Пример #1
0
    public override void Draw(GameTime gameTime, SpriteBatch spriteBatch)
    {
        base.Draw(gameTime, spriteBatch);

        titleMenuState.Draw(gameTime, spriteBatch);
        settings.Draw(gameTime, spriteBatch);
    }
Пример #2
0
 public void Draw(GameTime gameTime, SpriteBatch spriteBatch)
 {
     playingState.Draw(gameTime, spriteBatch);
     spriteBatch.End();
     spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, GameWorld.ScaleMatrix);
     hud.Draw(gameTime, spriteBatch);
 }
Пример #3
0
    public override void Draw(GameTime gameTime, SpriteBatch spriteBatch)
    {
        base.Draw(gameTime, spriteBatch);
        items.Draw(gameTime, spriteBatch);

        //Draw Text
        spriteBatch.DrawString(spriteFont, text, this.GlobalPosition + textPosition, textColor);
    }
Пример #4
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        public override void Draw(GameTime time, SpriteBatch s)
        {
            ForEach(obj => (obj as Tile).DrawBackground(time, s));
            ForEach(obj => (obj as Tile).DrawForeground(time, s));

            // Draw the Unit target overlay, if it exists
            unitTargets.Draw(time, s);
            hitEffectList.Draw(time, s);
        }
Пример #5
0
    protected override void Draw(GameTime gameTime)
    {
        GraphicsDevice.Clear(Color.Black);

        // start drawing sprites, applying the scaling matrix
        spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, spriteScale);

        // let the game world draw itself
        gameWorld.Draw(gameTime, spriteBatch);

        spriteBatch.End();
    }
Пример #6
0
        public override void Draw(GameTime gameTime, SpriteBatch spriteBatch)
        {
            base.Draw(gameTime, spriteBatch);


            foreach (Bullet bullets in Bullets.Children)
            {
                bullets.Draw(gameTime, spriteBatch);
            }

            foreach (Enemy Enemies in Enemies.Children)
            {
                Enemies.Draw(gameTime, spriteBatch);
            }
        }
Пример #7
0
 public void Draw(GameTime gameTime, SpriteBatch spriteBatch)
 {
     objectList.Draw(gameTime, spriteBatch);
     foreach (Turret turret in turrets)
     {
         turret.Draw(gameTime, spriteBatch);
     }
     foreach (Enemy enemy1 in enemies)
     {
         enemy1.Draw(gameTime, spriteBatch);
     }
     foreach (Bullet bullet in bullets)
     {
         bullet.Draw(gameTime, spriteBatch);
     }
     player.Draw(gameTime, spriteBatch);
 }
Пример #8
0
        public void DrawMap(SpriteBatch spriteBatch, int centerCellX, int centerCellY)
        {
            Vector2 position;

            for (int i = 0; i < gridSizeX; i++)
            {
                for (int j = 0; j < gridSizeY; j++)
                {
                    if (tileGrid[i, j] != null)
                    {
                        //Tile tile = map[i, j];
                        int x = (i - centerCellX) * tileWidth + GameConstants.MapArea.Center.X - tileWidth / 2;
                        int y = (j - centerCellY) * tileHeight + GameConstants.MapArea.Center.Y - tileHeight / 2;
                        position = new Vector2(x, y);

                        //spriteBatch.Draw(tile.texture, position, sourceRectangle: tile.sourceRectangle, color: tile.color, origin: tile.origin);
                        tileGrid[i, j].Draw(spriteBatch, position);
                    }
                }
            }

