override public void Render(TgcFrustum frustum) { ClearScreen(); skyBox.Render(); drawer.BeginDrawSprite(); //drawer.DrawSprite(spriteSubnautica); drawer.DrawSprite(spriteBlackRectangle); drawer.DrawSprite(title); drawer.EndDrawSprite(); DrawTextSmall.drawText("Start", (int)x, yStartWord, colors[(int)pointer]); DrawTextSmall.drawText("Exit", (int)x, yStartWord + yOffset, colors[(((int)pointer) + 1) % 2]); DrawTextSmall.drawText("->", (int)x - 40, yStartWord + (int)pointer * yOffset, Color.OrangeRed); if (Cheats.GodMode) { this.DrawTextSmall.drawText("God Mode", 300, 300, Color.Gold); } if (Cheats.StartingItems) { this.DrawTextSmall.drawText("Starting items", 300, 360, Color.Gold); } }
public void Render() { if (isExit) { gameModel.Exit(); return; } // Iniciar dibujado de sprites drawer2D.BeginDrawSprite(); // Dibujar sprites drawer2D.DrawSprite(background); if (showStart) { drawer2D.DrawSprite(start); } // Finalizar el dibujado de Sprites drawer2D.EndDrawSprite(); if (showMenu) { play.render(); controls.render(); exit.render(); } if (isNextState) { gameModel.GameState = new SelectorVehiculo(gameModel); this.Dispose(); } }
public void Render() { selected.SampleMesh.Render(); background.RenderAll(); drawer2D.BeginDrawSprite(); drawer2D.DrawSprite(flechaIzq); drawer2D.DrawSprite(flechaDer); drawer2D.DrawSprite(flechaArriba); drawer2D.EndDrawSprite(); select.render(); vehicleName.render(); if (confirmed) { gameModel.GameState = new Partida(gameModel, selected); this.Dispose(); } else if (back) { gameModel.GameState = new MenuInicial(gameModel); this.Dispose(); } }
public override void Render() { Scene.GetInstance().Render(); /*this.textoVelocidadVehiculo.render(); * this.textoPosicionVehiculo.render(); * this.textoVectorAdelante.render(); * this.textoOffsetF.render(); * this.textoOffsetH.render(); * textoArmaSeleccionada.render(); * this.AIPosition.render();*/ this.auto.Transform(); this.auto.Render(); this.AI.Transform(); this.AI.Render(); //this.manager.Transform(); //this.manager.Render(); drawer.BeginDrawSprite(); drawer.DrawSprite(velocimeter); drawer.DrawSprite(arrowVelocimeter); drawer.DrawSprite(barOfLifeRed); drawer.DrawSprite(barOfLifeGreen); //Finalizar el dibujado de Sprites drawer.EndDrawSprite(); }
public void Render() { drawer2D.BeginDrawSprite(); drawer2D.DrawSprite(spriteVelocimetro); drawer2D.DrawSprite(spriteAguja); drawer2D.EndDrawSprite(); }
public override void Render() { drawer.BeginDrawSprite(); drawer.DrawSprite(pressStart); drawer.DrawSprite(title); drawer.EndDrawSprite(); Scene.GetInstance().RenderRoom(); }
public override void Render() { drawer.BeginDrawSprite(); drawer.DrawSprite(choose); drawer.DrawSprite(rightArrow); drawer.DrawSprite(leftArrow); drawer.EndDrawSprite(); this.planes.ForEach(x => x.Render()); selectedCar.Render(); }
