Пример #1
0
        public override void Draw(Graphics2D g)
        {
            Zone zoneOld = roomOld.Room.Zone;
            Zone zoneNew = roomNew.Room.Zone;

            if (zoneOld == zoneNew) {
                // Draw the rooms normally.
                DrawRooms(g);
            }
            else {
                // Fade between zones.

                // Switch to the temp render target to draw the new zone.
                g.End();
                g.SetRenderTarget(GameData.RenderTargetGameTemp);
                g.Begin(GameSettings.DRAW_MODE_DEFAULT);
                roomOld.Room.Zone = zoneNew;
                DrawRooms(g);
                roomOld.Room.Zone = zoneOld;

                // Switch to main render target to draw the old zone.
                g.End();
                g.SetRenderTarget(GameData.RenderTargetGame);
                g.Begin(GameSettings.DRAW_MODE_DEFAULT);
                roomNew.Room.Zone = zoneOld;
                DrawRooms(g);
                roomNew.Room.Zone = zoneNew;

                // Draw the temp render target (with the new zone) at an opacity.
                float opacity = (float) distance / (float) maxDistance;
                Color color = Color.White * opacity;
                g.DrawImage(GameData.RenderTargetGameTemp, Vector2F.Zero, Vector2F.Zero, Vector2F.One, 0.0, color);
            }
        }
Пример #2
0
 public override void Draw(Graphics2D g)
 {
     if (drawHUD) {
         GameControl.HUD.Draw(g, true);
         g.Translate(0, 16);
     }
     g.DrawImage(backgroundSprite, Point2I.Zero);
     if (currentSlotGroup != null)
         DrawSlotCursor(g, currentSlotGroup.CurrentSlot);
     for (int i = 0; i < slotGroups.Count; i++) {
         slotGroups[i].Draw(g);
     }
 }
Пример #3
0
        //-----------------------------------------------------------------------------
        // Overriden methods
        //-----------------------------------------------------------------------------
        protected override void Draw()
        {
            Graphics2D g = new Graphics2D(spriteBatch);

            //g.SetRenderTarget(GameData.RenderTargetGame);

            g.Begin(GameSettings.DRAW_MODE_DEFAULT);
            g.Clear(Color.White);
            g.Translate(new Vector2F(-this.HorizontalScroll.Value, -this.VerticalScroll.Value));
            g.Translate(-Tileset.SpriteSheet.Offset);
            g.DrawImage(Tileset.SpriteSheet.Image.GetVariant(Zone.ImageVariantID), Point2I.Zero);

            Point2I tilePoint = SelectedTile * (Tileset.SpriteSheet.CellSize + Tileset.SpriteSheet.Spacing);

            g.ResetTranslation();
            g.Translate(new Vector2F(-this.HorizontalScroll.Value, -this.VerticalScroll.Value));
            g.DrawRectangle(new Rectangle2I(tilePoint, Tileset.SpriteSheet.CellSize + 1), 1, Color.White);
            g.DrawRectangle(new Rectangle2I(tilePoint + 1, Tileset.SpriteSheet.CellSize - 1), 1, Color.Black);
            g.DrawRectangle(new Rectangle2I(tilePoint - 1, Tileset.SpriteSheet.CellSize + 3), 1, Color.Black);
            g.ResetTranslation();
            g.End();
        }
Пример #4
0
        public override void Draw(Graphics2D g)
        {
            if (dungeon == null)
                return;

            // Draw the background.
            g.DrawImage(backgroundImage, Point2I.Zero);

            // TODO: Draw the dungeon name panel.

            // Draw the floors.
            Point2I floorBasePos = new Point2I();
            if (floors.Count < 6)
                floorBasePos.Y = 72 + (8 * (floors.Count / 2));
            else
                floorBasePos.Y = 88 + (4 * (floors.Count - 6));

            for (int i = 0; i < floors.Count; i++) {
                DungeonMapFloor floor = floors[i];

                if (discoveredFloors.Contains(floor)) {
                    // Draw the floor's label box on the left side of the screen.
                    Point2I floorPos = floorBasePos - new Point2I(0, i * 8);
                    string floorName = floor.FloorNumberText;
                    g.DrawString(GameData.FONT_SMALL, floorName, floorPos, new Color(248, 248, 216)); // drop shadow
                    g.DrawString(GameData.FONT_SMALL, floorName, floorPos + new Point2I(0, -1), new Color(56, 32, 16));
                    g.DrawSprite(GameData.SPR_UI_MAP_FLOOR_BOX_LEFT, GameData.VARIANT_LIGHT, floorPos + new Point2I(32, 0));
                    g.DrawSprite(GameData.SPR_UI_MAP_FLOOR_BOX_RIGHT, GameData.VARIANT_LIGHT, floorPos + new Point2I(40, 0));

                    // Draw the icons around the name box.
                    if (viewFloor == floor)
                        g.DrawSprite(GameData.SPR_UI_MAP_FLOOR_INDICATOR, GameData.VARIANT_LIGHT, floorPos + new Point2I(24, 0));
                    if (playerFloorNumber == floor.FloorNumber)
                        g.DrawSprite(GameData.SPR_UI_MAP_PLAYER, GameData.VARIANT_LIGHT, floorPos + new Point2I(36, 0));
                    if (floor.IsBossFloor && dungeon.HasCompass)
                        g.DrawSprite(GameData.SPR_UI_MAP_BOSS_FLOOR, GameData.VARIANT_LIGHT, floorPos + new Point2I(48, 0));

