public Draw ( Microsoft.Xna.Framework.Graphics.Texture2D texture, Rectangle destinationRectangle, System.Color color ) : void | ||
texture | Microsoft.Xna.Framework.Graphics.Texture2D | A texture. |
destinationRectangle | Rectangle | The drawing bounds on screen. |
color | System.Color | A color mask. |
Результат | void |
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch sb) { sb.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.None, _rasterizerScissorsState); sb.Draw(frameText, new Rectangle(X, Y, width, height), Color.White); //if (new Rectangle(X, Y, width, height).Contains((int)GUI.InputManager.MousePosition.X, (int)GUI.InputManager.MousePosition.Y)) // if(GUI.InputManager.MouseManager.State.LeftButton == Microsoft.Xna.Framework.Input.ButtonState.Pressed) // sb.Draw(backText, ClientArea, Color.Gray); // else // sb.Draw(backText, ClientArea, Color.LightGray); //else sb.Draw(backText, ClientArea, topColor); topColor = Color.White; Rectangle oldsc = sb.GraphicsDevice.ScissorRectangle; sb.GraphicsDevice.ScissorRectangle = ClientArea; sb.DrawString(Parent.Font, drawText, new Vector2(ClientArea.X + 3, ClientArea.Y + 3 - text_y_scroll), Color.Black); //, 0, Vector2.Zero, 1f, SpriteEffects.None, 0); //sb.DrawString(font, drawString, new Vector2(destination.X, destination.Y - yoffset), color, 0f, Vector2.Zero, scale, SpriteEffects.None, 0); sb.GraphicsDevice.ScissorRectangle = oldsc; sb.End(); }
public void Draw(SpriteBatch spriteBatch, Camera camera) { #region Draw held animations if (Player != null) { spriteBatch.Draw(WeaponTexture, Player.Movement.Area, Color.White); } #endregion #region Draw live weapons foreach (var weapon in LiveWeapons) { if (weapon.Weapon.Type.Name == "Sword") { Vector2 center = new Vector2(weapon.Weapon.Sprite.Center.X, weapon.Weapon.Sprite.Bottom); spriteBatch.Draw(WeaponTexture, camera.FromRectangle(new Rectangle((int)weapon.Location.X, (int)weapon.Location.Y, weapon.Weapon.Sprite.Width, weapon.Weapon.Sprite.Height)), weapon.Weapon.Sprite, Color.White, weapon.Rotation, center, SpriteEffects.None, 0); // Draw hitboxes //spriteBatch.Draw(WeaponTexture, camera.FromRectangle(new Rectangle((int)weapon.currentLocation.UpperLeftCorner().X, (int)weapon.currentLocation.UpperLeftCorner().Y, 5, 5)), Color.White); //spriteBatch.Draw(WeaponTexture, camera.FromRectangle(new Rectangle((int)weapon.currentLocation.UpperRightCorner().X, (int)weapon.currentLocation.UpperRightCorner().Y, 5, 5)), Color.White); //spriteBatch.Draw(WeaponTexture, camera.FromRectangle(new Rectangle((int)weapon.currentLocation.LowerLeftCorner().X, (int)weapon.currentLocation.LowerLeftCorner().Y, 5, 5)), Color.White); //spriteBatch.Draw(WeaponTexture, camera.FromRectangle(new Rectangle((int)weapon.currentLocation.LowerRightCorner().X, (int)weapon.currentLocation.LowerRightCorner().Y, 5, 5)), Color.White); } else if (weapon.Weapon.Type.Name == "Arrow") { float angle = (float)Geometry.Angle(Vector2.Zero, weapon.Movement.Velocity); spriteBatch.Draw(ArrowTexture, camera.FromRectangle(weapon.Movement.Area), ArrowTexture.Bounds, Color.White, MathHelper.ToRadians(angle + 90f), new Vector2(weapon.Movement.Area.Width / 2, weapon.Movement.Area.Height / 2), SpriteEffects.None, 0); } } #endregion }
public void Draw(SpriteBatch spriteBatch) { var player = ((SceneMap)SceneManager.Instance.GetCurrentScene()).Player; // Draw the hearts for (var i = 0; i < player.HP; i++) { spriteBatch.Draw(TextureRegion.Texture, _position + _hearthSpritePosition + (Vector2.UnitX * i * (_heartSprite.Width + 2)), _heartSprite, Color.White); } // Draw the lives for (var i = 0; i < player.Lives; i++) { spriteBatch.Draw(TextureRegion.Texture, _position + _lifeSpritePosition + (Vector2.UnitX * i * (_lifeSprite.Width + 2)), _lifeSprite, Color.White); } // Draw the ammo spriteBatch.Draw(TextureRegion.Texture, _position + _gunSpritePosition, _gunSprite, Color.White); spriteBatch.DrawString(SceneManager.Instance.GameFont, player.Ammo.ToString(), _position + _gunSpritePosition + (Vector2.UnitX * (_gunSprite.Width + 2)), _ammoTextColor); // Draw the coins spriteBatch.Draw(TextureRegion.Texture, _coinsPosition, _coinSprite, Color.White); spriteBatch.DrawString(SceneManager.Instance.GameFont, player.Coins.ToString(), _coinsPosition + new Vector2(_coinSprite.Width + 3, 1), _coinsTextColor); }
public void Draw(SpriteBatch spriteBatch, GameTime time) { if(active && (this is Player || this is Enemy || this is Rock)) spriteBatch.Draw(texture, position, new Rectangle(0,0,texture.Width,texture.Height), color, rotation, Vector2.Zero, scale, spriteEffects, depth); if(active && this is Shoot) spriteBatch.Draw(texture, position, new Rectangle(0, 0,texture.Width,texture.Height), color, rotation, Vector2.Zero, scale, spriteEffects, depth); }
public override void DrawInContainer(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, SignsOfLife.UI.Containers.Container container, Color tintColor, Color behindTint) { Vector2 position = new Vector2((float)this._localPosX * Container.CONTAINER_SCALE_VECTOR.X + container.X, (float)this._localPosY * Container.CONTAINER_SCALE_VECTOR.Y + container.Y); Rectangle noChargedOverlay = new Rectangle((int)position.X, (int)position.Y, _rectSourceNoPower.Width, _rectSourceNoPower.Height); Rectangle chargedOverlay = noChargedOverlay; Rectangle chargedSource = _rectSourcePowered; int diff = (int)((float)chargedOverlay.Height * (Charge / MaxCharge)); chargedOverlay.Y += chargedOverlay.Height - diff; chargedOverlay.Height = diff; chargedSource.Y += chargedSource.Height - diff; chargedSource.Height = diff; // SpriteEffects effects = SpriteEffects.None; if (base.IsFlipped) { effects = SpriteEffects.FlipHorizontally; } if (this._amount == 1) { spriteBatch.Draw(this._texture, noChargedOverlay, new Rectangle?(_rectSourceNoPower), tintColor, 0f, Vector2.Zero, effects, 0f); spriteBatch.Draw(this._texture, chargedOverlay, new Rectangle?(chargedSource), tintColor, 0f, Vector2.Zero, effects, 0f); return; } spriteBatch.Draw(this._texture, position + new Vector2(this.MULTIPLE_QUANTITY_SHIFT, 0), new Rectangle?(this._spriteBounds), behindTint, 0f, Vector2.Zero, Container.CONTAINER_SCALE_VECTOR, effects, 0f); spriteBatch.Draw(this._texture, position, new Rectangle?(this._spriteBounds), tintColor, 0f, Vector2.Zero, Container.CONTAINER_SCALE_VECTOR, effects, 0f); }
