public void Draw(GameTime gametime, GraphicsDevice graphicsDevice, Effect effect, Camera camera)
        {
            //foreach (ModelMesh mesh in this._Model.Meshes)
            //{
            //    foreach (BasicEffect eff in mesh.Effects)
            //    {
            //        eff.EnableDefaultLighting();
            //        eff.TextureEnabled = true;
            //        eff.LightingEnabled = true;
            //        eff.World = Matrix.Identity * Matrix.CreateScale(this._Scale) * Matrix.CreateTranslation(new Vector3(this._PositionX, this._PositionY, this._PositionZ));
            //        eff.View = camera.View;
            //        eff.Projection = camera.Projection;
            //    }
            //    mesh.Draw();
            //}

            foreach (ModelMesh mesh in this._Model.Meshes)
            {
                foreach (SkinnedEffect eff in mesh.Effects)
                {
                    eff.SetBoneTransforms(this._Bones);
                    eff.World = Matrix.CreateTranslation(Position);
                    eff.View = camera.View;
                    eff.Projection = camera.Projection;

                    eff.EnableDefaultLighting();

                    eff.SpecularColor = new Vector3(0.25f);
                    eff.SpecularPower = 16;
                }

                mesh.Draw();
            }
        }
 public override void Draw(GameTime gameTime, GraphicsDevice graphicsDevice, SpriteBatch spriteBatch, Effect effect, Camera camera)
 {
     this._VideoFrame.UpdateFrame(_VideoPlayer,
                                 new Vector2(graphicsDevice.Viewport.X, graphicsDevice.Viewport.Y),
                                 new Vector2(graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height));
     this._VideoFrame.Draw(gameTime, graphicsDevice, spriteBatch, null, camera);
 }
 public override void Draw(GameTime gameTime, GraphicsDevice graphicsDevice, SpriteBatch spriteBatch, Effect effect, Camera camera)
 {
     _Ground.Draw(gameTime, graphicsDevice, spriteBatch, effect, _Camera);
     //_PlayerCharacter.Draw(gameTime, graphicsDevice, spriteBatch, effect, _Camera);
     _ComputerCharacter.Draw(gameTime, graphicsDevice, spriteBatch, effect, _Camera);
     this.DrawCordinate(graphicsDevice);
 }
        public override void Draw(GameTime gameTime, GraphicsDevice graphicsDevice, SpriteBatch spriteBatch, Effect effect, Camera camera)
        {
            if (this._MainMenuVideoPlayer.GetVideoPlayerState() != MediaState.Stopped)
            {
                this._MainMenuVideoPlayer.Draw(gameTime, graphicsDevice, spriteBatch, null, camera);
            }

            this._Title.Draw(gameTime, graphicsDevice, spriteBatch, effect, camera);

            for(int i=0; i<_nButton; i++)
            {
                _ButtonList[i].Draw(gameTime, graphicsDevice, spriteBatch, effect, camera);
            }
        }
        public override void Draw(GameTime gameTime, GraphicsDevice graphicsDevice, SpriteBatch spriteBatch, Effect effect, Camera camera)
        {
            Rectangle screen = new Rectangle((int)this._TopLeft.X, (int)this._TopLeft.Y, (int)this._Size.X, (int)this._Size.Y);

            if(this._VideoTexture != null)
            {
                spriteBatch.Begin();

                spriteBatch.Draw(this._VideoTexture, screen, Color.White);

                spriteBatch.End();

            }
        }
        //private MAP //chua co map :D
        public Stage(ContentManager content, My3DGameCharacter playerCharacter, My3DGameCharacter computerCharacter, string MapName)
        {
            _PlayerCharacter = playerCharacter;
            _ComputerCharacter = computerCharacter;

            _Ground = new PlanarModel(content, "Map\\Ground", new Vector2(50, 50), 1f, new Vector3(0, 0, 0), Matrix.Identity);
            _Ground.IsAnimate = false;
            _Camera = new PerspectiveCamera(
                this.CAMERAPOSITION,
                this.CAMERATARGET,
                this.CAMERAUPVECTOR,
                this.NEARPLANEDISTANCE,
                this.FARPLANEDISTANCE,
                this.FIELDOFVIEW,
                this.ASPECTRATIO);
        }
        public override void Draw(GameTime gameTime, GraphicsDevice graphicsDevice, SpriteBatch spriteBatch, Effect effect, Camera camera)
        {
            graphicsDevice.RasterizerState = RasterizerState.CullNone;