public override void Render(TgcFrustum frustum) { if (stateID == StateID.CLOSED) { return; } drawer.BeginDrawSprite(); drawer.DrawSprite(darknessCover); drawer.DrawSprite(PDA); drawer.EndDrawSprite(); this.itemHighlighted = null; if (stateID == StateID.OPENED) { bool hovering = false; TGCVector2 baseVector = PDA.Position + new TGCVector2(375, 175); drawer.BeginDrawSprite(); byte xOffset = 110; byte yOffset = 110; byte maxItemsPerLine = 5; byte i = 0; foreach (var item in character.Inventory.Items) { int x = i % maxItemsPerLine; int y = i / maxItemsPerLine; //text.drawText("-" + i++ + ": " + item.Name + " | " + item.Description + " | " + item.type.ToString(), 500, 300 + 30 * i, Color.White); bubble.Position = baseVector + new TGCVector2(xOffset * x, yOffset * y); if (cursorOverBubble()) { bubble.Scaling = bubbleDefaultScale + GetScaleForSpriteByPixels(bubble, 10, 10); item.Icon.Scaling = item.DefaultScale + GetScaleForSpriteByPixels(item.Icon, 10, 10); hovering = true; this.itemHighlighted = item; } else { bubble.Scaling = bubbleDefaultScale; item.Icon.Scaling = item.DefaultScale; } CenterIconToCurrentBubble(item.Icon); drawer.DrawSprite(bubble); drawer.DrawSprite(item.Icon); ++i; } cursor.Color = hovering ? Color.Yellow : cursorDefaultColor; drawer.DrawSprite(cursor); drawer.EndDrawSprite(); } }
public void Render() { int i = 1; if (musicaSel) { i = 0; } drawer2D.BeginDrawSprite(); drawer2D.DrawSprite(opciones); drawer2D.DrawSprite(escenas[escenaSel]); drawer2D.DrawSprite(musicas[i]); drawer2D.EndDrawSprite(); }
public void Render() { logica.Render(); drawer2D.BeginDrawSprite(); sprites.ForEach(s => drawer2D.DrawSprite(s)); drawer2D.EndDrawSprite(); }
public override void Render(float elapsedTime, Drawer2D drawer) {//renderizamos el sprite del botón drawer.BeginDrawSprite(); drawer.DrawSprite(current_sprite); drawer.EndDrawSprite(); drawText.drawText(nombre, (int)(Position.X + 20f), (int)(Position.Y + Size.Y / 2 - 20), System.Drawing.Color.White); }
public void Render() { drawer2D.BeginDrawSprite(); drawer2D.DrawSprite(play); if (seleccion == 0) { drawer2D.DrawSprite(seleccion1); } else if (seleccion == 1) { drawer2D.DrawSprite(seleccion2); } else { drawer2D.DrawSprite(seleccion3); } drawer2D.EndDrawSprite(); }
public override void Render() { PreRender(); //Dibujar box3D. Se deben dibujar primero todos los objetos 3D. Recien al final dibujar los Sprites box.Render(); //Iniciar dibujado de todos los Sprites de la escena (en este caso es solo uno) drawer2D.BeginDrawSprite(); //Dibujar sprite (si hubiese mas, deberian ir todos aquí) drawer2D.DrawSprite(sprite); drawer2D.DrawSprite(animatedSprite); //Finalizar el dibujado de Sprites drawer2D.EndDrawSprite(); PostRender(); }
public override void Render() { if (!gameInstance.InPrincipalMenu) // Solo renderizar si estoy en pausa { return; } base.Render(); Drawer2D drawer = new Drawer2D(); drawer.BeginDrawSprite(); drawer.DrawSprite(background); drawer.DrawSprite(wasdSprite); drawer.DrawSprite(escISprite); drawer.DrawSprite(mouseSprite); drawer.EndDrawSprite(); titleText.render(); }
public override void Render(TgcFrustum frustum) { preRender(); drawer.BeginDrawSprite(); drawer.DrawSprite(darknessCover); drawer.EndDrawSprite(); textBig.drawText("PAUSE", xTitle + 50, yTitle, Color.DarkGray); textSmall.drawText("BACK TO THE GAME", xTitle, yTitle + yOffsetFirstOption, colors[(int)pointer]); textSmall.drawText("GO TO START MENU", xTitle, yTitle + yOffsetFirstOption + ySecondOption, colors[(((int)pointer) + 1) % 2]); textSmall.drawText("->", xTitle - 45, yTitle + yOffsetFirstOption + (int)pointer * ySecondOption, Color.White); }
