public void debugDraw(SpriteBatch spriteBatch, TouchCollection touchCollection) { foreach (LineSeg line in lines) { DebugGUI.line(spriteBatch, line.A, line.B, Color.Gray); } foreach (Vector2 point in getSafeBounds()) { DebugGUI.point(spriteBatch, point, Color.Blue); } foreach (TouchLocation touch in touchCollection) { foreach (Vector2 point in getSafeBounds()) { Color col = Color.Red; if (raytrace(point, touch.Position)) { col = Color.Green; } DebugGUI.line(spriteBatch, point, touch.Position, col); } } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> public void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. screenSize = new Point(graphics.GraphicsDevice.DisplayMode.Width, graphics.GraphicsDevice.DisplayMode.Height); DebugGUI.init(graphics.GraphicsDevice); ScaleManager.setDefaultValues(screenSize); Card.setDefaultScale(ScaleManager.CardScale); button = this.Content.Load <Texture2D>("button.9.png"); Card.setTexture(this.Content.Load <Texture2D>("cards.png")); DebugCards.init(); font11pt = this.Content.Load <SpriteFont>("mgcb\\V5Extender11"); font22pt = this.Content.Load <SpriteFont>("mgcb\\V5Extender22"); font33pt = this.Content.Load <SpriteFont>("mgcb\\V5Extender33"); font44pt = this.Content.Load <SpriteFont>("mgcb\\V5Extender44"); font55pt = this.Content.Load <SpriteFont>("mgcb\\V5Extender55"); frameController = new FrameController(); frameHand = new FrameHand(Vector2.Zero); frameController.addFrame(frameHand, VectorDirection.Down, true); CardContainer container = frameHand.addContainer(); for (int i = 0; i < 20; i++) { container.addCard(DebugCards.draw()); } CardSnap snap = new CardSnap(new Vector2(0, screenSize.Y), (float)screenSize.X, false); frameHand.addSnap(container, snap); }
public void debugDraw(SpriteBatch spriteBatch) { DebugGUI.line(spriteBatch, new Vector2(position.X, position.Y), new Vector2(length, position.Y), Color.Black); DebugGUI.line(spriteBatch, new Vector2(leftLimit, position.Y), new Vector2(leftLimit + bufferedLength, position.Y), Color.Red); foreach (Vector2 node in nodes) { DebugGUI.point(spriteBatch, node, Color.Lime); } }
public void debugDraw(SpriteBatch spriteBatch) { if (vertical) { foreach (ArrangerGuide guide in guideArray) { DebugGUI.line(spriteBatch, new Vector2(guide.Guide, 0), new Vector2(guide.Guide, screenSizeVector.Y), Color.Black); } } else { foreach (ArrangerGuide guide in guideArray) { DebugGUI.line(spriteBatch, new Vector2(0, guide.Guide), new Vector2(screenSizeVector.X, guide.Guide), Color.Black); } } }
protected override void LoadContent() { Content.RootDirectory = "Content"; ContentStore.load(Content); spriteBatch = new SpriteBatch(GraphicsDevice); Point screenSize = new Point(GraphicsDevice.DisplayMode.Width, GraphicsDevice.DisplayMode.Height); ScaleManager.setDefaultValues(screenSize, ContentStore.getAllFonts()); DebugGUI.init(GraphicsDevice); QRRenderer.init(GraphicsDevice); Arranger.init(screenSize); Card.setTexture(ContentStore.cardAtlas); Card.setDefaultScale(ScaleManager.CardScale); game = GameClient.Instance; menuController = new MenuController(); mainMenu = new PageMainMenu(this); joinMenu = new PageJoinGame(this); hostMenu = new PageHostGame(this); settingsMenu = new PageSettings(this); tutorialPage = new PageTutorial(this); preHostGame = new PagePreHostGame(this); pages = new List <Page>() { mainMenu, joinMenu, hostMenu, settingsMenu, tutorialPage, preHostGame }; menuController.addPage(mainMenu, new Point(0, 0)); menuController.addPage(joinMenu, new Point(1, 0)); menuController.addPage(preHostGame, new Point(-1, 0)); menuController.addPage(hostMenu, new Point(-2, 0)); menuController.addPage(settingsMenu, new Point(0, 1)); menuController.addPage(tutorialPage, new Point(0, -1)); menuController.changeActivePage(mainMenu); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { //Draw code goes here. Don't change this spriteBatch! frameHand.draw(spriteBatch); DebugGUI.info(spriteBatch, font22pt, gameTime); }