public override void Draw(GameTime gametime) { game.GraphicsDevice.SetVertexBuffer(vertices); game.GraphicsDevice.SetVertexInputLayout(inputLayout); effect.CurrentTechnique.Passes[0].Apply(); game.GraphicsDevice.Draw(PrimitiveType.TriangleList, vertices.ElementCount); }
public override void PostUpdate(GameTime gameTime) { if (parent != null) { parent.WorldBound = parent.WorldBound.Merge(this.WorldBound); } }
public void Update(GameTime gameTime) { if (Screens.Count > 0) { Screen foregroundScreen = Screens.Peek(); List<Screen> Temp = Screens.ToList(); foreach (Screen screen in Temp) { if (screen.State == Screen.States.FullyClosed) { if (screen == foregroundScreen) Screens.Pop(); else continue; } screen.Update(gameTime, screen == foregroundScreen); } } if (toOpenWhenCleared != null && Screens.Count == 0) { OpenScreen(toOpenWhenCleared); toOpenWhenCleared = null; } }
public void Draw(GameTime gameTime) { foreach (var ctrl in Controls) { ctrl.Draw(); } }
protected override void Draw(GameTime gameTime) { // Use time in seconds directly var time = (float) gameTime.TotalGameTime.TotalSeconds; // Clears the screen with the Color.CornflowerBlue GraphicsDevice.Clear(Color.CornflowerBlue); GraphicsDevice.SetRasterizerState(_wireframe ? GraphicsDevice.RasterizerStates.WireFrame : GraphicsDevice.RasterizerStates.Default); _fx.Parameters["World"].SetValue(Matrix.Scaling(2.0f, 2.0f, 2.0f)* Matrix.RotationX(0.4f*(float) Math.Sin(time*1.45))* Matrix.RotationY(time*0.9f)* Matrix.Translation(-2, 0, -4)); foreach (var effectPass in _fx.CurrentTechnique.Passes) { effectPass.Apply(); GraphicsDevice.SetVertexBuffer(_vertexBuffer); GraphicsDevice.SetVertexInputLayout(_vertexInputLayout); GraphicsDevice.Draw(PrimitiveType.TriangleList, _vertexBuffer.ElementCount); } base.Draw(gameTime); }
public override void Update(Camera camera, GameTime gameTime) { base.Update(camera, gameTime); foreach (var item in Items) item.Age += (float) gameTime.ElapsedGameTime.TotalSeconds; Items.RemoveAll(_ => _.Age > _.TimeToLive); }
public void Draw(GameTime gameTime) { foreach (var o in Children.ToList()) { o.Draw(gameTime); } }
public override void Update(GameTime gameTime, int x, int y) { base.Update(gameTime, x, y); if (x != X || y != Y) throw new ArgumentException("Wrong coordinate"); Update(gameTime); }
public void Update(Camera camera, GameTime gameTime, ref IGameState gameState) { _turnAround ^= _serpents.Camera.KeyboardState.IsKeyPressed(Keys.Down); SerpentCamera.Move(gameTime); _serpents.Update(camera, gameTime); _serpents.UpdateScore(); //camera.UpdateFreeFlyingCamera(gameTime); switch (_serpents.GameStatus()) { case Serpents.Result.LevelComplete: _delayAfterLevelComplete += (float) gameTime.ElapsedGameTime.TotalSeconds; if (_delayAfterLevelComplete > 3) { _serpents.PlayerSerpent.DirectionTaker = null; gameState = new LevelCompleteState(_serpents); } break; case Serpents.Result.PlayerDied: _serpents.PlayerSerpent.DirectionTaker = null; gameState = new DieState(_serpents); break; } }
public override void Update(GameTime gametime) { this.PhysicsDescription.ApplyImpulse(PhysicsSystem.toJVector(game.inputManager.SecondaryDirection() * 400f), PhysicsSystem.toJVector(Vector3.Zero)); this.PhysicsDescription.ApplyImpulse(PhysicsSystem.toJVector(game.inputManager.Acceleration() * 400f), PhysicsSystem.toJVector(Vector3.Zero)); base.Update(gametime); }