public override void Render() { if (gameInstance.FocusInGame || gameInstance.InPrincipalMenu) // Solo renderizar si estoy en pausa { return; } base.Render(); Drawer2D drawer = new Drawer2D(); drawer.BeginDrawSprite(); drawer.DrawSprite(background); drawer.EndDrawSprite(); pauseText.render(); }
public override void Render() { Scene.GetInstance().Render(); this.auto.Transform(); this.auto.Render(); //this.manager.Transform(); //this.manager.Render(); drawer.BeginDrawSprite(); drawer.DrawSprite(gameOver); //Finalizar el dibujado de Sprites drawer.EndDrawSprite(); }
private void Render() { preRender(); drawer2D.BeginDrawSprite(); drawer2D.DrawSprite(darknessCover); drawer2D.EndDrawSprite(); if (darknessTransparency == maxDarknessTransparency) { int x1 = Screen.Width / 2 - 110; int y1 = Screen.Height / 2 + 20; int x2 = Screen.Width / 2 - 260; int y2 = Screen.Height / 2 + 35; DrawTextBig.drawText("YOU DIED", x1, y1, Color.FromArgb((int)letterTransparency, 175, 0, 0)); DrawTextSmall.drawText("(Press Enter to go back to main menu)", x2, y2 + 60, Color.FromArgb((int)letterTransparency, 200, 200, 200)); } }
public override void RenderSprites(Drawer2D drawer) { drawer.DrawSprite(slotBackground); drawer.DrawSprite(productSlot); drawer.DrawSprite(productSprite); }
/// <summary> /// Método que se llama cada vez que hay que refrescar la pantalla. /// Escribir aquí todo el código referido al renderizado. /// Borrar todo lo que no haga falta /// </summary> /// <param name="elapsedTime">Tiempo en segundos transcurridos desde el último frame</param> public void render(float elapsedTime) { //Pongo la camara en posicion camara.OffsetForward = -12; camara.OffsetHeight = 0; //Adelante if (this.main.Input.keyPressed(Key.UpArrow)) { for (int i = 0; i < this.menus.Count; i++) { if (this.menus[i].isSelect()) { this.menus[i].Unselect(); if (i == 0) { this.menus[this.menus.Count - 1].Select(); } else { this.menus[i - 1].Select(); } break; } } } //Atras if (this.main.Input.keyPressed(Key.DownArrow)) { for (int i = 0; i < this.menus.Count; i++) { if (this.menus[i].isSelect()) { this.menus[i].Unselect(); if (i == this.menus.Count - 1) { this.menus[0].Select(); } else { this.menus[i + 1].Select(); } break; } } } //Enter if (this.main.Input.keyPressed(Key.Return)) { //TODO esto es muy horrible foreach (MenuItem item in this.menus) { if (item.isSelect()) { if (item.Nombre.Equals("picadito")) { this.main.PantallaActual = 1; return; } if (item.Nombre.Equals("configuracion")) { this.configuracion = true; } if (item.Nombre.Equals("salir")) { this.exit(); } } } } if (this.main.Input.keyPressed(Key.BackSpace)) { this.configuracion = false; } if (configuracion) { //Iniciar dibujado de todos los Sprites de la escena (en este caso es solo uno) drawer2D.BeginDrawSprite(); //Dibujar sprite (si hubiese mas, deberian ir todos aquí) drawer2D.DrawSprite(this.panelConfiguracion); //Finalizar el dibujado de Sprites drawer2D.EndDrawSprite(); } else { this.pelota.rotateX(Geometry.DegreeToRadian(elapsedTime * 20)); this.pelota.rotateY(Geometry.DegreeToRadian(elapsedTime * 15)); this.pelota.rotateZ(Geometry.DegreeToRadian(elapsedTime * 10)); this.pelota.updateValues(); this.titulo.render(); this.pelota.render(); this.cancha.render(); foreach (MenuItem item in this.menus) { item.render(); } } }
