public void CreateHistory() { int Idx = GameLogic.CharHistory; TextTitle = GameLogic.CharacterNames[Idx]; //Animation if (TxtTitleCol == Color.Red) { TxtTitleCol = Color.Yellow; } else { TxtTitleCol = Color.Red; } UI2DRenderer.FillRectangle(new Rectangle(0, 0, 1280, 720), null, new Color(0, 0, 0, 170)); UI2DRenderer.FillRectangle(new Rectangle(130, 250, Luna.Width, Luna.Height), Luna, Color.White); UI2DRenderer.FillRectangle(new Rectangle(50, 190, MenuHistory[Idx].Width, MenuHistory[Idx].Height), MenuHistory[Idx], Color.White); UI2DRenderer.FillRectangle(new Rectangle(255, 220, FrameW, FrameH), CarsTextures[Idx], Color.White); UI2DRenderer.FillRectangle(new Rectangle(255 - 15, 220 - 15, FrameW + 30, FrameH + 30), Marco, Color.White); UI2DRenderer.FillRectangle(new Rectangle(600, 140, 440, 535), null, new Color(0, 0, 0, 255)); UI2DRenderer.WriteText(new Vector2(610, 155), GameLogic.HistoryPers[Idx], Color.LawnGreen, CasioFont, new Vector2(0.75f, 0.75f)); // Draw a 2D text string at the center of the screen UI2DRenderer.WriteText(new Vector2(0, 50), TextTitle, Color.Red, PuntosFont, GoblinEnums.HorizontalAlignment.Center, GoblinEnums.VerticalAlignment.None); UI2DRenderer.WriteText(new Vector2(450, 670), "Continue", TxtTitleCol, BladeFont, new Vector2(1.0f, 1.0f)); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { UI2DRenderer.WriteText(Vector2.Zero, "Light Direction: " + lightSource.Direction.ToString(), Color.White, textFont); scene.Draw(gameTime.ElapsedGameTime, gameTime.IsRunningSlowly); }
protected override void PaintComponent() { CheckMouseHeldDown(); textField.RenderWidget(); // Render the up and down buttons Color c = (!enabled || upPressed) ? disabledColor : buttonColor; UI2DRenderer.FillRectangle(upArrowBound, null, c); c = (!enabled || downPressed) ? disabledColor : buttonColor; UI2DRenderer.FillRectangle(downArrowBound, null, c); // Render the border of the up and down button UI2DRenderer.DrawRectangle(upArrowBound, borderColor, 1); UI2DRenderer.DrawRectangle(downArrowBound, borderColor, 1); // Render the up and down arrows // First render the up arrow if (upArrowPoints.Count > 0) { UI2DRenderer.FillPolygon(upArrowPoints, arrowColor, Point.Zero, UI2DRenderer.PolygonShape.Convex); UI2DRenderer.FillPolygon(downArrowPoints, arrowColor, Point.Zero, UI2DRenderer.PolygonShape.Convex); } }
public void CreateBoxStatus(Vector2 BoxPos, Game_Player Player) { if (Player.PlyHealth < 0) { Player.PlyHealth = 0; } int PosX = (int)BoxPos.X; int PosXP = (int)BoxPos.X + BoxStatusTx[0].Width; int PoxY = (int)BoxPos.Y + 25; int Healt = Player.PlyHealth / 5; int Popul = Player.Popularity / 5; TextTitle = Player.PlyName; Color ColorHBar = new Color(new Vector4(255, 0, 0, 10)); Color ColorHPolBar = new Color(new Vector4(255, 255, 255, 10)); UI2DRenderer.FillRectangle(new Rectangle(PosX, PoxY, BoxStatusTx[0].Width, BoxStatusTx[0].Height), BoxStatusTx[0], ColorHBar); UI2DRenderer.FillRectangle(new Rectangle(PosX, PoxY + 20, BoxStatusTx[0].Width, BoxStatusTx[0].Height), BoxStatusTx[0], ColorHPolBar); PosX += BoxStatusTx[0].Width; UI2DRenderer.FillRectangle(new