public void DrawStandardButton(SpriteBatch spriteBatch, Point position, string text, Color color, int forcedLength = 0) { SpriteFont font = Resources.Menus.ButtonFont; if (customFont != null) font = customFont; int buttonHeight = 48; int endWidth = 36; int centerWidth = 16; Rectangle dimensions = new Rectangle(position.X, position.Y, endWidth, buttonHeight); Texture2D texture = Resources.Menus.ButtonLeft; spriteBatch.Draw(texture, dimensions, color); texture = Resources.Menus.ButtonCenter; Vector2 stringDimensions = font.MeasureString(text); int i = endWidth; for (; i < endWidth + Math.Max(stringDimensions.X, forcedLength); i += centerWidth) { dimensions = new Rectangle(position.X + i, position.Y, centerWidth, buttonHeight); spriteBatch.Draw(texture, dimensions, color); } texture = Resources.Menus.ButtonRight; dimensions = new Rectangle(position.X + i, position.Y, endWidth, buttonHeight); spriteBatch.Draw(texture, dimensions, color); spriteBatch.DrawString(font, text, new Vector2(position.X + endWidth, position.Y), ColorMul(engravingColor2, color)); spriteBatch.DrawString(font, text, new Vector2(position.X + endWidth + 1, position.Y + 1), ColorMul(engravingColor1, color)); }
public override void Render(SpriteBatch spriteBatch) { if (this.bRenderShadow) { if (this.bCustomShadow) { spriteBatch.Draw(this.txShadowTexture, Utility.Vector2_ToInts(this.xTransform.v2Pos) - this.xCamera.v2TopLeft, null, this.cColor * this.fAlpha, 0f, this.v2Offset, base.fScale, SpriteEffects.None, 0f); } else { spriteBatch.Draw(ItemRenderComponent.txGenericShadow, Utility.Vector2_ToInts(this.xTransform.v2Pos) - this.xCamera.v2TopLeft, null, this.cColor * 0.6f, 0f, ItemRenderComponent.v2ShadowOffset, 1f, SpriteEffects.None, 0f); } } if (base.xEffectWrapper == null) { spriteBatch.Draw(this.txTexture, Utility.Vector2_ToInts(this.xTransform.v2Pos + this.v2OffsetRenderPos) - this.xCamera.v2TopLeft, null, this.cColor * this.fAlpha, this.fRotation, this.v2Offset, base.fScale, SpriteEffects.None, 0f); return; } spriteBatch.End(); foreach (KeyValuePair<string, float> kvp in this.dsfFloatShaderParameters) { base.xEffectWrapper.xEffect.Parameters[kvp.Key].SetValue(kvp.Value); } spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, null, base.xEffectWrapper.xEffect); spriteBatch.Draw(this.txTexture, Utility.Vector2_ToInts(this.xTransform.v2Pos + this.v2OffsetRenderPos) - this.xCamera.v2TopLeft, null, this.cColor * this.fAlpha, this.fRotation, this.v2Offset, base.fScale, SpriteEffects.None, 0f); spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, null); }
public override void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(background, drawRect, Color.White); spriteBatch.End(); spriteBatch.Begin(); GraphicsDevice g = spriteBatch.GraphicsDevice; Viewport defaultViewport = g.Viewport; Viewport drawViewport = defaultViewport; drawViewport.X = drawRect.X; drawViewport.Y = drawRect.Y; drawViewport.Width = drawRect.Width; drawViewport.Height = drawRect.Height; g.Viewport = drawViewport; GraphicsDevice graphics = spriteBatch.GraphicsDevice; graphics.DepthStencilState = DepthStencilState.Default; if (model != null) { model.Draw(camera, info); } g.Viewport = defaultViewport; if (isConflict) { spriteBatch.Draw(ngTexture, drawRect, Color.White); } }
public static void DrawBorder(SpriteBatch sb, Texture2D border, XNARectangle rectangle, float transparency = 1.0f) { sb.Draw(border, new XNARectangle(rectangle.X, rectangle.Y, rectangle.Width, 1), Color.White * transparency); // Top sb.Draw(border, new XNARectangle(rectangle.X, rectangle.Y, 1, rectangle.Height), Color.White * transparency); // Left sb.Draw(border, new XNARectangle(rectangle.X, rectangle.Y + rectangle.Height - 1, rectangle.Width, 1), Color.White * transparency); // Bottom sb.Draw(border, new XNARectangle(rectangle.X + rectangle.Width - 1, rectangle.Y, 1, rectangle.Height), Color.White * transparency); // Right }
public override void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(TitleScreenTexture, Vector2.Zero, null, backgroundCurrentColor, 0f, Vector2.Zero, 1f, SpriteEffects.None, 1f); spriteBatch.Draw(TitleTextJapanese, Vector2.Zero, null, text1CurrentColor, 0f, Vector2.Zero, 1f, SpriteEffects.None, .9f); spriteBatch.Draw(TitleTextEnglish, Vector2.Zero, null, text2CurrentColor, 0f, Vector2.Zero, 1f, SpriteEffects.None, .8f); if(!HelpShown && !CreditsShown) spriteBatch.DrawString(titlescreenFont, "Press ENTER to begin", new Vector2((925f / 2f) - (titlescreenFont.MeasureString("Press ENTER to begin").X / 2f), 500), startTextColor); if (fadephase == 2 && !HelpShown && !CreditsShown) { spriteBatch.DrawString(titlescreenFont, "Press C for credits", new Vector2((925f) - (titlescreenFont.MeasureString("Press C for credits").X + 30), 605), Color.Gray); spriteBatch.DrawString(titlescreenFont, "Press H for help", new Vector2((925f) - (titlescreenFont.MeasureString("Press H for help").X + 30), 620), Color.Gray); } if (HelpShown) { spriteBatch.Draw(HelpTexture, Vector2.Zero, null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0f); } else if (CreditsShown) { spriteBatch.Draw(CreditsTexture, Vector2.Zero, null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0f); } spriteBatch.DrawString(titlescreenFont, cheatText, new Vector2((925f / 2f) - (titlescreenFont.MeasureString(cheatText).X / 2f), 600), cheatTextCurrentColor); }
public void Draw(SpriteBatch sprBatch) { //draw the datas texture sprBatch.Draw(data.Value.texture,new Rectangle(parent.ScreenWidth/2-200,parent.ScreenHeight/2-400,400,400),Color.White); //draw the left level if (data.Previous != null) { sprBatch.Draw(data.Previous.Value.texture, new Rectangle(parent.ScreenWidth / 2 - 400, parent.ScreenHeight / 2 - 400, 200, 200), Color.White); } else { sprBatch.Draw(levelData.Last.Value.texture, new Rectangle(parent.ScreenWidth / 2 - 400, parent.ScreenHeight / 2 - 400, 200, 200), Color.White); } if(data.Next != null) { sprBatch.Draw(data.Next.Value.texture, new Rectangle(parent.ScreenWidth / 2 +200, parent.ScreenHeight / 2 - 400, 200, 200), Color.White); } else { sprBatch.Draw(levelData.First.Value.texture, new Rectangle(parent.ScreenWidth / 2 + 200, parent.ScreenHeight / 2 - 400, 200, 200), Color.White); } //draw the text sprBatch.DrawString(font, data.Value.name, new Vector2(parent.ScreenWidth / 2 - (font.MeasureString(data.Value.name).X / 2), parent.ScreenHeight / 2), Color.Yellow); selection.draw(sprBatch); }