public override void Render() { PreRender(); //Iniciar dibujado de todos los Sprites de la escena (en este caso es solo uno) drawer2D.BeginDrawSprite(); //Aplicar las transformaciones necesarias y luego invocar al render. (ir comentando y descomentando para ver en pantalla.) //Ninguna transformación. sprite.TransformationMatrix = matrixIdentity; drawer2D.DrawSprite(sprite); //Rotamos y trasladamos. sprite.TransformationMatrix = rotation * traslation; //drawer2D.DrawSprite(sprite); //Aplicar en orden inverso a la rotación. sprite.TransformationMatrix = traslation * rotation; //drawer2D.DrawSprite(sprite); //Rotar en centro de pantalla. var pivotCentro = TGCMatrix.Translation(-centroSprite.X, -centroSprite.Y, 0); var invPivotCentro = TGCMatrix.Translation(centroSprite.X, centroSprite.Y, 0); sprite.TransformationMatrix = pivotCentro * rotation * invPivotCentro * traslation; //drawer2D.DrawSprite(sprite); //Diferentes configuraciones de escalado. //Primero escalo luego muevo al centro de pantalla. sprite.TransformationMatrix = scaling * pivotCentro * rotation * invPivotCentro * traslation; //drawer2D.DrawSprite(sprite); //Primero muevo al centro de pantalla y escalo. sprite.TransformationMatrix = pivotCentro * rotation * invPivotCentro * traslation * scaling; //drawer2D.DrawSprite(sprite); //voy al centro de la imagen, roto y luego escalo, luego vuelvo al centro de la imagen y al centro de pantalla. sprite.TransformationMatrix = pivotCentro * rotation * scaling * invPivotCentro * traslation; //drawer2D.DrawSprite(sprite); //voy al centro de la imagen, escalo y luego roto, luego vuelvo al centro de la imagen y al centro de pantalla. sprite.TransformationMatrix = pivotCentro * scaling * rotation * invPivotCentro * traslation; //drawer2D.DrawSprite(sprite); //Como se puede apreciar las ultimas dos transformaciones dan igual resultado. //¿que pasaría si el escalado no es uniforme? sprite.TransformationMatrix = pivotCentro * TGCMatrix.Scaling(1f, 0.5f, 1) * rotation * invPivotCentro * traslation; //drawer2D.DrawSprite(sprite); sprite.TransformationMatrix = pivotCentro * rotation * TGCMatrix.Scaling(1f, 0.5f, 1) * invPivotCentro * traslation; //drawer2D.DrawSprite(sprite); //Nos adelantamos un poco ..... ¿¿¿Animaciones???? sprite.TransformationMatrix = pivotCentro * scaling * rotationAnimateFrameDepend * invPivotCentro * traslation; //drawer2D.DrawSprite(sprite); //Cada un segundo se actualiza la matriz. sprite.TransformationMatrix = pivotCentro * scaling * rotationAnimateOneSec * invPivotCentro * traslation; //drawer2D.DrawSprite(sprite); sprite.TransformationMatrix = pivotCentro * scaling * rotationAnimate * invPivotCentro * traslation; //drawer2D.DrawSprite(sprite); //Finalizar el dibujado de Sprites drawer2D.EndDrawSprite(); PostRender(); }
