Пример #1
0
        public void Draw(SpriteBatch spriteBatch, Camera camera, Rectangle screenBounds)
        {
            spriteBatch.Begin();

            Point offset = new Point(-camera.Screen.X, -camera.Screen.Y);
            foreach (ICell cell in CellMap)
            {
                Texture2D texture;
                if (camera.Zoom == 0)
                {
                    texture = cell.IsAlive ? GameTextures.CellAlive16 : GameTextures.CellDead16;
                }
                else if (camera.Zoom == 1)
                {
                    texture = cell.IsAlive ? GameTextures.CellAlive8 : GameTextures.CellDead8;
                }
                else if (camera.Zoom == 2)
                {
                    texture = cell.IsAlive ? GameTextures.CellAlive4 : GameTextures.CellDead4;
                }
                else if (camera.Zoom == 3)
                {
                    texture = cell.IsAlive ? GameTextures.CellAlive2 : GameTextures.CellDead2;
                }
                else
                {
                    texture = cell.IsAlive ? GameTextures.CellAlive1 : GameTextures.CellDead1;
                }

                Vector2 location = new Vector2(offset.X + (cell.Location.X * texture.Width), offset.Y + (cell.Location.Y * texture.Height));
                spriteBatch.Draw(texture, location, null, Color.White);
            }

            spriteBatch.End();
        }
Пример #2
0
        public void Draw(SpriteBatch spriteBatch, Camera camera, Rectangle screenBounds)
        {
            //Set sampler to tile sprites instead of stretching
            spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.LinearWrap, DepthStencilState.Default, RasterizerState.CullNone);

            //Get Textures based on zoom level
            Texture2D liveTexture;
            Texture2D deadTexture;
            if (camera.Zoom == 0)
            {
                deadTexture = GameTextures.CellDead16;
                liveTexture = GameTextures.CellAlive16;
            }
            else if (camera.Zoom == 1)
            {
                deadTexture = GameTextures.CellDead8;
                liveTexture = GameTextures.CellAlive8;
            }
            else if (camera.Zoom == 2)
            {
                deadTexture = GameTextures.CellDead4;
                liveTexture = GameTextures.CellAlive4;
            }
            else if (camera.Zoom == 3)
            {
                deadTexture = GameTextures.CellDead2;
                liveTexture = GameTextures.CellAlive2;
            }
            else
            {
                deadTexture = GameTextures.CellDead1;
                liveTexture = GameTextures.CellAlive1;
            }

            //Draw offset based on camera position
            Point offset = new Point(-camera.Screen.X, -camera.Screen.Y);

            //Small offset for the background texture so the background is always aligned with the map cells
            Vector2 backgroundNudge = new Vector2(offset.X % deadTexture.Width, offset.Y % deadTexture.Height);
            backgroundNudge += new Vector2(-deadTexture.Width, -deadTexture.Height);

            //Draw the background screen
            Rectangle screen = new Rectangle(0, 0, screenBounds.Width + deadTexture.Width * 2, screenBounds.Height + deadTexture.Height * 2);
            spriteBatch.Draw(deadTexture, backgroundNudge, screen, Color.White);

            foreach (ICell cell in Cells.Values)
            {
                Texture2D texture = cell.IsAlive ? liveTexture : deadTexture;
                Vector2 location = new Vector2(offset.X + (cell.Location.X * texture.Width), offset.Y + (cell.Location.Y * texture.Height));
                spriteBatch.Draw(texture, location, null, Color.White);
            }

            spriteBatch.End();
        }
Пример #3
0
 public void Initialize()
 {
     Camera = new Camera(new Point(800, 600));
     SetupMap();
 }