protected override void DrawSelf(SpriteBatch spriteBatch) { base.DrawSelf(spriteBatch); CalculatedStyle space = GetInnerDimensions(); spriteBatch.Draw(Main.magicPixel, new Rectangle((int)space.X + 10, (int)space.Y + (int)space.Height / 2 + 20, (int)space.Width - 20, 10), new Rectangle(0, 0, 1, 1), new Color(0, 0, 70)); spriteBatch.Draw(Main.magicPixel, new Rectangle((int)space.X + 10, (int)space.Y + (int)space.Height / 2 + 20, (int)((space.Width - 20) * progress), 10), new Rectangle(0, 0, 1, 1), new Color(200, 200, 70)); }
public void draw(SpriteFont font, SpriteBatch batch, Texture2D score, Texture2D health) { batch.DrawString(font, hudScore, hudPosition, Color.White); batch.DrawString(font, hudHealth, new Vector2(hudPosition.X + 270, hudPosition.Y), Color.White); batch.Draw(score, new Vector2(hudPosition.X - 20, hudPosition.Y - 16), Color.White); batch.Draw(health, new Vector2(hudPosition.X + 220, hudPosition.Y - 17), Color.White); }
public void DrawGridContent(SpriteBatch spriteBatch, Texture2D texture) { for (int x = 0; x < CountX; x++) { for (int y = 0; y < CountY; y++) { GridEntity currentGrid = GridBox[x, y]; switch (currentGrid.Status) { case GridStatus.Mouseover: spriteBatch.Draw(texture, currentGrid.Rect, MouseoverColor); break; case GridStatus.Occupied: spriteBatch.Draw(texture, currentGrid.Rect, OccupiedColor); break; case GridStatus.Vacant: spriteBatch.Draw(texture, currentGrid.Rect, AreaColor); break; case GridStatus.Selected: spriteBatch.Draw(texture, currentGrid.Rect, currentGrid.Color); break; } } } }
private void DrawLoadingCircle(float timeRemaining, float totalTime, Rectangle dest, Vector2 loaderCentre, float loaderRadius, float baseRotationAdd, float rotationRateRPS, SpriteBatch sb) { var num1 = totalTime - timeRemaining; var num2 = 10; for (var index = 0; index < num2; ++index) { var num3 = index/(float) num2; var num4 = 2f; var num5 = 1f; var num6 = 6.283185f; var num7 = num6 + num5; var num8 = num3*num4; if (num1 > (double) num8) { var num9 = num1/num8*rotationRateRPS%num7; if (num9 >= (double) num6) num9 = 0.0f; var angle = num6*Utils.QuadraticOutCurve(num9/num6) + baseRotationAdd; var vector2_1 = loaderCentre + Utils.PolarToCartesian(angle, loaderRadius); sb.Draw(circle, vector2_1, new Rectangle?(), Utils.AddativeWhite, 0.0f, Vector2.Zero, (float) (0.100000001490116*(loaderRadius/120.0)), SpriteEffects.None, 0.3f); if (Utils.random.NextDouble() < 0.001) { var vector2_2 = loaderCentre + Utils.PolarToCartesian(angle, 20f + Utils.randm(45f)); sb.Draw(Utils.white, vector2_1, Utils.AddativeWhite); Utils.drawLine(sb, vector2_1, vector2_2, Vector2.Zero, Utils.AddativeWhite*0.4f, 0.1f); } } } }
public void DrawLeft(SpriteBatch spriteBatch, CombatNumberGenerator generator, Point start, float scale) { int x = start.X; spriteBatch.Draw(generator.Texture, new Vector2((float) x, start.Y - (generator.DigitHeight * scale)), new Rectangle?(generator.GetCurrentArrowRectangle(this.Kind, CombatNumberDirection.上)), Color.White, 0f, Vector2.Zero, scale, SpriteEffects.None, 0.649f); int number = this.Number; List<int> list = new List<int>(); if (number == 0) { list.Add(0); } else { while (number > 0) { list.Add(number % 10); number /= 10; } } list.Reverse(); foreach (int num3 in list) { x += (int) (generator.DigitWidth * scale); spriteBatch.Draw(generator.Texture, new Vector2((float) x, start.Y - (generator.DigitHeight * scale)), new Rectangle?(generator.GetCurrentDigitRectangle(this.Kind, CombatNumberDirection.上, num3)), Color.White, 0f, Vector2.Zero, scale, SpriteEffects.None, 0.649f); } }
public void DrawRectangle(SpriteBatch spriteBatch, Rectangle rectangle, Color color) { spriteBatch.Draw(EmptyTexture(), new Rectangle(rectangle.X, rectangle.Y, Configuration.LineWidth, rectangle.Height + Configuration.LineWidth), color); spriteBatch.Draw(EmptyTexture(), new Rectangle(rectangle.X, rectangle.Y, rectangle.Width + Configuration.LineWidth, Configuration.LineWidth), color); spriteBatch.Draw(EmptyTexture(), new Rectangle(rectangle.X + rectangle.Width, rectangle.Y, Configuration.LineWidth, rectangle.Height + Configuration.LineWidth), color); spriteBatch.Draw(EmptyTexture(), new Rectangle(rectangle.X, rectangle.Y + rectangle.Height, rectangle.Width + Configuration.LineWidth, Configuration.LineWidth), color); }
public override void Draw(SpriteBatch spriteBatch, GraphicsDevice graphics) { Texture2D redPixel = new Texture2D(graphics, 1, 1); Texture2D blackPixel = new Texture2D(graphics, 1, 1); Color[] redData = { Color.Red }; Color[] blackData = { Color.Black }; redPixel.SetData<Color>(redData); blackPixel.SetData<Color>(blackData); Rectangle healthContainer = new Rectangle((int)position.X, (int)position.Y - 10, width, 5); int borderWidth = 1; // Draw health segments inside of health container for (int i = 0; i < healthPoints; i++) { int segmentWidth = (int)Math.Ceiling((double)width / maxHealthPoints); int left = (int)position.X + (int)(i * segmentWidth); if (i + 1 == maxHealthPoints) segmentWidth = width - (i * segmentWidth); Rectangle segment = new Rectangle(left, (int)position.Y - 10, segmentWidth, 5); spriteBatch.Draw(redPixel, segment, Color.White); } spriteBatch.Draw(blackPixel, new Rectangle(healthContainer.Left, healthContainer.Top, borderWidth, healthContainer.Height), Color.White); // Left spriteBatch.Draw(blackPixel, new Rectangle(healthContainer.Right, healthContainer.Top, borderWidth, healthContainer.Height), Color.White); // Right spriteBatch.Draw(blackPixel, new Rectangle(healthContainer.Left, healthContainer.Top, healthContainer.Width, borderWidth), Color.White); // Top spriteBatch.Draw(blackPixel, new Rectangle(healthContainer.Left, healthContainer.Bottom, healthContainer.Width, borderWidth), Color.White); // Bottom }
public override void Draw(SpriteBatch sprite) { //draw the box //if hovered, show text at center switch (currentState) { case ButtonState.MOUSE_OUT: sprite.Draw(buttonTexture, position, null, Color.Transparent, 0f, Vector2.Zero, scale, SpriteEffects.None, 0f); break; case ButtonState.HOVERED: sprite.Draw(buttonTexture, position, null, Color.Transparent, 0f, Vector2.Zero, scale, SpriteEffects.None, 0f); //if hovered show text break; } //draw the text if (this.showText) { switch (currentState) { case ButtonState.MOUSE_OUT: sprite.DrawString(fontStyle, label, stringPosition, Color.Black, 0f, stringOrigin, 1f, SpriteEffects.None, 0f); break; case ButtonState.HOVERED: sprite.DrawString(fontStyle, label, stringPosition, Color.White, 0f, stringOrigin, 1f, SpriteEffects.None, 0f); break; } } }