                    // Draw the floor's room display on the right side of the screen.
                    int discoveredFloorIndex = discoveredFloors.IndexOf(floor);
                    Point2I floorRoomDisplayPos = new Point2I(80, 40 - (80 * discoveredFloorIndex) + floorViewPosition);
                    if (floorRoomDisplayPos.Y < GameSettings.SCREEN_HEIGHT && floorRoomDisplayPos.Y > -80)
                        DrawFloor(g, floor, floorRoomDisplayPos);

                    // Draw room display cursor.
                    if (!isChangingFloors && viewFloor == floor && cursorTimer < 32) {
                        Point2I drawPos = floorRoomDisplayPos + (playerRoomLocation * 8);
                        g.DrawSprite(GameData.SPR_UI_MAP_CURSOR, GameData.VARIANT_LIGHT, drawPos);
                    }
                }
            }

            // Draw floor view traversal arrows.
            if (!isChangingFloors) {
                if (viewFloorIndex > 0)
                    g.DrawSprite(GameData.SPR_UI_MAP_ARROW_DOWN, GameData.VARIANT_LIGHT, 108, 108);
                if (viewFloorIndex < discoveredFloors.Count - 1)
                    g.DrawSprite(GameData.SPR_UI_MAP_ARROW_UP, GameData.VARIANT_LIGHT, 108, 28);
            }

            // Draw the items panel.
            if (dungeon.HasMap)
                g.DrawSprite(GameData.SPR_REWARD_MAP, GameData.VARIANT_LIGHT, 8, 110);
            if (dungeon.HasCompass)
                g.DrawSprite(GameData.SPR_REWARD_COMPASS, GameData.VARIANT_LIGHT, 32, 110);
            if (dungeon.HasBossKey)
                g.DrawSprite(GameData.SPR_REWARD_BOSS_KEY, GameData.VARIANT_LIGHT, 8, 128);
            if (dungeon.NumSmallKeys > 0) {
                g.DrawSprite(GameData.SPR_REWARD_SMALL_KEY, GameData.VARIANT_LIGHT, 32, 128);
                g.DrawString(GameData.FONT_SMALL, "X" + dungeon.NumSmallKeys.ToString(), new Point2I(40, 136), new Color(144, 136, 16)); // drop shadow
                g.DrawString(GameData.FONT_SMALL, "X" + dungeon.NumSmallKeys.ToString(), new Point2I(40, 136 - 1), new Color(32, 24, 16));
            }
        }
Пример #5
0
        //-----------------------------------------------------------------------------
        // Overriden methods
        //-----------------------------------------------------------------------------
        protected override void Draw()
        {
            Graphics2D g = new Graphics2D(spriteBatch);
            //g.SetRenderTarget(GameData.RenderTargetGame);
            g.Begin(GameSettings.DRAW_MODE_DEFAULT);

            Point2I selectedTileLocation = GetSelectedTileLocation();

            // Draw the tileset.
            g.Clear(Color.White);
            g.Translate(-this.HorizontalScroll.Value, -this.VerticalScroll.Value);
            if (Tileset.SpriteSheet == null) {
                // Draw each tile's sprite seperately.
                for (int y = 0; y < Tileset.Height; y++) {
                    for (int x = 0; x < Tileset.Width; x++) {
                        BaseTileData tileData = Tileset.GetTileData(x, y);
                        if (tileData != null) {
                            int spacing = 1;
                            Vector2F drawPos = new Vector2F(x, y) * (Tileset.CellSize + spacing);
                            SpriteAnimation spr = tileData.Sprite;

                            int imageVariantID = tileData.Properties.GetInteger("image_variant", Zone.ImageVariantID);
                            if (imageVariantID < 0)
                                imageVariantID = Zone.ImageVariantID;
                            if (spr.IsAnimation) {
                                int substripIndex = tileData.Properties.GetInteger("substrip_index", 0);
                                spr.Animation = spr.Animation.GetSubstrip(substripIndex);
                            }

                            g.DrawAnimation(tileData.Sprite, imageVariantID, 0.0f, drawPos, Color.White);
                        }
                    }
                }
            }
            else {
                // Draw the spritesheet's image.
                g.Translate(-Tileset.SpriteSheet.Offset);
                g.DrawImage(Tileset.SpriteSheet.Image.GetVariant(Zone.ImageVariantID), Point2I.Zero);
                g.ResetTranslation();
            }

            // Draw the selection box.
            if (selectedTileLocation >= Point2I.Zero) {
                Point2I tilePoint = selectedTileLocation * (Tileset.CellSize + Tileset.Spacing);
                g.Translate(-this.HorizontalScroll.Value, -this.VerticalScroll.Value);
                g.DrawRectangle(new Rectangle2I(tilePoint, Tileset.CellSize + 1), 1, Color.White);
                g.DrawRectangle(new Rectangle2I(tilePoint + 1, Tileset.CellSize - 1), 1, Color.Black);
                g.DrawRectangle(new Rectangle2I(tilePoint - 1, Tileset.CellSize + 3), 1, Color.Black);
                g.ResetTranslation();
            }

            g.End();
        }
Пример #6
0
        //-----------------------------------------------------------------------------
        // Drawing
        //-----------------------------------------------------------------------------
        // Called every step to draw the game.
        public void Draw(Graphics2D g)
        {
            g.UseIntegerPrecision = true;

            // Render the game-state stack to a buffer.
            g.SetRenderTarget(GameData.RenderTargetGame);
            g.Begin(GameSettings.DRAW_MODE_DEFAULT);
            g.Clear(Color.Black);
            gameStateStack.Draw(g);
            g.End();

            // Draw the buffer to the screen scaled.
            g.SetRenderTarget(null);
            g.ResetTranslation();
            g.Begin(GameSettings.DRAW_MODE_DEFAULT);
            g.DrawImage(GameData.RenderTargetGame, Vector2F.Zero, Vector2F.Zero, (Vector2F) gameScale, 0.0);
            g.End();
        }