Rectangle(PosX, PoxY, BoxStatusTx[1].Width * Healt, BoxStatusTx[1].Height), BoxStatusTx[1], ColorHBar); //UI2DRenderer.FillRectangle(new Rectangle(PosX, PoxY + 20, BoxStatusTx[1].Width * Popul, BoxStatusTx[1].Height), BoxStatusTx[1], ColorHPolBar); PosX += BoxStatusTx[1].Width * Healt; PosXP += BoxStatusTx[1].Width * Popul; UI2DRenderer.FillRectangle(new Rectangle(PosX, PoxY, BoxStatusTx[2].Width, BoxStatusTx[2].Height), BoxStatusTx[2], ColorHBar); //UI2DRenderer.FillRectangle(new Rectangle(PosXP, PoxY + 20, BoxStatusTx[2].Width, BoxStatusTx[2].Height), BoxStatusTx[2], ColorHPolBar); UI2DRenderer.WriteText(BoxPos, TextTitle, Color.DarkGray, CalibriFont, new Vector2(0.5f, 0.5f)); }
public void Dispose() { comp2Ds.Clear(); comp3Ds.Clear(); UI2DRenderer.Dispose(); UI3DRenderer.Dispose(); }
public void PutCordenates(string Legend, Vector3 Cord, Vector2 Pos) { UI2DRenderer.WriteText(Pos, Legend + " X: " + Cord.X.ToString() + " Y: " + Cord.Y.ToString() + " Z: " + Cord.Z.ToString(), Color.LightCyan, DefaultFont, new Vector2(0.5f, 0.5f)); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { // Draw a 2D text string at the center of the screen UI2DRenderer.WriteText(Vector2.Zero, label, Color.Black, textFont, GoblinEnums.HorizontalAlignment.Center, GoblinEnums.VerticalAlignment.Top); scene.Draw(gameTime.ElapsedGameTime, gameTime.IsRunningSlowly); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { // If car is not null and already added to the physics engine if (car != null && ((NewtonPhysics)scene.PhysicsEngine).GetBody(car) != IntPtr.Zero) { // Gets the keyboard state KeyboardState keyboard = Keyboard.GetState(); // Control the car steering with right and left arrow keys if (keyboard.IsKeyDown(Keys.Right)) { car.SetSteering(-1); } else if (keyboard.IsKeyDown(Keys.Left)) { car.SetSteering(1); } else { car.SetSteering(0); } // Control the car's forward torque with up and down arrow keys if (keyboard.IsKeyDown(Keys.Up)) { car.SetTireTorque(1); } else if (keyboard.IsKeyDown(Keys.Down)) { car.SetTireTorque(-1); } else { car.SetTireTorque(0); } // Control the hand brake with space key if (keyboard.IsKeyDown(Keys.Space)) { car.ApplyHandBrakes(1); } else { car.ApplyHandBrakes(0); } } UI2DRenderer.WriteText(new Vector2(5, 30), "Press the following keys to change " + "the active camera:", Color.Red, textFont, Vector2.One * 0.5f); UI2DRenderer.WriteText(new Vector2(5, 50), "'C' -- Car chasing camera", Color.Red, textFont, Vector2.One * 0.5f); UI2DRenderer.WriteText(new Vector2(5, 70), "'F' -- Far camera", Color.Red, textFont, Vector2.One * 0.5f); UI2DRenderer.WriteText(new Vector2(5, 90), "'N' -- Near camera", Color.Red, textFont, Vector2.One * 0.5f); scene.Draw(gameTime.ElapsedGameTime, gameTime.IsRunningSlowly); }
protected override void PaintComponent() { if (!visible) { return; } UI2DRenderer.FillRectangle(rect, null, backgroundColor); }
/// <summary> /// Paints dashed border when focused. /// </summary> protected override void PaintBorder() { if (!enabled || !focused) { return; } UI2DRenderer.DrawRectangle(paintBounds, Color.Yellow, 1); }