private void RenderPartido(float elapsedTime) { if (Input.keyPressed(Key.F10)) { this.partido.ReiniciarPosiciones(); return; } if (Input.keyPressed(Key.F9)) { this.partido.SetCamaraAerea(); return; } if (Input.keyPressed(Key.F8)) { this.partido.SetCamaraPelota(); return; } //Todavia no inicio el partido if (!this.tiempo) { //TODO podria ser que Configuracion reciba el partido y haga como si fuera su builder, no lo termino de ver aun :P string pathTexturaPelota = this.configuracionPartido.GetPelotaActual().Texture.FilePath; string pathTexturaJugadorLocal = this.configuracionPartido.GetJugadorLocalActual().DiffuseMaps[0].FilePath; string pathTexturaJugadorVisitante = this.configuracionPartido.GetJugadorVisitanteActual().DiffuseMaps[0].FilePath; string estiloDeCamara = this.configuracionPartido.GetCamara(); if (estiloDeCamara.Equals("Pelota")) { this.partido.SetCamaraPelota(); } if (estiloDeCamara.Equals("Aérea")) { this.partido.SetCamaraAerea(); } this.menu.close(); this.configuracionPartido.close(); this.partido.SetTexturasSeleccionadas(pathTexturaPelota, pathTexturaJugadorLocal, pathTexturaJugadorVisitante); this.partido.ReiniciarPosiciones(); this.tiempo = true; this.partido.Marcador.IniciarTiempo(); } //BoundingBox //this.partido.MostrarBounding = (bool)GuiController.Instance.Modifiers["BoundingBox"]; //Inteligencia Artificial //this.partido.InteligenciaArtificial = (bool)GuiController.Instance.Modifiers["IA"]; this.partido.render(elapsedTime); //Iniciar dibujado de todos los Sprites de la escena (en este caso es solo uno) drawer2D.BeginDrawSprite(); //Dibujar sprite (si hubiese mas, deberian ir todos aquí) drawer2D.DrawSprite(this.mapa); this.RenderJugadoresMapa(this.partido.EquipoLocal.Jugadores, this.puntoAzul); this.RenderJugadoresMapa(this.partido.EquipoVisitante.Jugadores, this.puntoNaranja); //Finalizar el dibujado de Sprites drawer2D.EndDrawSprite(); }
public override void Render(float ElapsedTime, Drawer2D drawer) { drawer.DrawSprite(sprite); }
public override void Render(TgcFrustum tgcFrustum) { ClearScreen(); ShaderRepository.ShipAmbientShader.SetValue("cameraPosition", new float[4] { Camera.Position.X, Camera.Position.Y, Camera.Position.Z, 1 }); GameState.character.Render(); ship.Render(); var lookedThings = selectableThings.Where(t => t.Looked).ToList(); Thing newLookedThing = null; if (lookedThings.Count() == 0) { lookedThing = null; } else { newLookedThing = lookedThings[0]; if (newLookedThing != lookedThing) { dialogBox.Open(); lookedThing = newLookedThing; } dialogBox.Clear(); if (cursor != null) { newLookedThing.BoundingBox.Render(); dialogBox.AddLineSmall(newLookedThing.name); dialogBox.AddLineSmall("------------"); dialogBox.AddLineSmall(newLookedThing.actionDescription); dialogBox.Render(); cursor = hand; } } foreach (var thing in selectableThings) { thing.Render(); } lifeBelt.Position = new TGCVector3(285, 1000, 250); lifeBelt.Render(); lifeBelt.Position = new TGCVector3(330, 1000, 100); lifeBelt.Render(); lifeBelt.Position = new TGCVector3(375, 1000, -50); lifeBelt.Render(); seat.Render(); if (cursor != null) { drawer2D.BeginDrawSprite(); drawer2D.DrawSprite(cursor); drawer2D.EndDrawSprite(); cursor = aim; } inventoryScene.Render(); craftingScene.Render(); //this.drawText.drawText("Pause: P\nInventory: TAB\nExit ship: click the hatch in the floor\nCraft: click the crafter, press ESC to exit crafting", // 300, 300, Color.NavajoWhite); //this.drawText.drawText("Camera:", 800, 100, Color.Red); //this.drawText.drawText("X: " + Camera.Position.X, 800, 130, Color.White); //this.drawText.drawText("Y: " + Camera.Position.Y, 800, 160, Color.White); //this.drawText.drawText("Z: " + Camera.Position.Z, 800, 190, Color.White); //crafter.Render(); //s.Render(); statsIndicators.Render(this.GameState.character); }
