8f)); Batch.DrawString("Avg Ticks", Font, new Vector2((x + ((Width / 5) * 4)), y), Origin.None, (Color.White * .8f), (Color.Black * .8f)); if (Profiles != null) foreach (var Key in Profiles.Keys) { y += 21; new Line(new Vector2((x - 5), (y + 20)), new Vector2((x + Width), (y + 20))).Draw(Batch, (Color.Silver * .4f)); Batch.DrawString(Key, Font, new Vector2(x, y), Origin.None, (Color.White * .8f), (Color.Black * .8f)); Batch.DrawString((Math.Round(AverageMilliseconds(Key), 3) + " ms"), Font, new Vector2((x + ((Width / 5) * 2)), y), Origin.None, (Color.White * .8f), (Color.Black * .8f)); Batch.DrawString((Math.Round(AverageSeconds(Key), 4) + "s"), Font, new Vector2((x + ((Width / 5) * 3)), y), Origin.None, (Color.White * .8f), (Color.Black * .8f)); var AverageTicksString = AverageTicks(Key).ToString("0,00"); while (AverageTicksString.StartsWith("0")) AverageTicksString = AverageTicksString.Substring(1); Batch.DrawString(AverageTicksString, Font, new Vector2((x + ((Width / 5) * 4)), y), Origin.None, (Color.White * .8f), (Color.Black * .8f)); } Stop("Profiler"); }
public override void Draw(Batch Batch, Vector2 Position, Color Color, float Opacity, float Angle, Textures.Origin Origin, float Scale, SpriteEffects Effect = SpriteEffects.None, float Layer = 0) { Batch.Draw(Pixel(Color.Blue), Position, null, (Color.White * Opacity), Angle, Origin.Center, (32 * Scale), Effect, Layer); Mask.Draw(Color.White, 1); }
public void DrawAreaOutline(Batch Batch, Color Color, float Size = 1) { CreateArea.Draw(Batch, Color, Size); }
public void Draw(Batch Batch, Vector2 Position, Color Color, float Angle, Vector2 Scale, SpriteEffects Effect = SpriteEffects.None, float Layer = 0) { Batch.Draw(Texture(), Position, null, Color, Angle, Origin(), Scale, Effect, Layer); }
public virtual void Draw(Batch Batch, Vector2 Position, Color Color, float Opacity, float Angle, Origin Origin, Vector2 Scale, SpriteEffects Effect = SpriteEffects.None, float Layer = 0) { Batch.Draw(Texture, Position, null, (Color * Opacity), Angle, Origin, Scale, Effect, Layer); }
public static void Draw(this string String, Batch Batch, SpriteFont Font, Vector2 Position, Origin Origin, Color Fore, Color? Back = null, float Angle = 0, float Scale = 1, SpriteEffects Effect = SpriteEffects.None, float Layer = 0) { DrawString(Batch, String, Font, Position, Origin, Fore, Back, Angle, Scale, Effect, Layer); }
public static void Draw(this Texture2D Texture, Batch Batch, Vector2 Position, Rectangle? Source, Color Color, float Angle, Origin Origin, Vector2 Scale, SpriteEffects Effect = SpriteEffects.None, float Layer = 0) { Batch.Draw(Texture, Position, Source, Color, Angle, Origin, Scale, Effect, Layer); }
public static void Draw(this Texture2D Texture, Batch Batch, Rectangle Bounds, Rectangle? Source, Color Color, float Angle, Origin Origin, SpriteEffects Effect = SpriteEffects.None, float Layer = 0) { Batch.Draw(Texture, Bounds, Source, Color, Angle, Origin, Effect, Layer); }
public void Draw(Batch Batch) { float LayerOffset = 0; for (int y = (int)((Camera.Y - (Screen.ViewportHeight / 2f)) / Tile.Height - 1); y <= (int)((Camera.Y + (Screen.ViewportHeight / 2f)) / Tile.Height + 1); y++) for (int x = (int)((Camera.X - (Screen.ViewportWidth / 2f)) / Tile.Width - 1); x <= (int)((Camera.X + (Screen.ViewportWidth / 2f)) / Tile.Width + 1); x++) if (InBounds(x, y)) { Tile Tile = Tiles[x, y]; Vector2 Position = new Vector2(((x * Tile.Width) + (Tile.Width / 2f)), ((y * Tile.Height) + (Tile.Height / 2f))); Tile.Draw(Batch, Position, LayerOffset); LayerOffset += .000001f; } foreach (Line Bullet in Bullets) Bullet.Draw(Batch, Color.White); }
