Exemplo n.º 1
0
        public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
        {
            if (lightingEnabled.Selected)
            {
                GameMain.LightManager.UpdateLightMap(graphics, spriteBatch, cam);
            }
            graphics.Clear(Color.Black);

            if (Level.Loaded != null)
            {
                Level.Loaded.DrawBack(graphics, spriteBatch, cam);
                spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, SamplerState.LinearWrap, DepthStencilState.DepthRead, transformMatrix: cam.Transform);
                Level.Loaded.DrawFront(spriteBatch, cam);
                Submarine.Draw(spriteBatch, false);
                Submarine.DrawFront(spriteBatch);
                Submarine.DrawDamageable(spriteBatch, null);
                spriteBatch.End();

                if (lightingEnabled.Selected)
                {
                    spriteBatch.Begin(SpriteSortMode.Immediate, Lights.CustomBlendStates.Multiplicative, null, DepthStencilState.None, null, null, null);
                    spriteBatch.Draw(GameMain.LightManager.LightMap, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
                    spriteBatch.End();
                }
            }

            if (editingSprite != null)
            {
                GameMain.SpriteEditorScreen.Draw(deltaTime, graphics, spriteBatch);
            }

            spriteBatch.Begin(SpriteSortMode.Deferred, rasterizerState: GameMain.ScissorTestEnable);
            GUI.Draw(Cam, spriteBatch);
            spriteBatch.End();
        }
        public static void Create(Submarine sub)
        {
            int width = 4096; int height = 4096;

            Rectangle subDimensions = sub.CalculateDimensions(false);
            Vector2   viewPos       = subDimensions.Center.ToVector2();
            float     scale         = Math.Min(width / (float)subDimensions.Width, height / (float)subDimensions.Height);

            var viewMatrix = Matrix.CreateTranslation(new Vector3(width / 2.0f, height / 2.0f, 0));
            var transform  = Matrix.CreateTranslation(
                new Vector3(-viewPos.X, viewPos.Y, 0)) *
                             Matrix.CreateScale(new Vector3(scale, scale, 1)) *
                             viewMatrix;

            using (RenderTarget2D rt = new RenderTarget2D(
                       GameMain.Instance.GraphicsDevice,
                       width, height, false, SurfaceFormat.Color, DepthFormat.None))
                using (SpriteBatch spriteBatch = new SpriteBatch(GameMain.Instance.GraphicsDevice))
                {
                    Viewport prevViewport = GameMain.Instance.GraphicsDevice.Viewport;
                    GameMain.Instance.GraphicsDevice.Viewport = new Viewport(0, 0, width, height);
                    GameMain.Instance.GraphicsDevice.SetRenderTarget(rt);
                    GameMain.Instance.GraphicsDevice.Clear(Color.Transparent);

                    spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, null, null, null, transform);
                    Submarine.Draw(spriteBatch);
                    Submarine.DrawFront(spriteBatch);
                    Submarine.DrawDamageable(spriteBatch, null);
                    spriteBatch.End();

                    GameMain.Instance.GraphicsDevice.SetRenderTarget(null);
                    GameMain.Instance.GraphicsDevice.Viewport = prevViewport;
                    using (FileStream fs = File.Open("wikiimage.png", System.IO.FileMode.Create))
                    {
                        rt.SaveAsPng(fs, width, height);
                    }
                }
        }
Exemplo n.º 3
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
        {
            cam.UpdateTransform();

            spriteBatch.Begin(SpriteSortMode.BackToFront,
                              BlendState.AlphaBlend,
                              null, null, null, null,
                              cam.Transform);

            graphics.Clear(new Color(0.051f, 0.149f, 0.271f, 1.0f));
            if (GameMain.DebugDraw)
            {
                GUI.DrawLine(spriteBatch, new Vector2(Submarine.MainSub.HiddenSubPosition.X, -cam.WorldView.Y), new Vector2(Submarine.MainSub.HiddenSubPosition.X, -(cam.WorldView.Y - cam.WorldView.Height)), Color.White * 0.5f, 1.0f, (int)(2.0f / cam.Zoom));
                GUI.DrawLine(spriteBatch, new Vector2(cam.WorldView.X, -Submarine.MainSub.HiddenSubPosition.Y), new Vector2(cam.WorldView.Right, -Submarine.MainSub.HiddenSubPosition.Y), Color.White * 0.5f, 1.0f, (int)(2.0f / cam.Zoom));
            }

            Submarine.Draw(spriteBatch, true);

            if (!characterMode && !wiringMode)
            {
                if (MapEntityPrefab.Selected != null)
                {
                    MapEntityPrefab.Selected.DrawPlacing(spriteBatch, cam);
                }

                MapEntity.DrawSelecting(spriteBatch, cam);
            }


            spriteBatch.End();