public void Draw(SpriteBatch spriteBatch) { if (pressed) { int rr = c.R + 50; int gg = c.G + 50; int bb = c.B + 50; if (rr > 255) { rr = c.R - 30; } if (gg > 255) { gg = c.G - 30; } if (bb > 255) { bb = c.B - 30; } Color pressedColor = new Color(rr, gg, bb); spriteBatch.Draw(texture, pos, pressedColor); } else { spriteBatch.Draw(texture, pos, c); } spriteBatch.DrawString(font, stringtosend, new Vector2(pos.X + 20, pos.Y + 20), Color.White); }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch b) { b.Draw(this.Texture, this.RenderPosition, this.RenderRectangle, this.RenderColor, this.Rotation, this.Origin, this.Scale, this.SpriteEffects, this.LayerDepth); if (showBoard) { b.Draw(this.Texture, detailBoard.Pos, detailBoard.Rect, detailBoard.Color, 0, Vector2.Zero, 1, SpriteEffects.None, detailBoard.LayerDepth); if (!hasAddBtn) { GlobalController.buttonList.Add(new Button(ResourceController.UI_ordinary, "1", "FishNet", 0.81f, new Vector2(detailBoard.Pos.X * 2 + 12 * Define.UnitOFpixel - 8 - 16, detailBoard.Pos.Y * 2 - 8 - 16))); GlobalController.buttonList.Add(new Button(ResourceController.UI_ordinary, "2_2", "FishNet", 0.81f, new Vector2(detailBoard.Pos.X * 2 + 48 * 2, detailBoard.Pos.Y * 2 + 205 * 2))); hasAddBtn = true; } showBanner = false; bannerFish = Fish.Null; for (int i = 0; i < fishList.Count; i++) { ShowFishDetails(b, i, fishList[i]); } if (showBanner) { b.Draw(this.Texture, GlobalController.Mouse.Position / 2, new Rectangle(7 * Define.UnitOFpixel, 47 * Define.UnitOFpixel, 4 * Define.UnitOFpixel, 4 * Define.UnitOFpixel), Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, detailBoard.LayerDepth + 0.003f); b.Draw(bannerFish.Texture, new Vector2(GlobalController.Mouse.Position.X / 2 + 7, GlobalController.Mouse.Position.Y / 2 + 6), bannerFish.RenderRectangle, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, detailBoard.LayerDepth + 0.004f); Fonts.DrawSysFont(bannerFish.Name, new Vector2(GlobalController.Mouse.Position.X / 2 + 37, GlobalController.Mouse.Position.Y / 2 + 6), b, Color.Black, detailBoard.LayerDepth + 0.004f, 0.5f, 30); } } }
public override void Draw(SpriteBatch spriteBatch) { if (this.Health != this.MaxHealth) { var healthPercent = (float)this.Health / this.MaxHealth; var healthBarWidth = (int)(100 * healthPercent); var healthBar = new Rectangle(((int)this.BoundingBoxX + this.BoundingBox.Width / 2) - 50, (int)this.Position.Y - 20, healthBarWidth, 10); var healthBarEmpty = new Rectangle( this.BoundingBox.X + (this.BoundingBox.Width / 2) - 50, (int)this.Position.Y - 20, 100, 10); spriteBatch.Draw(TextureLoader.TheOnePixel, healthBarEmpty, Color.LightBlue * 0.8f); if (healthPercent < 0.4f) { spriteBatch.Draw(TextureLoader.TheOnePixel, healthBar, null, Color.Red); } else { spriteBatch.Draw(TextureLoader.TheOnePixel, healthBar, null, Color.Green); } } spriteBatch.Draw(this.SpriteSheet, this.Position, this.SourceRect, Color.White); }
public void DrawObject(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, SkeletonMeshRenderer meshRenderer, GameTime gameTime, int mapShiftX, int mapShiftY, bool flip, ReflectionDrawableBoundary drawReflectionInfo) { int drawX = X - mapShiftX; int drawY = Y - mapShiftY; spriteBatch.Draw(texture, new Rectangle(drawX, drawY, texture.Width, texture.Height), null, // src rectangle Color.White, // color 0f, // angle new Vector2(0f, 0f), // origin flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None, // flip 0f // layer depth ); if (drawReflectionInfo != null && drawReflectionInfo.Reflection) { const float reflectionAngle = 0f; // using flip instead of angle // TODO gradient in an optimized way.. hm spriteBatch.Draw(texture, new Rectangle(drawX, drawY, texture.Width, texture.Height), null, // src rectangle _REFLECTION_OPACITY_COLOR, reflectionAngle, new Vector2(0, -texture.Height), // origin flip ? SpriteEffects.FlipHorizontally | SpriteEffects.FlipVertically : SpriteEffects.None | SpriteEffects.FlipVertically, 0f // layer depth ); } }
public void Draw(SpriteBatch batch) { batch.Draw(_socketSprite.Texture, _center, null, Color.White, 0f, _socketSprite.Origin, 1f, SpriteEffects.None, 0f); batch.Draw(_stickSprite.Texture, _position, null, Color.White, 0f, _stickSprite.Origin, 1f, SpriteEffects.None, 0f); }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) { if (rangeTexture == null) { return; } if (collisionTexture == null) { return; } Rectangle rangeCollisionRangeRectangle = getRangeCollisionRange(); rangeCollisionRangeRectangle.X -= (int)TheGame.Instance.map.Pos.X; if (TheGame.Instance.isDebug) { spriteBatch.Draw(rangeTexture, rangeCollisionRangeRectangle, Color.White); } base.Draw(spriteBatch); Rectangle headCollisionRectangle = getHeadCollisionRectangle(); headCollisionRectangle.X -= (int)TheGame.Instance.map.Pos.X; if (TheGame.Instance.isDebug) { spriteBatch.Draw(collisionTexture, headCollisionRectangle, Color.White); } }
public void Draw(SpriteBatch batch) { int count = 0; for (int i = 0; i < Pos.GetLength(0); i++) { for (int j = 0; j < Pos.GetLength(1); j++) { if (Pos[i, j] == 1) { Vector2 sourceCrump = new Vector2((int)(Rec.X + DimX * j + DimX / 2), (int)(Rec.Y + DimY * i + DimX / 2)); batch.Draw(Crump, sourceCrump, Color.White); } if (Pos[i, j] == 3) { Vector2 sourceCrump = new Vector2((int)(Rec.X + DimX * j + DimX / 2), (int)(Rec.Y + DimY * i + DimX / 2)); batch.Draw(SCrump, sourceCrump, Color.White); } if (Pos[i, j] == 2 && !Comida && aparece) { if (count == 16) { PosBono = new Vector2((int)(Rec.X + DimX * j ), (int)(Rec.Y + DimY * (i+2))-5); batch.Draw(Bono, PosBono, Color.White); } count++; } } } }