            gameObjectList.Draw(spriteBatch, new Point(centerCellX, centerCellY), tileWidth, tileHeight);
        }
Пример #9
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 public virtual void Draw(Graphics graphics)
 {
     gameObjects.Draw(graphics);
 }
Пример #10
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 public override void Draw(GameTime gameTime, SpriteBatch spriteBatch)
 {
     root.Draw(gameTime, spriteBatch);
 }
Пример #11
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 public override void Draw(GameTime gameTime, SpriteBatch spriteBatch)
 {
     base.Draw(gameTime, spriteBatch);
     buttons.Draw(gameTime, spriteBatch);
 }
Пример #12
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 /// <summary>
 /// Draws all objects in this GameState.
 /// </summary>
 /// <param name="gameTime">An object containing information about the time that has passed in the game.</param>
 /// <param name="spriteBatch">A sprite batch object used for drawing sprites.</param>
 public virtual void Draw(GameTime gameTime, SpriteBatch spriteBatch)
 {
     gameObjects.Draw(gameTime, spriteBatch);
 }
Пример #13
0
 //This is where the objects in the game (LevelObjects) are drawn.
 static public void DrawGame(GameTime gameTime, SpriteBatch spriteBatch)
 {
     LevelObjects.Draw(gameTime, spriteBatch);
 }
Пример #14
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 public void Draw(GameTime gameTime, SpriteBatch spriteBatch)
 {
     objectList.Draw(gameTime, spriteBatch);
 }
Пример #15
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 public void Draw(GameTime gameTime, SpriteBatch spriteBatch, Camera camera)
 {
     gameObjects.Draw(gameTime, spriteBatch, newCamera);
 }
Пример #16
0
        public override void Draw(GameTime gameTime, SpriteBatch spriteBatch, Camera camera)
        {
            float bmin = 0.75f;

            foreach (KeyValuePair <Living, float> kvp in seenBy)
            {
                if (kvp.Key is Player)
                {
                    float p = kvp.Value / kvp.Key.ViewDistance;
                    bmin = p < bmin ? p : bmin;
                }
            }
            bmin      = 1 - bmin;
            DrawColor = new Color(bmin, bmin, bmin);

            if (type != TileType.Background)
            {
                base.Draw(gameTime, spriteBatch, camera);
            }

            if (Visible)
            {
                foreach (GameObject go in onTile.Children)
                {
                    if (go is SpriteGameObject)
                    {
                        SpriteGameObject sgo = go as SpriteGameObject;
                        sgo.DrawColor = DrawColor;
                    }
                }

                onTile.Draw(gameTime, spriteBatch, camera);

                #region HighlightReach
                foreach (KeyValuePair <Living, float> kvp in seenBy)
                {
                    if (kvp.Key is Player)
                    {
                        //highlight tiles that are whithin reach for the local player
                        //current key is the localplayer and the tile is not a wall or the key's tile
                        if (kvp.Key.Id == Player.LocalPlayerName && !(TileType == TileType.Wall || kvp.Key.Tile == this))
                        {
                            // whithin normal attack reach of the local player
                            if (showNormalReach && kvp.Value <= kvp.Key.Reach + 0.5f)
                            {
                                //draw highlight
                                float     highlightStrenght = 0.2f;
                                Texture2D redTex            = GameEnvironment.AssetManager.GetSingleColorPixel(Color.Red);
                                Rectangle drawhBox          = new Rectangle(camera.CalculateScreenPosition(this).ToPoint(), new Point(sprite.Width, sprite.Width));
                                Color     drawRColor        = new Color(Color.White, highlightStrenght);
                                spriteBatch.Draw(redTex, null, drawhBox, sprite.SourceRectangle, origin, 0.0f, new Vector2(scale), drawRColor, SpriteEffects.None, 0.0f);
                            }

                            // whithin skillreach of the local player
                            if (showSKillReach && kvp.Key.CurrentSkill != null && kvp.Value <= kvp.Key.CurrentSkill.SkillReach + 0.5f)
                            {
                                //draw highlight
                                float     highlightStrenght = 0.2f;
                                Texture2D redTex            = GameEnvironment.AssetManager.GetSingleColorPixel(Color.Blue);
                                Rectangle drawhBox          = new Rectangle(camera.CalculateScreenPosition(this).ToPoint(), new Point(sprite.Width, sprite.Width));
                                Color     drawRColor        = new Color(Color.White, highlightStrenght);
                                spriteBatch.Draw(redTex, null, drawhBox, sprite.SourceRectangle, origin, 0.0f, new Vector2(scale), drawRColor, SpriteEffects.None, 0.0f);
                            }
                        }
                    }
                }
                #endregion
            }
        }