public SelectionEditorState(Game game, Camera camera, IResourceCache<Texture2D> cache, bool tilesOnly) : base(game, camera, cache) { selectedEntities = new List<Entity>(); drillIndex = 0; this.tilesOnly = tilesOnly; }
public void Draw(SpriteBatch spriteBatch, Camera camera, bool forPreviews) { var comparer = new RenderComparer(); var sets = new Dictionary<RenderLayer, List<IRendering>>(); sets.Add(RenderLayer.Background, new List<IRendering>()); sets.Add(RenderLayer.Midground, new List<IRendering>()); sets.Add(RenderLayer.Gameground, new List<IRendering>()); sets.Add(RenderLayer.Foreground, new List<IRendering>()); sets.Add(RenderLayer.UI, new List<IRendering>()); foreach (var renderable in renderables) { if (forPreviews) sets[renderable.Preview.RenderLayer].Add(renderable.Preview); else { renderable.Renderings.ForEach( x => sets[x.RenderLayer].Add(x)); } } if (InputManager.Instance.Pressed(Microsoft.Xna.Framework.Input.Keys.B)) { } foreach (var layerSetPair in sets) { var set = layerSetPair.Value; set.Sort(comparer); foreach (var rendering in set) { if (layerSetPair.Key == RenderLayer.UI) { rendering.Draw(spriteBatch, TextureCache, Matrix.Identity); } else { var t = camera.Transform; t.Translation *= getDepthScale(layerSetPair.Key); rendering.Draw(spriteBatch, TextureCache, t); } } } }
public CameraZoomState(Game game, Camera camera, IResourceCache<Texture2D> cache) : base(game, camera, cache) { }
public StaticMeshPlacementEditorState(Game game, Camera camera, IResourceCache<Texture2D> cache, string textureKey) : base(game, camera, cache) { this.textureKey = textureKey; }
protected override void Initialize() { base.Initialize(); Camera = new Camera(Vector2.One, Vector3.Zero); // create default level LevelManager = Container.Resolve<LevelManager>(); LevelManager.LevelLoaded += new LevelLoadedEventHandler(LevelLoaded); debugView = new DebugViewXNA(LevelManager.PhysicsManager.World); debugView.LoadContent(GraphicsDevice, Content); Database = Container.Resolve<SQLiteDatabase>(); log4net.Config.XmlConfigurator.Configure(); Database = Container.Resolve<SQLiteDatabase>(); Logger.Info("EngineGame initialized"); ScreenManager.Initialize(); }
public EntityPlacementState(Game game, Camera camera, IResourceCache<Texture2D> cache, Entity entity, Func<Entity, bool> onPlacePredicate) : base(game, camera, cache) { this.entity = entity; this.onPlacePredicate = onPlacePredicate; }
public RotationEditorState(Game game, Camera camera, IResourceCache<Texture2D> cache) : base(game, camera, cache, true) { }
private void DrawBoundingBox(SpriteBatch spriteBatch, Camera camera, Color color, NonAxisAlignedBoundingBox box) { var blank = StateMachine.Owner.RenderManager.TextureCache.GetResource("blank"); spriteBatch.DrawRect(blank, box, 5, color); }