protected override void PaintBorder() { if (!visible) { return; } UI2DRenderer.DrawRectangle(rect, borderColor, 1); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { // Draw a 2D text string at the center of the screen // NOTE: Since scene.Draw(..) (which is called by base.Draw(..)) will clear the // background this WriteText function should be called after base.Draw(..). UI2DRenderer.WriteText(Vector2.Zero, "Hello World!!", Color.GreenYellow, textFont, GoblinEnums.HorizontalAlignment.Center, GoblinEnums.VerticalAlignment.Center); scene.Draw(gameTime.ElapsedGameTime, gameTime.IsRunningSlowly); }
public void CreateLoading() { //TextTitle = "PAUSE GAME"; UI2DRenderer.FillRectangle(new Rectangle(540, 200, Loading.Width, Loading.Height), Loading, Color.White); // Draw a 2D text string at the center of the screen //UI2DRenderer.WriteText(Vector2.Zero, TextTitle, TxtTitleCol, // PuntosFont, GoblinEnums.HorizontalAlignment.Center, GoblinEnums.VerticalAlignment.Top); }
public void PutGameData(int PosX, int PosY) { UI2DRenderer.WriteText(new Vector2(PosX, PosY + 0), "Actual Level:" + GameLogic.ActualLevel.ToString(), Color.LightCyan, DefaultFont, new Vector2(0.5f, 0.5f)); UI2DRenderer.WriteText(new Vector2(PosX, PosY + 20), "Game State:" + GameLogic.CurrentGameState.ToString(), Color.LightCyan, DefaultFont, new Vector2(0.5f, 0.5f)); UI2DRenderer.WriteText(new Vector2(PosX, PosY + 40), "Game Mode:" + GameLogic.GameMode.ToString(), Color.LightCyan, DefaultFont, new Vector2(0.5f, 0.5f)); UI2DRenderer.WriteText(new Vector2(PosX, PosY + 60), "Multi Mode:" + GameLogic.MultiplayerMode.ToString(), Color.LightCyan, DefaultFont, new Vector2(0.5f, 0.5f)); UI2DRenderer.WriteText(new Vector2(PosX, PosY + 80), "Num Playes:" + GameLogic.NumberPlayers.ToString(), Color.LightCyan, DefaultFont, new Vector2(0.5f, 0.5f)); UI2DRenderer.WriteText(new Vector2(PosX, PosY + 100), "Pause:" + GameLogic.Pause_State.ToString(), Color.LightCyan, DefaultFont, new Vector2(0.5f, 0.5f)); UI2DRenderer.WriteText(new Vector2(PosX, PosY + 120), "Std Screen:" + GameLogic.StateScreen.ToString(), Color.LightCyan, DefaultFont, new Vector2(0.5f, 0.5f)); }
public void CreateBuilding() { TxtTitleCol = new Color(255, 10, 10, AlfaColor); AlfaColor -= 3; if (AlfaColor < 0) { AlfaColor = 255; } // texto en Construccion UI2DRenderer.WriteText(new Vector2(10, 5), "Building", TxtTitleCol, BladeFont); }
protected override void PaintComponent() { base.PaintComponent(); if (label.Length > 0) { if (textFont != null) { UI2DRenderer.WriteText(textPos, label, textColor, textFont); } } }
public void CreateMenuPause() { int Idx = (int)GameLogic.Pause_State; TextTitle = "PAUSE GAME"; UI2DRenderer.FillRectangle(new Rectangle(450, 200, MenuMPauseSprites[Idx].Width, MenuMPauseSprites[Idx].Height), MenuMPauseSprites[Idx], Color.White); // Draw a 2D text string at the center of the screen UI2DRenderer.WriteText(Vector2.Zero, TextTitle, TxtTitleCol, PuntosFont, GoblinEnums.HorizontalAlignment.Center, GoblinEnums.VerticalAlignment.Top); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { #if WINDOWS_PHONE UI2DRenderer.WriteText(Vector2.Zero, "Tap the screen to toggle the animation!!", Color.GreenYellow, textFont); #else // Draw a 2D text string at the center of the screen UI2DRenderer.WriteText(Vector2.Zero, "Press 'A' to toggle the animation!!", Color.GreenYellow, textFont); #endif scene.Draw(gameTime.ElapsedGameTime, gameTime.IsRunningSlowly); }