protected override void InternalDraw(Microsoft.Xna.Framework.GameTime gameTime, SpriteBatch batch) { //画其他 //batch.Draw(((BigSnake)m_unit).Smoke, Locate, null, ((BigSnake)m_unit).Color, ((BigSnake)m_unit).Rotation, new Vector2(160f), 1, SpriteEffects.None, 0); batch.Draw(((BigSnake)m_unit).HeadElec, Locate, null, ((BigSnake)m_unit).Color, ((BigSnake)m_unit).Rotation, new Vector2(160f), m_worldManager.Scale * m_unit.EnemySize * 0.8f, SpriteEffects.None, 0); //画骨节 foreach (var ptr in ((BigSnake)m_unit).BodyNodeList) { batch.Draw(ptr.RightGlass.Target[(int)ptr.RightGlass.CurrentStatus], (ptr.RightGlass.Postion - m_worldManager.Locate) * m_worldManager.Scale + m_worldManager.Space / 2, null, ptr.Color, ptr.Rotation, new Vector2(75, 40), m_worldManager.Scale * m_unit.EnemySize * 0.8f, SpriteEffects.None, 0); batch.Draw(ptr.LeftGlass.Target[(int)ptr.LeftGlass.CurrentStatus], (ptr.LeftGlass.Postion - m_worldManager.Locate) * m_worldManager.Scale + m_worldManager.Space / 2, null, ptr.Color, ptr.Rotation, new Vector2(75, 40), m_worldManager.Scale * m_unit.EnemySize * 0.8f, SpriteEffects.None, 0); batch.Draw(ptr.Target, (ptr.Postion - m_worldManager.Locate) * m_worldManager.Scale + m_worldManager.Space / 2, null, ptr.Color, ptr.Rotation, new Vector2(160f), m_worldManager.Scale*m_unit.EnemySize * 0.8f, SpriteEffects.None, 0); } //画头 batch.Draw(((BigSnake)m_unit).Head[(int)((BigSnake)m_unit).CurrentStatus], Locate, null, ((BigSnake)m_unit).Color, ((BigSnake)m_unit).Rotation, new Vector2(160f), m_worldManager.Scale * m_unit.EnemySize *1.4f, SpriteEffects.None, 0); //画血 batch.Draw(((BigSnake)m_unit).HeadHP[(int)((BigSnake)m_unit).CurrentStatus], Locate, null, ((BigSnake)m_unit).Color, ((BigSnake)m_unit).Rotation, new Vector2(160f), m_worldManager.Scale * m_unit.EnemySize*1.4f, SpriteEffects.None, 0); }
public void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch sb) { Vector2 offset = new Vector2(ConvertUnits.ToDisplayUnits(Position.X) - width / 2, ConvertUnits.ToDisplayUnits(Position.Y) - height / 2); int xpos = 30 + (frameIndex * frameSize); int ypos; if (state == RobotState.IDLE) { ypos = 285; } else { ypos = 410; } srcRect = new Rectangle(xpos, ypos, width, height); if (direction == PlayerDirection.LEFT) { sb.Draw(this.texture, offset, srcRect, Color.White, Rotation, new Vector2(0, 0), 1.0f, SpriteEffects.None, 1.0f); } else { sb.Draw(this.texture, offset, srcRect, Color.White, Rotation, new Vector2(0, 0), 1.0f, SpriteEffects.FlipHorizontally, 1.0f); } }
//Actual game, health checking, and update healthbar. public void Draw(SpriteBatch spriteBatch) { if (gameStarted) { score.Draw(spriteBatch); slider.Draw(spriteBatch); if (disconnected) { spriteBatch.DrawString(font, "DISCONNECTED", new Vector2(1000, 500), Color.Red); } //takes care of drawing the health in the form of hearts, every hearth represents 25% health int hearts = (int)Math.Ceiling((double)dummy.Health / 25); //Loops throught the number of full hearts that should be rendered, moving every heart 100px forward for (int i = 0; i < hearts; i++) { spriteBatch.Draw(HeartFull, new Vector2(20 + (i * 100), 20), Color.White); } //draws the empty hearts, moves from the right to the left, decreasing the posistion of every heart by 100px for (int i = hearts; i <= 3; i++) { spriteBatch.Draw(HeartEmpty, new Vector2(320 - ((3 - i) * 100), 20), Color.White); } } else { spriteBatch.DrawString(font, "Druk op de knop op de pop", new Vector2(1000, 500), Color.Black); } }
public override void Draw(SpriteBatch sb) { GraphicsDevice.Clear(Color.White); base.Draw(sb); Viewport vp = GraphicsDevice.Viewport; Vector2 catGirlStart = new Vector2(-vp.Width / 2, vp.Height * 0.75f).Floor(); Vector2 catGirlEnd = catGirlStart + new Vector2(vp.Width, 0); string text = string.Format(format, (double)TimeSpan.TicksPerSecond / (double)Game.TargetElapsedTime.Ticks, start.ToLongTimeString(), actualTime.ToLongTimeString(), calculatedTime.ToLongTimeString(), calculatedTime - actualTime, (calculatedTime - actualTime).TotalSeconds / (actualTime - start).TotalSeconds, updatesSinceLastDraw, maxUpdatesSinceLastDraw, drawSkipCount); sb.Begin(); sb.Draw(CatGirl, Vector2.Lerp(catGirlStart, catGirlEnd, catGirlTime), Color.White); sb.Draw(CatGirl, Vector2.Lerp(catGirlStart, catGirlEnd, catGirlTime+1), Color.White); sb.DrawString(UIFont, text, Vector2.Zero, Color.Black); sb.End(); drawSkipCount += (updatesSinceLastDraw - 1); maxUpdatesSinceLastDraw = Math.Max(maxUpdatesSinceLastDraw, updatesSinceLastDraw); updatesSinceLastDraw = 0; }
public void Draw(SpriteBatch spriteBatch, Microsoft.Xna.Framework.Vector2 location) { topLeftDestination.X = location.X - adjustment.X; topLeftDestination.Y = location.Y - adjustment.Y; topRightDestination.X = location.X + adjustment.X + BlockSpriteConstants.BRICKDEBRISADJUST; topRightDestination.Y = location.Y - adjustment.Y; bottomLeftDestination.X = location.X + adjustment.X; bottomLeftDestination.Y = location.Y - adjustment.Y + BlockSpriteConstants.BRICKDEBRISADJUST; bottomRightDestination.X = location.X - adjustment.X + BlockSpriteConstants.BRICKDEBRISADJUST; bottomRightDestination.Y = location.Y - adjustment.Y + BlockSpriteConstants.BRICKDEBRISADJUST; if (timer < BlockSpriteConstants.BRICKDEBRISTIMER) { spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, ScreenScaler.ScalingMatrix); spriteBatch.Draw(spriteSheet, topLeftDestination, sourceRectangle, Color.White); spriteBatch.Draw(spriteSheet, topRightDestination, sourceRectangle, Color.White); spriteBatch.Draw(spriteSheet, bottomLeftDestination, sourceRectangle, Color.White); spriteBatch.Draw(spriteSheet, bottomRightDestination, sourceRectangle, Color.White); spriteBatch.End(); } }
public static void draw(SpriteBatch sb,Texture2D tex1) { sb.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied); //shaders.MainMenuBlurBegin(); sb.Draw(tex1, Vector2.Zero, Color.White); //shaders.MainMenuBlurEnd(); sb.End(); sb.Begin(); if (timeWaited < 3) { if (timeWaited > 0.5f) { if (Controller.is_a_pressed(PlayerIndex.One)) timeWaited = 3; } sb.Draw(howtoTex, Vector2.Zero, Color.White); } else { if (Controller.is_a_pressed(PlayerIndex.One)) timeWaited = 5; sb.Draw(controls, Vector2.Zero, Color.White); } timeWaited += 0.005f; if (timeWaited > 5) { Game1.currentMenu = Game1.activeMenu.main; timeWaited = 0; } sb.End(); }
public static void Draw(GameTime gameTime, Texture2D texture, SpriteBatch batch) { // DRAW SCORE var rectGear = new Rectangle(448, 640, 64, 64); batch.Draw(texture, new Vector2(0, 0), rectGear, Color.Goldenrod); var score = String.Format("x{0}", Game1.player.GearCount); batch.DrawString(Game1.font, score, new Vector2(64, 0), Color.Black); int i = 0; batch.DrawString(Game1.font, " GAME OVER ", new Vector2(100, 50 * i++), Color.Black); batch.DrawString(Game1.font, "Students: Ben Branch", new Vector2(100, 50 * i++), Color.White); batch.DrawString(Game1.font, " Addison Denchik", new Vector2(100, 50 * i++), Color.White); batch.DrawString(Game1.font, " Joshua Gold", new Vector2(100, 50 * i++), Color.White); batch.DrawString(Game1.font, " Aaron Kimbrell", new Vector2(100, 50 * i++), Color.White); batch.DrawString(Game1.font, " Micki Salkin", new Vector2(100, 50 * i++), Color.White); batch.DrawString(Game1.font, "Counselors: Laynie Boland", new Vector2(100, 50 * i++), Color.White); batch.DrawString(Game1.font, " Derek Garde", new Vector2(100, 50 * i++), Color.White); batch.DrawString(Game1.font, "Instructor: Joseph Hall", new Vector2(100, 50 * i++), Color.White); Vector2 origin = new Vector2(64, 0); float rotate = MathHelper.ToRadians(-90); Vector2 locDeadGuy = new Vector2(250,0); Rectangle rectStanding = new Rectangle(128, 512, 64, 128); batch.Draw(texture, locDeadGuy, rectStanding, Color.White, rotate, origin, 1, SpriteEffects.None, 0); }
