public override void Draw(GraphicsDevice device) { var batch = new HouseBatch(GameFacade.GraphicsDevice); //batch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Immediate, SaveStateMode.SaveState); batch.Begin(); foreach (var item in StaticLayer) { item.Draw(RenderState, batch); } batch.End(); //var layer = Layers[0]; //layer.DrawFloor(device, scene, this); }
public void Draw(GraphicsDevice device, HouseRenderState state) { var batch = new HouseBatch(device); //batch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Immediate, SaveStateMode.SaveState); batch.Begin(); Floor.Draw(device, batch, state); Walls.Draw(device, batch, state); /** Draw indicator in center of screen **/ var rectSize = 5; var gw = GlobalSettings.Default.GraphicsWidth; var gh = GlobalSettings.Default.GraphicsHeight; batch.Draw(new TSOClient.Code.Rendering.Lot.Framework.HouseBatchSprite { DestRect = new Rectangle((gw-rectSize)/2, (gh-rectSize)/2, rectSize, rectSize), SrcRect = new Rectangle(0, 0, 1, 1), Pixel = TextureUtils.TextureFromColor(device, Color.Pink), RenderMode = TSOClient.Code.Rendering.Lot.Framework.HouseBatchRenderMode.NO_DEPTH }); batch.End(); }
public void Draw(GraphicsDevice device, HouseRenderState state) { var batch = new HouseBatch(device); //batch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Immediate, SaveStateMode.SaveState); batch.Begin(); Floor.Draw(device, batch, state); Walls.Draw(device, batch, state); /** Draw indicator in center of screen **/ var rectSize = 5; var gw = GlobalSettings.Default.GraphicsWidth; var gh = GlobalSettings.Default.GraphicsHeight; batch.Draw(new TSOClient.Code.Rendering.Lot.Framework.HouseBatchSprite { DestRect = new Rectangle((gw - rectSize) / 2, (gh - rectSize) / 2, rectSize, rectSize), SrcRect = new Rectangle(0, 0, 1, 1), Pixel = TextureUtils.TextureFromColor(device, Color.Pink), RenderMode = TSOClient.Code.Rendering.Lot.Framework.HouseBatchRenderMode.NO_DEPTH }); batch.End(); }