            //-------------------- HUD -----------------------------

            spriteBatch.Begin(SpriteSortMode.Immediate, null, null, null, GameMain.ScissorTestEnable);

            if (Submarine.MainSub != null)
            {
                DrawSubmarineIndicator(spriteBatch, Submarine.MainSub, Color.LightBlue * 0.5f);
            }

            leftPanel.Draw(spriteBatch);
            topPanel.Draw(spriteBatch);

            //EntityPrefab.DrawList(spriteBatch, new Vector2(20,50));

            if ((characterMode || wiringMode) && dummyCharacter != null)
            {
                if (dummyCharacter.SelectedConstruction != null)
                {
                    dummyCharacter.SelectedConstruction.DrawHUD(spriteBatch, cam, dummyCharacter);
                }

                dummyCharacter.DrawHUD(spriteBatch, cam);

                if (wiringMode)
                {
                    wiringToolPanel.Draw(spriteBatch);
                }
            }
            else
            {
                if (loadFrame != null)
                {
                    loadFrame.Draw(spriteBatch);
                }
                else if (saveFrame != null)
                {
                    saveFrame.Draw(spriteBatch);
                }
                else if (selectedTab > -1)
                {
                    GUItabs[selectedTab].Draw(spriteBatch);
                }

                MapEntity.DrawEditor(spriteBatch, cam);
            }

            if (tutorial != null)
            {
                tutorial.Draw(spriteBatch);
            }

            GUI.Draw((float)deltaTime, spriteBatch, cam);

            if (!PlayerInput.LeftButtonHeld())
            {
                Inventory.draggingItem = null;
            }

            spriteBatch.End();
        }
Exemplo n.º 4
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
        {
            //cam.UpdateTransform();

            graphics.Clear(Color.CornflowerBlue);

            spriteBatch.Begin(SpriteSortMode.BackToFront,
                              BlendState.AlphaBlend,
                              null, null, null, null,
                              cam.Transform);

            Submarine.Draw(spriteBatch, true);

            spriteBatch.End();

            spriteBatch.Begin(SpriteSortMode.BackToFront,
                              BlendState.AlphaBlend,
                              null, null, null, null,
                              cam.Transform);

            //if (EntityPrefab.Selected != null) EntityPrefab.Selected.UpdatePlacing(spriteBatch, cam);

            //Entity.DrawSelecting(spriteBatch, cam);

            if (editingCharacter != null)
            {
                editingCharacter.Draw(spriteBatch);
            }

            spriteBatch.End();

            //-------------------- HUD -----------------------------

            spriteBatch.Begin(SpriteSortMode.Immediate, null, null, null, GameMain.ScissorTestEnable);

            GUIpanel.Draw(spriteBatch);

            EditLimb(spriteBatch);


            int y = 0;

            for (int i = 0; i < textures.Count; i++)
            {
                int x = GameMain.GraphicsWidth - textures[i].Width;
                spriteBatch.Draw(textures[i], new Vector2(x, y), Color.White);

                foreach (Limb limb in editingCharacter.AnimController.Limbs)
                {
                    if (limb.sprite == null || limb.sprite.FilePath != texturePaths[i])
                    {
                        continue;
                    }
                    Rectangle rect = limb.sprite.SourceRect;
                    rect.X += x;
                    rect.Y += y;

                    GUI.DrawRectangle(spriteBatch, rect, Color.Red);

                    Vector2 limbBodyPos = new Vector2(
                        rect.X + limb.sprite.Origin.X,
                        rect.Y + limb.sprite.Origin.Y);

                    DrawJoints(spriteBatch, limb, limbBodyPos);

                    //if (limb.BodyShapeTexture == null) continue;

                    //spriteBatch.Draw(limb.BodyShapeTexture, limbBodyPos,
                    //    null, Color.White, 0.0f,
                    //    new Vector2(limb.BodyShapeTexture.Width, limb.BodyShapeTexture.Height) / 2,
                    //    1.0f, SpriteEffects.None, 0.0f);

                    GUI.DrawLine(spriteBatch, limbBodyPos + Vector2.UnitY * 5.0f, limbBodyPos - Vector2.UnitY * 5.0f, Color.White);
                    GUI.DrawLine(spriteBatch, limbBodyPos + Vector2.UnitX * 5.0f, limbBodyPos - Vector2.UnitX * 5.0f, Color.White);

                    if (Vector2.Distance(PlayerInput.MousePosition, limbBodyPos) < 5.0f && PlayerInput.LeftButtonHeld())
                    {
                        limb.sprite.Origin += PlayerInput.MouseSpeed;
                    }
                }

                y += textures[i].Height;
            }


            GUI.Draw((float)deltaTime, spriteBatch, cam);

            //EntityPrefab.DrawList(spriteBatch, new Vector2(20,50));

            //Entity.Edit(spriteBatch, cam);

            spriteBatch.End();
        }