public void Draw(ISet<State> states, SpriteBatch spriteBatch, XnaRectangle position, XnaColor color) { int rowTopHeight = _centerTop.Height; int rowBottomHeight = _centerBottom.Height; int rowCenterHeight = position.Height - rowTopHeight - rowBottomHeight; int startY = position.Top; int rowCenterTop = startY + rowTopHeight; int rowBottomTop = startY + position.Height - rowBottomHeight; int colLeftWidth = _leftCenter.Width; int colRightWidth = _rightCenter.Width; int colCenterWidth = position.Width - colLeftWidth - colRightWidth; int startX = position.Left; int colCenterLeft = startX + colLeftWidth; int colRightLeft = startX + position.Width - colRightWidth; spriteBatch.Draw(_texture, new XnaRectangle(startX, startY, colLeftWidth, rowTopHeight), _leftTop, color); spriteBatch.Draw(_texture, new XnaRectangle(startX, rowCenterTop, colLeftWidth, rowCenterHeight), _leftCenter, color); spriteBatch.Draw(_texture, new XnaRectangle(startX, rowBottomTop, colLeftWidth, rowBottomHeight), _leftBottom, color); spriteBatch.Draw(_texture, new XnaRectangle(colCenterLeft, startY, colCenterWidth, rowTopHeight), _centerTop, color); spriteBatch.Draw(_texture, new XnaRectangle(colCenterLeft, rowCenterTop, colCenterWidth, rowCenterHeight), _center, color); spriteBatch.Draw(_texture, new XnaRectangle(colCenterLeft, rowBottomTop, colCenterWidth, rowBottomHeight), _centerBottom, color); spriteBatch.Draw(_texture, new XnaRectangle(colRightLeft, startY, colRightWidth, rowTopHeight), _rightTop, color); spriteBatch.Draw(_texture, new XnaRectangle(colRightLeft, rowCenterTop, colRightWidth, rowCenterHeight), _rightCenter, color); spriteBatch.Draw(_texture, new XnaRectangle(colRightLeft, rowBottomTop, colRightWidth, rowBottomHeight), _rightBottom, color); }
public void Draw(SpriteBatch theSpriteBatch) { theSpriteBatch.Draw(background, this.Position + new Vector2((period) * background.Width, 0), new Rectangle(0, 0, background.Width, background.Height), this.Color, this.Rotation, Vector2.Zero, 1.0f, SpriteEffects.None, 0); theSpriteBatch.Draw(background, this.Position + new Vector2((period + 1) * background.Width, 0), new Rectangle(0, 0, background.Width, background.Height), this.Color, this.Rotation, Vector2.Zero, 1.0f, SpriteEffects.None, 0); theSpriteBatch.DrawString(font, string.Format("Level: {0}", this.period), new Vector2(702, 4), Color.Black); theSpriteBatch.DrawString(font, string.Format("Level: {0}", this.period), new Vector2(700, 4), Color.LightGray); }
public void Draw(SpriteBatch spriteBatch, int colour) { sourceRect = new Rectangle((width * colour), 0, width, 96); spriteBatch.Begin(); // Draw Left Wall for (int i = 0; i <= 7; i++) { destRect = new Rectangle(0, (i * 96), width, 96); spriteBatch.Draw(image, destRect, sourceRect, Color.White); } // Draw Right Wall for (int i = 0; i <= 7; i++) { destRect = new Rectangle((game.ScreenRectangle.Width - width), (i * 96), width, 96); spriteBatch.Draw(image, destRect, sourceRect, Color.White, 0.0f, new Vector2(0, 0), SpriteEffects.FlipHorizontally, 1.0f); } // Draw Roof for (int i = 0; i <= 9; i++) { destRect = new Rectangle((i * 96) + width, 0, width, 96); spriteBatch.Draw(image, destRect, sourceRect, Color.White, 1.5707f, new Vector2(0, 96), SpriteEffects.None, 1.0f); } spriteBatch.End(); }
public override void Draw(Microsoft.Xna.Framework.GameTime gameTime, Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) { base.Draw(gameTime, spriteBatch); spriteBatch.DrawString(scoreFont, score.ToString(), scorePos, Color.White); spriteBatch.Draw(homeTex, new Vector2(70.0f, 650.0f), Color.White); spriteBatch.Draw(replayTex, new Vector2(820.0f, 650.0f), Color.White); }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch sprite) { //base.Draw(sprite); sprite.Begin(); sprite.Draw(texture, drawVector, Color.White); sprite.Draw(texture, drawVector + new Vector2(width / 2, height / 2), null, Color.White, -degree, new Vector2(width / 2, height / 2), new Vector2(1, 1), SpriteEffects.None, 0); //sprite.Draw(texture, drawVector + new Vector2(-48,-48), null, Color.White, -degree, new Vector2(48,48), new Vector2(1, 1), SpriteEffects.None, 0); sprite.End(); }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch sb) { sb.Draw(texture, area, color); if (state) { sb.Draw(checkTexture, area, color); } sb.DrawString(Fonts.Arial, name, labelPos, color); }
public override void Draw(Microsoft.Xna.Framework.GameTime gameTime, Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) { base.Draw(gameTime, spriteBatch); spriteBatch.Draw(logoTex, new Vector2(320.0f, 200.0f), Color.White); spriteBatch.Draw(websiteTex, new Vector2(70.0f, 650.0f), Color.White); spriteBatch.Draw(creditsTex, new Vector2(112.0f, 50.0f), Color.White); spriteBatch.Draw(continueTex, new Vector2(820.0f, 650.0f), Color.White); }
/// <summary> /// Draws a texture at the specified position. /// </summary> /// <param name="pos">The position to draw the texture at.</param> /// <param name="texture">The texture to draw</param> /// <param name="scale">Amount to scale the texture by.</param> /// <param name="crop">The rectangle inside the texture to crop.</param> /// <param name="color">The color to tint the texture with.</param> /// <param name="rotation">The rotation to rotate the texture by.</param> /// <param name="rotationOrigin">The origin of the rotation inside the texture (0-1)</param> /// <param name="effect">The sprite effect to apply.</param> public void Texture(Vector2 pos, Texture2D texture, Color color = default(Color), Vector2?scale = null, Rectangle?crop = null, float rotation = 0f, Vector2?rotationOrigin = null, SpriteEffects effect = SpriteEffects.None) { if (!ItemsQueued) { ResetSpriteBatch(); } Stats.DrawnTextures++; _monoGameSpriteBatch.Draw(texture, new Vector2((int)pos.X, (int)pos.Y) * ScaleVec, crop, color, rotation, rotationOrigin.HasValue ? rotationOrigin.Value : Vector2.Zero, (scale.HasValue ? scale.Value : Vector2.One) * ScaleVec, effect, 0f); }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spritebatch, int xOffset) { if (isVamonos && visible) { spritebatch.Draw(vamonosTexture, Position, null, Color.White, 0f, new Vector2(vamonosTexture.Width / 2, vamonosTexture.Height), 1f, SpriteEffects.None, 0f); } else if (isAtaque && visible) { spritebatch.Draw(ataqueTexture, Position, null, Color.White, 0f, new Vector2(ataqueTexture.Width / 2, ataqueTexture.Height), 1f, SpriteEffects.None, 0f); } }