protected override void Draw(GameTime gameTime) { if (useImageSequence) { if (calibrateNextSequence) { Calibrate(); if (sequenceID < imageNames.Length - 1) { sequenceID++; ((NullCapture)captureDevice).StaticImageFile = imageNames[sequenceID]; } else { FinalizeCalibration(); } calibrateNextSequence = false; } UI2DRenderer.WriteText(Vector2.Zero, "Press ENTER key to proceed to the next image", Color.Yellow, font, Vector2.One * 0.6f, GoblinEnums.HorizontalAlignment.Center, GoblinEnums.VerticalAlignment.Bottom); } else { timer += (float)gameTime.ElapsedGameTime.TotalMilliseconds; // If we are still collecting calibration data // - For every 1.5s add calibration data from detected 7*9 chessboard if (captureCount < CALIB_COUNT_MAX) { if (timer >= CAPTURE_INTERVAL) { Calibrate(); timer = 0; } } else { if (!finalized) { FinalizeCalibration(); } } } scene.Draw(gameTime.ElapsedGameTime, gameTime.IsRunningSlowly); }
/// <summary> /// Renders the caret. /// </summary> protected virtual void RenderCaret() { if (drawCaret && textFont != null) { UI2DRenderer.DrawLine(paintBounds.X + caretPosition.X, caretPosition.Y + textHeight, paintBounds.X + caretPosition.X, caretPosition.Y, Color.Black, 1); } if (caretTimer >= caretBlinkInterval) { drawCaret = !drawCaret; caretTimer = 0; } }
public void CreateMenuPly() { int Idx; string NumberPly; TextTitle = "Select Your Player"; UI2DRenderer.FillRectangle(new Rectangle(0, 0, 1280, 720), null, new Color(0, 0, 0, 170)); UI2DRenderer.FillRectangle(new Rectangle(130, 250, Luna.Width, Luna.Height), Luna, Color.White); for (Idx = 0; Idx < 8; Idx++) { UI2DRenderer.FillRectangle(new Rectangle((int)PosObjMenu[Idx].X, (int)PosObjMenu[Idx].Y, FrameW, FrameH), CarsTextures[Idx], Color.White); UI2DRenderer.FillRectangle(new Rectangle((int)PosObjMenu[Idx].X - 15, (int)PosObjMenu[Idx].Y - 15, FrameW + 30, FrameH + 30), Marco, Color.White); } for (Idx = 0; Idx < GameLogic.NumberPlayers; Idx++) { UI2DRenderer.DrawRectangle(new Rectangle((int)PosObjMenu[GameLogic.Players[Idx].PlySelect - 1].X, (int)PosObjMenu[GameLogic.Players[Idx].PlySelect - 1].Y, FrameW, FrameH), GameLogic.Players[Idx].PlayerColor, 5); if (!GameLogic.Players[Idx].IsPlyOK) { NumberPly = (Idx + 1).ToString(); } else { NumberPly = "X"; } //Player Number UI2DRenderer.WriteText(new Vector2(PosObjMenu[GameLogic.Players[Idx].PlySelect - 1].X + 8, PosObjMenu[GameLogic.Players[Idx].PlySelect - 1].Y + 2), NumberPly, GameLogic.Players[Idx].PlayerColor, BladeFont); } /******** text For the Screen ********/ UI2DRenderer.WriteText(new Vector2(0, 50), TextTitle, Color.Red, PuntosFont, GoblinEnums.HorizontalAlignment.Center, GoblinEnums.VerticalAlignment.None); UI2DRenderer.WriteText(new Vector2(1050, 680), TextIP, new Color(255, 10, 10, 255), CalibriFont, new Vector2(0.8f, 0.8f)); UI2DRenderer.WriteText(new Vector2(0, 610), TextMsg, new Color(255, 10, 10, 255), BladeFont, GoblinEnums.HorizontalAlignment.Center, GoblinEnums.VerticalAlignment.None); }
