Пример #1
0
        private void DrawGame()
        {
            //Draw stuff here
            terrain.Draw(drawBatch);


            for (int i = 0; i < agents.Count; i++)
            {
                agents[i].Draw(drawBatch);
                if (agents[i].state == Agent.State.Walking)
                {
                    for (int j = 0; j < agents[i].path.instructions.Length; j++)
                    {
                        drawBatch.Draw(DrawBatch.DrawCall.Tag.GameObject, pixel, new Rectangle(agents[i].path.instructions[j].X * 16, agents[i].path.instructions[j].Y * 16, World.tileSize, World.tileSize), Color.Lerp(Color.Black, Color.Transparent, .5f), 1f);
                    }
                }
            }

            for (int i = 0; i < gameObjects.Count; i++)
            {
                gameObjects[i].Draw(drawBatch);
            }

            List <Point> intersectingTiles = new List <Point>();
            Point        p = new Point(-1);

            if (MouseButtonDownLeft(false))
            {
                /*
                 * if (terrain.RayCastObstacle(SelectionHandler.selectionPoint.ToVector2(), SelectionHandler.selectionPointSecond.ToVector2(), out p, out intersectingTiles))
                 * {
                 *  DrawLine(drawBatch, SelectionHandler.selectionPoint.ToVector2(), SelectionHandler.selectionPointSecond.ToVector2(), 2, Color.Red, 1f);
                 *  drawBatch.Draw(DrawBatch.DrawCall.Tag.GameObject, pixel, new Rectangle(p.X * World.tileSize, p.Y * World.tileSize, World.tileSize, World.tileSize), Color.Lerp(Color.Red, Color.Transparent, .5f), 1f);
                 * }
                 * else
                 *  DrawLine(drawBatch, SelectionHandler.selectionPoint.ToVector2(), SelectionHandler.selectionPointSecond.ToVector2(), 2, Color.Green, 1f);
                 *
                 * for (int i = 0; i < intersectingTiles.Count; i++)
                 * {
                 *  drawBatch.Draw(DrawBatch.DrawCall.Tag.GameObject, pixel, new Rectangle(intersectingTiles[i].X * World.tileSize, intersectingTiles[i].Y * World.tileSize, World.tileSize, World.tileSize), Color.Lerp(Color.Blue, Color.Transparent, .5f), 1f);
                 * }
                 */
            }

            drawBatch.Draw(DrawBatch.DrawCall.Tag.GameObject, pixel, new Rectangle((int)mousePosInWorld.X - 2, (int)mousePosInWorld.Y - 2, 4, 4), Color.Green, 1f);

            if (SelectionHandler.CurrentTarget == SelectionHandler.Target.Tile)
            {
                drawBatch.Draw(DrawBatch.DrawCall.Tag.GameObject, pixel, new Rectangle(mouseTile.X * World.tileSize, mouseTile.Y * World.tileSize, World.tileSize, World.tileSize), Color.Lerp(Color.Lime, Color.Transparent, .5f), 1f);
            }

            if (SelectionHandler.CurrentTarget == SelectionHandler.Target.Tile)
            {
                for (int i = 0; i < SelectionHandler.TileRectangle.Width; i++)
                {
                    for (int j = 0; j < SelectionHandler.TileRectangle.Height; j++)
                    {
                        if ((SelectionHandler.TileRectangle.X + i) * World.tileSize > 0 && (SelectionHandler.TileRectangle.Y + i) * World.tileSize > 0)
                        {
                            drawBatch.Draw(DrawBatch.DrawCall.Tag.GameObject, pixel, new Rectangle((SelectionHandler.TileRectangle.X + i) * World.tileSize, (SelectionHandler.TileRectangle.Y + j) * World.tileSize, World.tileSize, World.tileSize), Color.Lerp(Color.Purple, Color.Transparent, .5f), 1f);
                        }
                    }
                }
            }
            else
            {
                drawBatch.Draw(DrawBatch.DrawCall.Tag.GameObject, pixel, SelectionHandler.SelectionRectangle, Color.Lerp(Color.Olive, Color.Transparent, .5f), 1f);
            }


            for (int i = 0; i < effects.Count; i++)
            {
                if (effects[i].remove)
                {
                    effects.RemoveAt(i);
                    i--;
                }
                else
                {
                    effects[i].Draw(drawBatch);
                }
            }


            DrawLights();

            DrawRectangle(drawBatch, camera.Rectangle, 2f, Color.OrangeRed, 1f);

            //Draw GameWorld to the scene and rendertarget
            GraphicsDevice.SetRenderTarget(RTGameWorld);
            GraphicsDevice.Clear(Color.White);

            spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null, camera.get_transformation(GraphicsDevice));
            drawBatch.DrawSceneGameObjects(spriteBatch);
            spriteBatch.End();
        }