public SpriteNode( ITexture2D texture ) { sprite = new Sprite ( texture ); World = World2.Identity; tempWorld = World2.Identity; Alignment = SpriteAlignment.LeftTop; }
/// <summary> /// Constructor. /// </summary> public GameplayScreen() { TransitionOnTime = TimeSpan.FromSeconds(1.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); MainCharacter.Instance = new MainCharacter(this, new Vector2(0, 0)); world1 = new World1(this); world2 = new World2(this); currentWorld = world1; world1.Init(); world2.Init(); }
public override void Draw( GameTime gameTime ) { LiqueurSystem.GraphicsDevice.RenderTarget = renderBuffer; LiqueurSystem.GraphicsDevice.Clear ( ClearBuffer.AllBuffer, Color.White ); effect.SetTextures ( new TextureArgument () { Uniform = "texture", Texture = texture } ); effect.Dispatch ( ( IEffect ef ) => { LiqueurSystem.GraphicsDevice.Draw<Vertex> ( PrimitiveType.TriangleList, vertexBuffer, indexBuffer ); } ); LiqueurSystem.GraphicsDevice.RenderTarget = null; LiqueurSystem.GraphicsDevice.Clear ( ClearBuffer.AllBuffer, new Color ( 0.2f, 0.5f, 0.4f, 1.0f ) ); effect.SetTextures ( new TextureArgument () { Uniform = "texture", Texture = renderBuffer } ); effect.Dispatch ( ( IEffect ef ) => { LiqueurSystem.GraphicsDevice.Draw<Vertex> ( PrimitiveType.TriangleList, vertexBuffer, indexBuffer ); } ); World2 world = new World2 ( LiqueurSystem.GraphicsDevice.ScreenSize / 2 - sprite.Texture.Size / 2, new Vector2 ( 1 + angle ), sprite.Texture.Size / 2, angle, sprite.Texture.Size / 2 ); sprite.Draw ( world ); font.DrawFont ( "Test (문자열 출력 테스트!) 日本語テスト ♣♪", Color.White, new Vector2 ( 0, 0 ) ); base.Draw ( gameTime ); }
public void Draw( World2 transform ) { Effect.SetTexture ( new TextureArgument () { Texture = Texture, Uniform = "texture0", Filter = TextureFilter, AnisotropicLevel = AnisotropicLevel } ); Effect.SetArgument<Matrix4x4> ( "projectionMatrix", new OrthographicProjection ( 0, LiqueurSystem.GraphicsDevice.ScreenSize.X, LiqueurSystem.GraphicsDevice.ScreenSize.Y, 0, 0.001f, 1000.0f ).Matrix ); Effect.SetArgument<Matrix4x4> ( "worldMatrix", transform.Matrix ); Effect.Dispatch ( RenderingSprite ); }