protected override void PaintComponent() { base.PaintComponent(); // Show the highlight when mouse is over if (focused) { UI2DRenderer.DrawRectangle(focusRect, focusedColor, 2); } if (label.Length > 0 && textFont != null) { UI2DRenderer.WriteText(textPos, label, textColor, textFont); } }
protected virtual void GenerateDefaultPlayTexture() { playTexture = new Texture2D(State.Device, controlButton.Bounds.Width, controlButton.Bounds.Height, false, SurfaceFormat.Bgra5551); int sixth = controlButton.Bounds.Width / 6; List <Point> points = new List <Point>(); points.Add(new Point(sixth, sixth)); points.Add(new Point(sixth, controlButton.Bounds.Width - sixth)); points.Add(new Point(controlButton.Bounds.Width - sixth, controlButton.Bounds.Width / 2)); UI2DRenderer.GetPolygonTexture(points, UI2DRenderer.PolygonShape.Convex, ref playTexture); controlButton.TextureColor = buttonColor; }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { #if WINDOWS_PHONE UI2DRenderer.WriteText(Vector2.Zero, "Tap the screen to toggle the animation!!", Color.GreenYellow, textFont); UI2DRenderer.WriteText(new Vector2(0, 35), textToPrint, Color.GreenYellow, textFont); #else // Draw a 2D text string at the center of the screen UI2DRenderer.WriteText(Vector2.Zero, "Press the 'Space' bar to play the animation!!", Color.Orange, textFont); UI2DRenderer.WriteText(new Vector2(0, 40), textToPrint, Color.Orange, textFont); #endif scene.Draw(gameTime.ElapsedGameTime, gameTime.IsRunningSlowly); }
public void CreateMenuPlayMode() { int Idx = (int)GameLogic.MultiplayerMode; TextTitle = "Select the Multiplayer mode"; UI2DRenderer.FillRectangle(new Rectangle(0, 0, 1280, 720), null, new Color(0, 0, 0, 170)); UI2DRenderer.FillRectangle(new Rectangle(130, 250, Luna.Width, Luna.Height), Luna, Color.White); UI2DRenderer.FillRectangle(new Rectangle(450, 170, MenuMPlaySprites[Idx].Width, MenuMPlaySprites[Idx].Height), MenuMPlaySprites[Idx], Color.White); // Draw a 2D text string at the center of the screen UI2DRenderer.WriteText(new Vector2(0, 90), TextTitle, Color.Red, PuntosFont, GoblinEnums.HorizontalAlignment.Center, GoblinEnums.VerticalAlignment.None); UI2DRenderer.WriteText(new Vector2(0, 55), TextRobert, Color.Gray, RoboCopFont, GoblinEnums.HorizontalAlignment.Center, GoblinEnums.VerticalAlignment.None); }
public void CreateRankingTour() { int Idx; Idx = (int)GameLogic.EndActionTour; TextTitle = "Tournament Ranking"; //Animation if (TxtTitleCol == Color.Red) { TxtTitleCol = Color.Yellow; } else { TxtTitleCol = Color.Red; } UI2DRenderer.FillRectangle(new Rectangle(0, 0, 1280, 720), null, new Color(0, 0, 0, 170)); UI2DRenderer.FillRectangle(new Rectangle(130, 250, Luna.Width, Luna.Height), Luna, Color.White); UI2DRenderer.FillRectangle(new Rectangle(560, 560, MenuTourt[Idx].Width, MenuTourt[Idx].Height), MenuTourt[Idx], Color.White); for (Idx = 0; Idx < GameLogic.NumberPlayers; Idx++) { UI2DRenderer.FillRectangle(new Rectangle((int)PosObjMenu[Idx].X, 220, FrameW, FrameH), CarsTextures[GameLogic.Players[Idx].PlySelect - 1], Color.White); UI2DRenderer.FillRectangle(new Rectangle((int)PosObjMenu[Idx].X - 15, 220 - 15, FrameW + 30, FrameH + 30), Marco, Color.White); if (GameLogic.Players[Idx].IsDead == true) { UI2DRenderer.FillRectangle(new Rectangle((int)PosObjMenu[Idx].X - 15, 220 - 15, FrameW + 30, FrameH + 30), Muerte, Color.White); } else { UI2DRenderer.WriteText(new Vector2((int)PosObjMenu[Idx].X - 5, 160), "Winner!", TxtTitleCol, PuntosFont); } UI2DRenderer.WriteText(new Vector2((int)PosObjMenu[Idx].X + 10, 425), "Deaths: " + GameLogic.Players[Idx].NumDeads, Color.Red, BladeFont); //UI2DRenderer.WriteText(new Vector2((int)PosObjMenu[Idx].X + 10, 460), "Kills: " + GameLogic.Players[Idx].NumKills, Color.Red, BladeFont); } // Draw a 2D text string at the center of the screen UI2DRenderer.WriteText(new Vector2(0, 50), TextTitle, Color.Red, PuntosFont, GoblinEnums.HorizontalAlignment.Center, GoblinEnums.VerticalAlignment.None); }
public void CreateEndGame() { int Idx; TextTitle = "Congratulations!!!"; //Animation if (TxtTitleCol == Color.Red) { TxtTitleCol = Color.Yellow; } else { TxtTitleCol = Color.Red; } UI2DRenderer.FillRectangle(new Rectangle(0, 0, 1280, 720), null, new Color(0, 0, 0, 170)); UI2DRenderer.FillRectangle(new Rectangle(130, 250, Luna.Width, Luna.Height), Luna, Color.White); UI2DRenderer.FillRectangle(new Rectangle(260, 440, Trofeo.Width, Trofeo.Height), Trofeo, Color.White); for (Idx = 0; Idx < GameLogic.NumberPlayers; Idx++) { if (GameLogic.Players[Idx].IsDead == false) { UI2DRenderer.WriteText(new Vector2(210 - 5, 160), "Winner!", TxtTitleCol, PuntosFont); UI2DRenderer.FillRectangle(new Rectangle(210, 220, FrameW, FrameH), CarsTextures[GameLogic.Players[Idx].PlySelect - 1], Color.White); UI2DRenderer.FillRectangle(new Rectangle(210 - 15, 220 - 15, FrameW + 30, FrameH + 30), Marco, Color.White); UI2DRenderer.FillRectangle(new Rectangle(600, 250, 600, 300), null, new Color(0, 0, 0, 255)); UI2DRenderer.WriteText(new Vector2(610, 255), GameLogic.HistoryEndgame[GameLogic.Players[Idx].PlySelect - 1], Color.LawnGreen, CasioFont, new Vector2(0.75f, 0.75f)); } } // Draw a 2D text string at the center of the screen UI2DRenderer.WriteText(new Vector2(0, 50), TextTitle, Color.Red, PuntosFont, GoblinEnums.HorizontalAlignment.Center, GoblinEnums.VerticalAlignment.None); UI2DRenderer.WriteText(new Vector2(480, 620), "Continue", TxtTitleCol, BladeFont, new Vector2(1.0f, 1.0f)); }
public void CreateMenuSelLevel() { int Idx = (int)GameLogic.ActualLevel; TextTitle = "Select your level"; UI2DRenderer.FillRectangle(new Rectangle(0, 0, 1280, 720), null, new Color(0, 0, 0, 170)); UI2DRenderer.FillRectangle(new Rectangle(30, 180, MenuLevelsprites[Idx].Width, MenuLevelsprites[Idx].Height), MenuLevelsprites[Idx], Color.White); UI2DRenderer.FillRectangle(new Rectangle(450, 170, Levelsprites[Idx].Width, Levelsprites[Idx].Height), Levelsprites[Idx], Color.White); // Draw a 2D text string at the center of the screen UI2DRenderer.WriteText(new Vector2(0, 90), TextTitle, Color.Red, PuntosFont, GoblinEnums.HorizontalAlignment.Center, GoblinEnums.VerticalAlignment.None); UI2DRenderer.WriteText(new Vector2(0, 55), TextRobert, Color.Gray, RoboCopFont, GoblinEnums.HorizontalAlignment.Center, GoblinEnums.VerticalAlignment.None); }