public override void Draw(float elapsedTime, Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) { if (partsLeft > 1) { spriteBatch.Draw(spikesSpritesheet, position - spikesCenterOffset, spikesSpriteBounds, Color.White); } spriteBatch.Draw(helmetSpritesheet, position - helmetCenterOffset, helmetSpriteBounds, Color.White, 0, Vector2.Zero, 1, SpriteEffects.FlipVertically, 0); if (partsLeft > 2) { spriteBatch.Draw(eyeSpritesheet, position - eyeCenterOffset, eyeSpriteBounds, Color.White, eyeRotation, eyeRotationOrigin, 1, SpriteEffects.None, 0); } }
public void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch sb) { Vector2 offset; if (Direction == PlayerDirection.RIGHT) { offset = new Vector2(position.X + 10, position.Y); sb.Draw(this.Texture, offset, srcRect, Color.White, Rotation, new Vector2(Texture.Width, Texture.Height / 2), .75f, SpriteEffects.FlipVertically, 1.0f); } else { offset = new Vector2(position.X - 100, position.Y); sb.Draw(this.Texture, position, srcRect, Color.White, Rotation, new Vector2(Texture.Width, Texture.Height / 2), .75f, SpriteEffects.None, 1.0f); } }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Microsoft.Xna.Framework.GameTime gameTime) { if (nbVies == 3) { base.Draw(spriteBatch, gameTime); } if (nbVies == 2) { spriteBatch.Draw(heart2, Position, Color.White); } if (nbVies == 1) { spriteBatch.Draw(heart1, Position, Color.White); } }
public override void draw(Microsoft.Xna.Framework.Graphics.SpriteBatch sb) { base.draw(sb); foreach (TouchLocation tl in Entity.tc) { if (tl.State == TouchLocationState.Moved) { if (this.sprite.Equals(GameState.loader.Load <Texture2D>("sprites\\player_idle"))) { this.swapSprites(ref sprite_prepThrowing); } sb.Draw(crosshair, tl.Position - new Vector2(20, 20), Color.White); } else if (tl.State == TouchLocationState.Released) { if (this.sprite.Equals(GameState.loader.Load <Texture2D>("sprites\\player_prepThrow"))) { this.swapSprites(ref sprite_prepThrowing); this.swapSprites(ref sprite_throwStone); throwTime = DateTime.Now.Ticks; } } } if (DateTime.Now.Ticks - throwTime > 2000000) { if (this.sprite.Equals(GameState.loader.Load <Texture2D>("sprites\\player_throwing"))) { this.swapSprites(ref sprite_throwStone); } } }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) { if (hasButton) { Texture2D tex = Resources.Menus.ButtonSquare; Rectangle dim = new Rectangle(dimensions.X, dimensions.Y, tex.Width, tex.Height); spriteBatch.Draw(tex, dim, color); if (isDisplay) { DrawStandardDisplay(spriteBatch, new Point(dimensions.X + tex.Width, dimensions.Y), Text, color, ForcedLength); } else { DrawStandardButton(spriteBatch, new Point(dimensions.X + tex.Width, dimensions.Y), Text, color, ForcedLength); } } else { if (isDisplay) { DrawStandardDisplay(spriteBatch, new Point(dimensions.X, dimensions.Y), Text, color, ForcedLength); } else { DrawStandardButton(spriteBatch, new Point(dimensions.X, dimensions.Y), Text, color, ForcedLength); } } }
public override void render(Microsoft.Xna.Framework.Graphics.SpriteBatch sb) { AnimationLib.GraphicsDevice.SetRenderTarget(textureScreen); AnimationLib.GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Transparent, 1.0f, 0); renderGUI(sb2, 1.0f); AnimationLib.GraphicsDevice.SetRenderTarget(null); screenResult = (Texture2D)textureScreen; AnimationLib.GraphicsDevice.SetRenderTarget(halfTextureScreen); AnimationLib.GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Transparent, 1.0f, 0); renderGUI(sb2, 0.5f); AnimationLib.GraphicsDevice.SetRenderTarget(null); halfSizeTexture = (Texture2D)halfTextureScreen; AnimationLib.GraphicsDevice.SetRenderTarget(quarterTextureScreen); AnimationLib.GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Transparent, 1.0f, 0); renderGUI(sb2, 0.25f); AnimationLib.GraphicsDevice.SetRenderTarget(null); quarterSizeTexture = (Texture2D)quarterTextureScreen; AnimationLib.GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Transparent, 1.0f, 0); Game1.BloomFilter.Parameters["halfResMap"].SetValue(halfSizeTexture); Game1.BloomFilter.Parameters["quarterResMap"].SetValue(quarterSizeTexture); Game1.BloomFilter.Parameters["Threshold"].SetValue(0.3f); Game1.BloomFilter.Parameters["BlurDistanceX"].SetValue(0.00175f); Game1.BloomFilter.Parameters["BlurDistanceY"].SetValue(0.00175f); sb.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied, SamplerState.PointClamp, null, null, Game1.BloomFilter, Matrix.Identity); sb.Draw(screenResult, new Vector2(0), Color.White); sb.End(); }
public void DrawObject(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, SkeletonMeshRenderer meshRenderer, GameTime gameTime, int mapShiftX, int mapShiftY, bool flip) { spriteBatch.Draw(texture, new Rectangle(X - mapShiftX, Y - mapShiftY, texture.Width, texture.Height), null, Color.White, 0f, new Vector2(0f, 0f), flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None, 0f); }
public override bool PreDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Color drawColor) { SpriteEffects spriteEffects = 0; Color alpha = npc.GetAlpha(drawColor); Color color = Lighting.GetColor((int)((double)npc.position.X + (double)npc.width * 0.5) / 16, (int)(((double)npc.position.Y + (double)npc.height * 0.5) / 16.0)); Texture2D texture2D = Main.npcTexture[npc.type]; int num = Main.npcTexture[npc.type].Height / Main.npcFrameCount[npc.type]; int num2 = num * (int)npc.frameCounter; Rectangle rectangle = new Rectangle(0, num2, texture2D.Width, num); Vector2 vector = rectangle.Size() / 2f; int num3 = 8; int num4 = 1; int num5 = 1; float num6 = 0f; int num7 = num5; while (((num4 > 0 && num7 < num3) || (num4 < 0 && num7 > num3)) && Lighting.NotRetro) { Color color2 = npc.GetAlpha(color); float num8 = (float)(num3 - num7); if (num4 < 0) { num8 = (float)(num5 - num7); } color2 *= num8 / ((float)NPCID.Sets.TrailCacheLength[npc.type] * 1.5f); Vector2 vector2 = npc.oldPos[num7]; float rotation = npc.rotation; Main.spriteBatch.Draw(texture2D, vector2 + npc.Size / 2f - Main.screenPosition + new Vector2(0f, npc.gfxOffY), new Rectangle?(rectangle), color2, rotation + npc.rotation * num6 * (float)(num7 - 1) * -(float)spriteEffects.HasFlag(SpriteEffects.FlipHorizontally).ToDirectionInt(), vector, npc.scale, spriteEffects, 0f); num7 += num4; } SpriteEffects spriteEffects2 = (npc.direction == -1) ? SpriteEffects.None : SpriteEffects.FlipHorizontally; spriteBatch.Draw(texture2D, npc.Center - Main.screenPosition + new Vector2(0f, npc.gfxOffY), new Rectangle?(npc.frame), alpha, npc.rotation, npc.frame.Size() / 2f, npc.scale, spriteEffects2, 0f); return(false); }