public override void Draw(Batch Batch, Vector2 Position, Color Color, float Opacity, float Angle, Origin Origin, float Scale, SpriteEffects Effect = SpriteEffects.None, float Layer = 0) { /*Batch.Draw(Textures.Get("Players.1-" + Mod.Weapons[Weapon].Texture), Position, null, (Color.Black * (Opacity * .65f)), Angle, new Origin(Mod.Weapons[Weapon].Player.X, Mod.Weapons[Weapon].Player.Y), Scale, SpriteEffects.None, .425002f);*/ if (!Dead) { if (Vector2.Distance(InterpolatedPosition, Position) <= 50) { Vector2 ShadowPosition = Globe.Move(InterpolatedPosition, Globe.Angle(new Vector2((Map.Width / 2f), (Map.Height / 2f)), InterpolatedPosition), (4 + (Vector2.Distance(new Vector2((Map.Width / 2f), (Map.Height / 2f)), InterpolatedPosition) / 250))); Batch.Draw(Textures.Get("Players.1-" + Mod.Weapons[Weapon].Texture), ShadowPosition, null, (Color.Black * (Opacity * .35f)), InterpolatedAngle, new Origin(Mod.Weapons[Weapon].Player.X, Mod.Weapons[Weapon].Player.Y), Scale, SpriteEffects.None, .425001f); Batch.Draw(Textures.Get("Players.1-" + Mod.Weapons[Weapon].Texture), InterpolatedPosition, null, (Color * Opacity), InterpolatedAngle, new Origin(Mod.Weapons[Weapon].Player.X, Mod.Weapons[Weapon].Player.Y), Scale, SpriteEffects.None, .425f); } else { Vector2 ShadowPosition = Globe.Move(Position, Globe.Angle(new Vector2((Map.Width / 2f), (Map.Height / 2f)), Position), (4 + (Vector2.Distance(new Vector2((Map.Width / 2f), (Map.Height / 2f)), Position) / 250))); Batch.Draw(Textures.Get("Players.1-" + Mod.Weapons[Weapon].Texture), ShadowPosition, null, (Color.Black * (Opacity * .35f)), Angle, new Origin(Mod.Weapons[Weapon].Player.X, Mod.Weapons[Weapon].Player.Y), Scale, SpriteEffects.None, .425001f); Batch.Draw(Textures.Get("Players.1-" + Mod.Weapons[Weapon].Texture), Position, null, (Color.Black * (Opacity * .65f)), Angle, new Origin(Mod.Weapons[Weapon].Player.X, Mod.Weapons[Weapon].Player.Y), Scale, SpriteEffects.None, .425001f); } } //Mask.Draw(Color.White, 1); }
public virtual void Draw(Batch Batch, Vector2 Position, Color Color, float Opacity, float Angle, Origin Origin, Vector2 Scale, SpriteEffects Effect = SpriteEffects.None, float Layer = 0) { Batch.Draw(Texture, Position, null, (Color * Opacity), Angle, Origin, Scale, Effect, Angle); }
public void Draw(Batch Batch, Color Color, float Thickness, SpriteEffects Effect = SpriteEffects.None, float Layer = 0) { for (var i = 0; i < Lines.Length; i++) Lines[i].Offset(Position).Draw(Batch, Color, Thickness, Effect, Layer); }
public static void Draw(Batch Batch, SpriteFont Font, Vector2 Position, Origin Origin, Color Fore, Color? Back = null, float Angle = 0, float Scale = 1, SpriteEffects Effect = SpriteEffects.None, float Layer = 0) { Batch.DrawString( string.Format("Update FPS: {0} (Avg. {1})\nDraw FPS: {2} (Avg. {3})", Math.Round(UpdateFramesPerSecond), Math.Round(AverageUpdateFramesPerSecond), DrawFramesPerSecond, Math.Round(AverageDrawFramesPerSecond)), Font, Position, Origin, Fore, Back, Angle, Scale, Effect, Layer); }
public virtual void Draw(Batch Batch) { Draw(Batch, Position, Color.White, (float)Opacity, Angle, Origin, Scale); }