protected virtual void CreateDefaultButtonArrows() { upLeftTexture = new Texture2D(State.Device, upLeftButton.Bounds.Width, upLeftButton.Bounds.Height, false, SurfaceFormat.Bgra5551); downRightTexture = new Texture2D(State.Device, downRightButton.Bounds.Width, downRightButton.Bounds.Height, false, SurfaceFormat.Bgra5551); int sixth = downRightButton.Bounds.Width / 6; List <Point> points = new List <Point>(); upLeftButton.TextureColor = buttonColor; downRightButton.TextureColor = buttonColor; if (orientation == GoblinEnums.Orientation.Vertical) { points.Add(new Point(upLeftButton.Bounds.Width / 2, sixth)); points.Add(new Point(upLeftButton.Bounds.Width - sixth, upLeftButton.Bounds.Height - sixth)); points.Add(new Point(sixth, upLeftButton.Bounds.Height - sixth)); UI2DRenderer.GetPolygonTexture(points, UI2DRenderer.PolygonShape.Convex, ref upLeftTexture); points.Clear(); points.Add(new Point(sixth, sixth)); points.Add(new Point(downRightButton.Bounds.Width - sixth, sixth)); points.Add(new Point(downRightButton.Bounds.Width / 2, downRightButton.Bounds.Height - sixth)); UI2DRenderer.GetPolygonTexture(points, UI2DRenderer.PolygonShape.Convex, ref downRightTexture); } else { points.Add(new Point(sixth, upLeftButton.Bounds.Height / 2)); points.Add(new Point(upLeftButton.Bounds.Width - sixth, sixth)); points.Add(new Point(upLeftButton.Bounds.Width - sixth, upLeftButton.Bounds.Height - sixth)); UI2DRenderer.GetPolygonTexture(points, UI2DRenderer.PolygonShape.Convex, ref upLeftTexture); points.Clear(); points.Add(new Point(sixth, sixth)); points.Add(new Point(downRightButton.Bounds.Width - sixth, downRightButton.Bounds.Height / 2)); points.Add(new Point(sixth, downRightButton.Bounds.Height - sixth)); UI2DRenderer.GetPolygonTexture(points, UI2DRenderer.PolygonShape.Convex, ref downRightTexture); } }
public void CreateCredits() { int Idx = (int)GameLogic.CreditScreen; //Velo UI2DRenderer.FillRectangle(new Rectangle(0, 0, 1280, 720), null, new Color(0, 0, 0, 190)); UI2DRenderer.FillRectangle(new Rectangle(130, 250, Luna.Width, Luna.Height), Luna, Color.White); UI2DRenderer.FillRectangle(new Rectangle(74, 200, Credits[Idx].Width, Credits[Idx].Height), Credits[Idx], Color.White); //Title 1 UI2DRenderer.WriteText(new Vector2(0, 30), "Credits:", Color.Gray, RoboCopFont, GoblinEnums.HorizontalAlignment.Center, GoblinEnums.VerticalAlignment.None); //Title A UI2DRenderer.WriteText(new Vector2(0, 60), "ultimate demolition derby", Color.Red, PuntosFont, GoblinEnums.HorizontalAlignment.Center, GoblinEnums.VerticalAlignment.None); //Title B UI2DRenderer.WriteText(new Vector2(0, 110), "on the moon", Color.Red, PuntosFont, GoblinEnums.HorizontalAlignment.Center, GoblinEnums.VerticalAlignment.None); }