            MyEffect.CurrentTechnique = MyEffect.Techniques["Technique1"];
            MyEffect.Parameters["World"].SetValue(Matrix.CreateScale(this.Scale)
                                        * this.Rotation
                                        * Matrix.CreateTranslation(this.Position));
            MyEffect.Parameters["View"].SetValue(camera.View);
            MyEffect.Parameters["Projection"].SetValue(camera.Projection);
            MyEffect.Parameters["Texture"].SetValue(_Texture);

            foreach (EffectPass pass in MyEffect.CurrentTechnique.Passes)
            {
                pass.Apply();
                graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleList,
                                                                         this._Vertices,
                                                                         0,
                                                                         2,
                                                                         VertexPositionTexture.VertexDeclaration);

            }
        }
 public virtual void Draw(GameTime gameTime, GraphicsDevice graphicsDevice, SpriteBatch spriteBatch, Effect effect, Camera camera)
 {
 }
Exemplo n.º 9
0
 public override void Draw(GameTime gameTime, GraphicsDevice graphicsDevice, SpriteBatch spriteBatch, Effect effect, Camera camera)
 {
     _TerrainModel.Draw(gameTime, graphicsDevice, spriteBatch, effect, camera);
 }
        public override void Draw(GameTime gameTime, GraphicsDevice graphicsDevice, SpriteBatch spriteBatch, Effect effect, Camera camera)
        {
            if (this._MainMenuVideoPlayer.GetVideoPlayerState() != MediaState.Stopped)
            {
                this._MainMenuVideoPlayer.Draw(gameTime, graphicsDevice, spriteBatch, null, camera);
            }

            _PlanarTitle.Draw(gameTime, graphicsDevice, spriteBatch, effect, camera);

            for(int i=0; i<_nButton; i++)
            {
                _ButtonList[i].Draw(gameTime, graphicsDevice, spriteBatch, effect, camera);
            }

            //volume bar
            for(int i=0; i<_volume; i++)
            {
                _PlanarPartOfBar.Position = new Vector3(_OriginalPositionBar.X + BALL_DISTANCE * i,
                    _ButtonList[0].Position.Y, 0);
                _PlanarPartOfBar.IsAnimate = true;
                _PlanarPartOfBar.Draw(gameTime, graphicsDevice, spriteBatch, effect, camera);
            }

            //difficuty bar
            for (int i = 0; i < _difficuty; i++)
            {
                _PlanarPartOfBar.Position = new Vector3(_OriginalPositionBar.X + BALL_DISTANCE * i,
                    _ButtonList[1].Position.Y, 0);
                _PlanarPartOfBar.IsAnimate = true;
                _PlanarPartOfBar.Draw(gameTime, graphicsDevice, spriteBatch, effect, camera);
            }
        }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here

            string[] textures = {
                                    "New Game",
                                    "Option",
                                    "Exit"
                                };
            Vector3[] positions = {
                                     new Vector3(0, -10, 0),
                                     new Vector3(0, -45, 0),
                                     new Vector3(0, -80, 0),
                                 };

            string texturePrefix = "MainMenu\\";
            Vector2[] sizes = {
                                  new Vector2(130, 60/2),
                                  new Vector2(130, 60/2),
                                  new Vector2(130, 60/2)
                              };

            _MainMenu = new MainMenu(Content, texturePrefix, textures, positions, sizes);

            string[] textures1 = {
                                    "Option",
                                    "SoundVolume",
                                    "Difficuty",
                                    "Back",
                                    "Ball"
                                };
            Vector3[] positions1 = {
                                     new Vector3(0, 60, 0),
                                     new Vector3(-40, 0, 0),
                                     new Vector3(-40, -40, 0),
                                     new Vector3(0, -80, 0),
                                     new Vector3(35, 0, 0),
                                 };

            string texturePrefix1 = "OptionMenu\\";
            Vector2[] sizes1 = {
                                  new Vector2(260/2, 52/2),
                                  new Vector2(220/2, 52/2),
                                  new Vector2(220/2, 52/2),
                                  new Vector2(260/2, 52/2),
                                  new Vector2(20, 30)
                              };
            this._OptionMenus = new OptionMenu(Content, texturePrefix1, textures1, positions1, sizes1);
            this._camera = new PerspectiveCamera(
                this.CAMERAPOSITION,
                this.CAMERATARGET,
                this.CAMERAUPVECTOR,
                this.NEARPLANEDISTANCE,
                this.FARPLANEDISTANCE,
                this.FIELDOFVIEW,
                this.ASPECTRATIO);

            this._SkinnedEffect = new SkinnedEffect(GraphicsDevice);
        }