public void Draw(RenderTexture win, View view, Vector2f relViewDif, float deltaTime) { Stopwatch watch = new Stopwatch(); watch.Start(); win.Draw(background); map.Draw(win, view, relViewDif); levelution.Draw(win, view, relViewDif); long tMap = watch.ElapsedTicks; player.Draw(win, view, relViewDif, deltaTime); long tPlayer = watch.ElapsedTicks - tMap; itemList.Draw(win, view, relViewDif); long tItems = watch.ElapsedTicks - tPlayer - tMap; trapHandler.Draw(win, view, relViewDif); long tTraps = watch.ElapsedTicks - tItems - tPlayer - tMap; transporterHandler.Draw(win, view, relViewDif); levelution.DrawOutlines(win, view, relViewDif); if (currentTutorial != null) { currentTutorial.Draw(win, view, relViewDif); } if (finished == true) { win.Draw(endSprite); win.Draw(endAnimation); win.Draw(endMedal); endText.Draw(win, RenderStates.Default); } //Logger.Instance.Write("tMap: " + tMap + " tPlayer: " + tPlayer + " tItem: " + tItems + " tTraps: " + tTraps + " all: " + watch.ElapsedTicks, 0); }
public void Draw(RenderWindow win, View view, float deltaTime) { win.Clear(Color.Black); win.Draw(mainMap); win.Draw(helpMap); worldName.Position = worldNameRealPos; worldName.Draw(win, RenderStates.Default); worldName.Position = worldNameFakePos; worldName.Draw(win, RenderStates.Default); leftButton.Draw(win); rightButton.Draw(win); foreach (LevelSelectButton l in mainButtonList) { l.Draw(win); } levelInfo.Draw(win); foreach (LevelSelectButton l in mainButtonList) { if (l.highlighted) { l.Draw(win); } if (l.buttonLevel == currentLevel) { l.Draw(win); } } lastScreen.Draw(win, RenderStates.Default); nextScreen.Draw(win, RenderStates.Default); }
public void Draw(RenderWindow win, View view, float deltaTime) { // draw background win.Draw(background); // draw background-Effect shinyEffectBarSprite.Position = new Vector2(shinyEffectBarSprite.Position.X, ((shinyEffectBarSprite.Position.Y + deltaTime * 400))); if (shinyEffectBarSprite.Position.Y > win.Size.Y) { shinyEffectBarSprite.Position = new Vector2(0, -Rand.Value(1, 5) * shinyEffectBarSprite.TextureRect.Height); } win.Draw(shinyEffectBarSprite); // Highlights the currently hovered Clickbox win.Draw(debugRect); // Make fancy text fancy // Shadow gameName.Draw(win, RenderStates.Default); gameName.Position = (Vector2)gameName.Position + Vector2.One * 5; gameName.Draw(win, RenderStates.Default); gameName.Position = (Vector2)gameName.Position + Vector2.One * 4; gameName.Draw(win, RenderStates.Default); gameName.Position = (Vector2)gameName.Position + Vector2.One * 2; gameName.Draw(win, RenderStates.Default); gameName.Position = (Vector2)gameName.Position - Vector2.One * 1; gameName.Color = Color.White; // Actual Text gameName.Draw(win, RenderStates.Default); gameName.Position = (Vector2)gameName.Position - Vector2.One * 10; gameName.Color = MainTitleColor; foreach (Button b in buttonList) { b.Draw(win); } foreach (SuperText s in superTextList) { s.Draw(win, RenderStates.Default); } testSpriteForCord.UpdateFrame(deltaTime); //win.Draw(testSpriteForCord); }
public void Draw(RenderTexture win, View view, Vector2f relVieDif) { if (currentTime > 0) { animSprite.Position = position; win.Draw(animSprite); superText.Position = textPosition; superText.Draw(win, RenderStates.Default); } }
public void Draw(RenderWindow win) { foreach (RectangleShape rec in lines) { win.Draw(rec); } win.Draw(background); win.Draw(screenShot); levelName.Draw(win, RenderStates.Default); }