public void Draw(GameTime gametime) { // Some objects such as the Enemy Controller have no model and thus will not be drawn if (model != null) { // Setup the vertices //game.GraphicsDevice.SetVertexBuffer(0, myModel.vertices, myModel.vertexStride); //game.GraphicsDevice.SetVertexInputLayout(myModel.inputLayout); // Apply the basic effect technique and draw the object basicEffect.CurrentTechnique.Passes[0].Apply(); //game.GraphicsDevice.Draw(PrimitiveType.TriangleList, myModel.vertices.ElementCount); // Draw the model if (type != GameObjectType.Player) model.Draw(game.GraphicsDevice, basicEffect.World, game.camera.View, game.camera.Projection); else model.Draw(game.GraphicsDevice, basicEffect.World, Matrix.LookAtLH(Camera.originalPos, Camera.originalTarget, Camera.originalUp), game.camera.Projection); } else if (texture != null) { Vector2 pos2D = new Vector2(pos.X, pos.Y); game.spriteBatch.Begin(); game.spriteBatch.Draw(texture, pos2D, Color.White); game.spriteBatch.End(); } }
/// <summary> /// Draws game content. /// </summary> /// <param name="gameTime">Structure containing information about elapsed game time.</param> protected override void Draw(GameTime gameTime) { // clear the scene to a CornflowerBlue color GraphicsDevice.Clear(Color.CornflowerBlue); base.Draw(gameTime); }
public void Draw(SpriteBatch _spriteBatch, GameTime gameTime) { foreach (Entity e in entities) { e.Render(_spriteBatch); } }
public override void Update(Camera camera, GameTime gameTime) { _angle += (float) gameTime.ElapsedGameTime.TotalSeconds; if (_angle > MathUtil.TwoPi) _angle -= MathUtil.TwoPi; _animatedBone.Transform = Matrix.RotationZ(_angle)*_originalBoneTransformation; }
public override void Draw(GameTime gameTime, SpriteBatch spriteBatch, int x, int y, Rectangle destinationRect) { base.Draw(gameTime, spriteBatch, x, y, destinationRect); if (x != X || y != Y) throw new ArgumentException("Wrong coordinate"); Draw(gameTime, spriteBatch, destinationRect); }
public virtual void Draw(GameTime gameTime, bool isInForeground, SpriteBatch spriteBatch) { if (State == States.Opening) OpeningTransition.Update(gameTime); else if (State == States.Closing) ClosingTransition.Update(gameTime); }
public override void Draw(GameTime gametime) { effect.Parameters["World"].SetValue(this.WorldMatrix); effect.Parameters["Projection"].SetValue(game.camera.projection); effect.Parameters["View"].SetValue(game.camera.view); effect.Parameters["cameraPos"].SetValue(game.camera.position); effect.Parameters["worldInvTrp"].SetValue(Matrix.Transpose(Matrix.Invert(this.WorldMatrix))); // For Rainbow (required) //effect.Parameters["Time"].SetValue((float)gametime.TotalGameTime.TotalSeconds); // For Cel (both optional) effect.Parameters["lightAmbCol"].SetValue<Color4>(Color.Lerp(Color.Red, Color.Blue, (float)Math.Abs((Math.Cos(2.0 * gametime.TotalGameTime.TotalSeconds))))); effect.Parameters["objectCol"].SetValue<Color4>(new Color4(0.5f, 0.5f, 0.5f, 1.0f)); effect.Parameters["quant"].SetValue<float>(3.0f); //this.model.Draw(game.GraphicsDevice, this.worldMatrix, game.camera.view, game.camera.projection, effect); foreach (var pass in this.effect.CurrentTechnique.Passes) { pass.Apply(); if (this.model != null) { this.model.Draw(game.GraphicsDevice, WorldMatrix, game.camera.view, game.camera.projection, effect); } } if (PhysicsDescription.EnableDebugDraw && PersistentStateManager.debugRender && PhysicsDescription != null) { PhysicsDescription.DebugDraw(game.debugDrawer); } }
public void Update(GameTime gameTime) { foreach (var o in Children.ToList()) { o.Update(gameTime); } }