public void DrawBackground(Microsoft.Xna.Framework.Graphics.SpriteBatch sprite, SkeletonMeshRenderer meshRenderer, GameTime gameTime, int x, int y, Color color, bool flip, ReflectionDrawableBoundary drawReflectionInfo) { sprite.Draw(texture, new Rectangle(x, y, texture.Width, texture.Height), null, color, 0f, new Vector2(0f, 0f), flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None, 0f); }
public void Draw(Microsoft.Xna.Framework.GameTime gameTime, ref Microsoft.Xna.Framework.Graphics.SpriteBatch sp, ref Microsoft.Xna.Framework.GraphicsDeviceManager g, ref Microsoft.Xna.Framework.Graphics.SpriteFont font) { sp.Begin(); /// Logic for drawing the ActiveBackground ActiveBackground.DrawSky(); ActiveBackground.DrawSunrays(); ActiveBackground.DrawFlowers(); ActiveBackground.DrawGrass(); ActiveBackground.DrawSun(); ActiveBackground.DrawCloud1(); ActiveBackground.DrawCloud2(); ActiveBackground.DrawCloud3(); ActiveBackground.DrawCloud4(); ActiveBackground.DrawCloud5(); // Draws the Background-Image // sp.Draw(background, new Rectangle(0, 0, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height), Color.White); // Draws the player-picture in question to detailview // sp.Draw(player_picture, detailPictureOutlines, Color.White); sp.Draw(player_picture, new Rectangle((int)(bZero * 0.300), (int)(hZero * 0.200), (int)(bZero * 0.400), (int)(hZero * 0.600)), Color.White); // Draws the caption in the Topleft-Corner // sp.DrawString(font, "Detailview - Click anywhere to return", new Vector2(20, 20), Color.Black); // Draws the caption that tells the player how to return to the highscore-tablescreen sp.DrawString(font, "Click on the Background to return", new Vector2((int)(bZero * 0.300), 40), Color.White); sp.End(); }
public void DrawLine(SpriteBatch sprite, Vector2 start, Vector2 end, Color color) { int width = (int)Vector2.Distance(start, end); float rotation = (float)Math.Atan2((double)(end.Y - start.Y), (double)(end.X - start.X)); sprite.Draw(pixel, new Rectangle((int)start.X, (int)start.Y, width, UserSettings.LineWidth), null, color, rotation, new Vector2(0f, 0f), SpriteEffects.None, 1f); }
protected override void OnDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch sb, ref Point offect) { if (color.A == 0) { return; } float width = seedsize.X * this.scenescale.X; float height = seedsize.Y * this.scenescale.Y; float x = this.scenepos.X; float y = this.scenepos.Y; Rectangle dest = new Rectangle((int)x, (int)y, (int)width, (int)height); Rectangle src = new Rectangle((int)(block.uv.X * block.parent.texture.Width), (int)(block.uv.Y * block.parent.texture.Height), (int)(block.uv.Width * block.parent.texture.Width), (int)(block.uv.Height * block.parent.texture.Height)); Vector2 orient = seedorient; orient.X *= src.Width / seedsize.X; orient.Y *= src.Height / seedsize.Y; #if XNA #else //monogame orient 实现有bug... //orient.X *= (float)block.parent.texture.Width /src.Width; //orient.Y *= (float)block.parent.texture.Height/src.Height; #endif //float rotate = rotate * Math.Sign(scenescale.X) * Math.Sign(scenescale.Y); sb.Draw(block.parent.texture, dest, src, color, rotate, orient, SpriteEffects.None, 0); //sb.Draw(d.block.parent.texture, new Rectangle((int)(pos.X - 2), (int)(pos.Y - 2), 4, 4), Color.Red); }
public void Draw(Microsoft.Xna.Framework.GameTime gameTime, ref Microsoft.Xna.Framework.Graphics.SpriteBatch sp, ref Microsoft.Xna.Framework.GraphicsDeviceManager graphics, ref Microsoft.Xna.Framework.Graphics.SpriteFont font) { sp.Begin(); g.Clear(Color.Black); /// Logic for drawing the ActiveBackground ActiveBackground.DrawSky(); ActiveBackground.DrawSunrays(); ActiveBackground.DrawFlowers(); ActiveBackground.DrawGrass(); ActiveBackground.DrawSun(); ActiveBackground.DrawCloud1(); ActiveBackground.DrawCloud2(); ActiveBackground.DrawCloud3(); ActiveBackground.DrawCloud4(); ActiveBackground.DrawCloud5(); // Draws the Background-Image // sp.Draw(background, new Rectangle(0, 0, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height), Color.White); // sp.DrawString(font, "Options", new Vector2(20, 20), Color.White); foreach (Button btn in bl) { sp.Draw(btn.Texture, btn.Position, btn.SourceRectangle, btn.Color, btn.Rotation, btn.Origin, btn.Scale, btn.Effect, btn.LayerDepth); } sp.End(); }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) { if (texture == null) { return; } int column; int row; if (_fixed) { column = fixedAtColumn; row = fixedAtRow; } else { column = currentColumn; row = currentRow; } Rectangle rect1 = new Rectangle((int)getPos().X, (int)getPos().Y, dimensions.Width, dimensions.Height); rect1.X -= (int)TheGame.Instance.map.Pos.X; Rectangle rect2 = new Rectangle(column * (int)this.sourceDimensions.X, row * (int)this.sourceDimensions.Y, dimensions.Width, dimensions.Height); spriteBatch.Draw(texture, rect1, rect2, Color.White); }
public void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch drawer) { if (overlay != null) { drawer.Draw(overlay, drawer.GraphicsDevice.Viewport.Bounds, tint); } }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) { if (Type != BulletEmitterType.Invisible) { spriteBatch.Draw(Texture, Center, Texture.Bounds, Color.White, Rotation, Origin, 1f, SpriteEffects.None, 0f); } }
public override void draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) { Game1.self.GraphicsDevice.Clear(Color.White); spriteBatch.Begin(); spriteBatch.Draw(texture, Vector2.Zero, Color.White); spriteBatch.End(); }
public override void draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) { Game1.self.GraphicsDevice.Clear(backgroundColor); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone); spriteBatch.Draw(texture, Game1.self.GraphicsDevice.Viewport.Bounds, backgroundColor); spriteBatch.End(); }