public override void Update(Camera camera, GameTime gameTime) { _shipModel.Update(camera, gameTime); _angle += gameTime.ElapsedGameTime.TotalSeconds / 100; _world = Matrix.Scaling(0.8f) * Matrix.RotationY(MathUtil.Pi) * Matrix.Translation(_radius, 1f, 0) * Matrix.RotationY((float)_angle); _shipModel.World = _world; }
public override void Update(Camera camera, GameTime gameTime) { if (_delayBeforeStart <= 0) base.Update(camera, gameTime); else _delayBeforeStart -= (float) gameTime.ElapsedGameTime.TotalSeconds; }
protected override void Draw(GameTime gameTime) { _graphicsDeviceManager.GraphicsDevice.SetRasterizerState(_rasterizerState); _water.RenderReflection(_camera); GraphicsDevice.SetRenderTargets(GraphicsDevice.DepthStencilBuffer, GraphicsDevice.BackBuffer); _graphicsDeviceManager.GraphicsDevice.Clear(Color.CornflowerBlue); _movingShip.Draw(_camera); if(_data.Archipelag!=null) _data.Archipelag.Draw(_camera); if(!_data.HiddenWater) WaterFactory.DrawWaterSurfaceGrid(_water, _camera, null, 0, _data.WaterSurfaceSize, _data.WaterSurfaceScale); Sky.Draw(_camera); if (_data.Archipelag != null) { _data.Archipelag.DrawSignsAndArchs(_camera, _data.Storage.DrawLines); _camera.UpdateEffect(_basicEffect); _data.Archipelag.PlayAround(_basicEffect, _ball); } _q.Draw(_camera); var sb = new StringBuilder(); sb.AppendFormat("FPS: {0}", _fps.FrameRate).AppendLine(); sb.AppendFormat("Pos: {0} Look at: {1} Yaw: {2:0} Pitch: {3:0}", _camera.Position, _camera.Target, MathUtil.RadiansToDegrees(_camera.Yaw), MathUtil.RadiansToDegrees(_camera.Pitch)); _spriteBatch.Begin(); _spriteBatch.DrawString(_arial16Font, sb.ToString(), new Vector2(16, 16), Color.White); _spriteBatch.End(); base.Draw(gameTime); }
public override void Render(GameTime gameTime) { base.Render(gameTime); Canvas.Clear(Color.FromBgra(0xFF000000 + 0x010101 * 10)); foreach (var triangle in triangulation) { Canvas.BeginPath(); Canvas.SetLineStyle(1, Color.Cyan); Canvas.MoveTo(triangle.Points[0].X * kScale, triangle.Points[0].Y * kScale); Canvas.LineTo(triangle.Points[1].X * kScale, triangle.Points[1].Y * kScale); Canvas.LineTo(triangle.Points[2].X * kScale, triangle.Points[2].Y * kScale); Canvas.LineTo(triangle.Points[0].X * kScale, triangle.Points[0].Y * kScale); Canvas.FillPath(Color.White); Canvas.Stroke(); Canvas.BeginPath(); Canvas.SetLineStyle(1, Color.Red); foreach (var neighbor in triangle.Neighbors.Where(n => n != null)) { if (neighbor.IsInterior) { Canvas.MoveTo(triangle.Centroid().X * kScale, triangle.Centroid().Y * kScale); Canvas.LineTo(neighbor.Centroid().X * kScale, neighbor.Centroid().Y * kScale); } } Canvas.Stroke(); } }
protected override void Update(GameTime gameTime) { if (keyboardManager.GetState().IsKeyDown(Keys.Escape)) Exit(); base.Update(gameTime); }
public override void Draw( GameTime gameTime ) { GraphicsDevice.Clear( Color.Black ); SpriteBatch.Begin(); SpriteBatch.DrawString( font, "Loading Scene", new Vector2( 20, 20 ), Color.Red ); SpriteBatch.End(); }
public override void Update(GameTime gametime) { var dist_to_player = game.level.player.Position - this.Position; if (dist_to_player.Length() < playerAvoidRadius) { var dir_to_player =Vector3.Normalize(dist_to_player); // avoid player this.PhysicsDescription.ApplyImpulse(PhysicsSystem.toJVector(dir_to_player) * -0.3f); } // attack friendly boids foreach (var boid in flock.Children.Where(b => ((Boid)b).boidType == Flock.BoidType.Friendly && b != this)) { var distance = ((Boid)boid).Position - this.Position; if (distance.Length() < attackRadius) { var maxImpulse = 0.006f; // compare health percentages of prey to self var healthRatio = (this.health / this.maxHealth) / (Math.Abs(((Boid)boid).health / ((Boid)boid).maxHealth) + 1); var dir_to_enemy = Vector3.Normalize(distance); var impulse = healthRatio*maxImpulse; if (healthRatio < 1) { impulse *= 5; // make the boids daring if it's risky } this.PhysicsDescription.ApplyImpulse(PhysicsSystem.toJVector(dir_to_enemy) * (float)impulse); } } base.Update(gametime); }
protected override void Draw(GameTime gameTime) { // Clears the screen with the Color.CornflowerBlue GraphicsDevice.Clear(GraphicsDevice.BackBuffer, Color.CornflowerBlue); base.Draw(gameTime); }
public override void QueueRenderCommands(GameTime gameTime, Renderer renderer, IGraphicsContext context) { List<TerrainNode> nodesToRender = new List<TerrainNode>(); renderer.EnqueueLight(dlight); // todo: maybe can parallelize for (int i = 0; i < rootNodes.Length; i++) { if (rootNodes[i] != null) { List<TerrainNode> nodesFromThisCubeFace = new List<TerrainNode>(); findNodesToRender(nodesFromThisCubeFace, rootNodes[i], context.CurrentCamera); nodesToRender.AddRange(nodesFromThisCubeFace); } } int nodeCount = nodesToRender.Count; NodeCount = nodeCount; if (nodeCount > 0) { TerrainVertex[] vertices = nodesToRender.SelectMany(node => node.Geometry).ToArray(); var command = GenerateRenderCommand(); (command as RenderDeferredCommand<TerrainVertex>).NumVertices = vertices.Length; vertexBuffer.SetData(vertices); renderer.EnqueueDeferred(command as IRenderDeferredCommand); } }
public override void Draw(GameTime gameTime) { base.Draw(gameTime); GraphicsDevice.SetBlendState(_blend); _basicEffect.TextureEnabled = false; _basicEffect.VertexColorEnabled = true; _basicEffect.World = _manTransform; _man.Draw(_basicEffect); _basicEffect.World = _bookshelfTransform; _bookshelf.Draw(_basicEffect); _basicEffect.World = _windowTransform; _window.Draw(_basicEffect); _basicEffect.World = _curtainTransform; _curtain.Draw(_basicEffect); _basicEffect.World = _curtain2Transform; _curtain2.Draw(_basicEffect); _basicEffect.World = _borderTransform; _border.Draw(_basicEffect); _basicEffect.World = _carpetTransform; _carpet.Draw(_basicEffect); _basicEffect.World = _pumpkinTransform; _pumpkin.Draw(_basicEffect); _basicEffect.World = _doorTransform1; _door.Draw(_basicEffect); _basicEffect.World = _doorTransform3; _door.Draw(_basicEffect); _basicEffect.World = _doorTransform4; _door.Draw(_basicEffect); _basicEffect.TextureEnabled = true; _basicEffect.VertexColorEnabled = false; _basicEffect.Texture = _planeTexture; _basicEffect.World = _planeTransform; _plane.Draw(_basicEffect); _basicEffect.Texture = _wallTexture; _basicEffect.World = _wallTransform1; _wall.Draw(_basicEffect); _basicEffect.World = _wallTransform2; _wall.Draw(_basicEffect); _basicEffect.World = _wallTransform3; _wall.Draw(_basicEffect); _basicEffect.World = _wallTransform4; _wall.Draw(_basicEffect); }
protected override void Draw(GameTime gameTime) { // Clear the color using MyData GraphicsDevice.Clear(loadedMyData.Color); // Handle base.Draw base.Draw(gameTime); }
public override void Draw(GameTime gameTime, SpriteBatch spriteBatch) { base.Draw(gameTime, spriteBatch); spriteBatch.Draw(Sprites[(int)CurrentState].Sheet.Texture, DestinationRect, Sprites[(int)CurrentState].SourceRect, Color.White); if (Text != "") spriteBatch.DrawString(font, Text, new Vector2(DestinationRect.X, DestinationRect.Y), Color.White); }