public override void Render(float elapsedTime, Drawer2D drawer) { drawer.DrawSprite(sprites[currentSprite]); }
public void Render() { drawer2D.BeginDrawSprite(); drawer2D.DrawSprite(sprites[siguiente]); drawer2D.EndDrawSprite(); }
private void MainRender() { cursor = arrow; if (crafted != null) { var item = Items.Crafter.Crafteables.Find(elem => elem == crafted); ShaderRepository.ShipAmbientShader.SetValue("lightPosition", new float[4] { 655, 1220, 504, 1 }); ShaderRepository.ShipAmbientShader.SetValue("perlinNoise", perlinNoise); ShaderRepository.ShipAmbientShader.SetValue("time", time); foreach (var mesh in crafted3DModel) { mesh.Effect = ShaderRepository.ShipAmbientShader; ShaderRepository.ShipAmbientShader.SetValue("rotation", Matrix.RotationX(mesh.Rotation.X) * Matrix.RotationY(mesh.Rotation.Y)); mesh.Technique = "CraftedItems"; mesh.RotateY(0.025f); D3DDevice.Instance.Device.RenderState.AlphaBlendEnable = true; mesh.Render(); } //laser1.Render(); //laser2.Render(); item.Icon.Scaling = item.DefaultScale * 4; item.Icon.Position = new TGCVector2( Screen.Width / 2 - item.Icon.Bitmap.Width * item.Icon.Scaling.X / 2, Screen.Height / 2 ); var cursorPos = System.Windows.Forms.Cursor.Position; if ( cursorPos.X > Screen.Width * 0.4f && cursorPos.X < Screen.Width * 0.6f && cursorPos.Y > Screen.Height * 0.3f && cursorPos.Y < Screen.Height * 0.8f ) { cursor = hand; aboutToTake = true; } else { aboutToTake = false; } drawer.BeginDrawSprite(); //drawer.DrawSprite(item.Icon); drawer.DrawSprite(cursor); drawer.EndDrawSprite(); return; } bool hovering = false; int i = 0; dialogBox.Clear(); foreach (var item in Items.Crafter.Crafteables) { item.Icon.Scaling = item.DefaultScale + this.GetScaleForSpriteByPixels(item.Icon, 10, 10); bubble.Position = new TGCVector2(bubbleInitialPos.X, bubbleInitialPos.Y + i++ *bubble.Bitmap.Height * bubble.Scaling.Y); CenterIconToCurrentBubble(item.Icon); if (cursorOverBubble()) { //bubble.Color = Color.Red; ItemHighlighted = item; hoveredItems[Items.Crafter.Crafteables.IndexOf(item)] = true; hovering = true; dialogBox.AddLineBig(item.Name + " ", this.Character.CanCraft(item) ? Color.FromArgb(255, 0, 255, 0) : Color.Red); dialogBox.AddLineSmall("(" + item.type.ToString() + ")", Color.Gray); dialogBox.AddLineSmall("____________________"); dialogBox.AddLineSmall(item.Description); dialogBox.AddLineSmall("____________________"); dialogBox.AddLineSmall("Recipe:"); foreach (var ingredient in item.Recipe.Ingredients) { bool fulfills = this.Character.Inventory.Items.Where(it => it.Name.Equals(ingredient.Item.Name)).Count() >= ingredient.Quantity; dialogBox.AddLineSmall(ingredient.Item.Name + ": " + ingredient.Quantity, fulfills ? Color.FromArgb(255, 0, 255, 0) : Color.Red); } } else { hoveredItems[Items.Crafter.Crafteables.IndexOf(item)] = false; } this.bubble.Color = this.Character.CanCraft(item) ? Color.White : Color.Black; drawer.BeginDrawSprite(); drawer.DrawSprite(bubble); drawer.DrawSprite(item.Icon); drawer.EndDrawSprite(); } if (hovering) { dialogBox.Render(); } this.cursor.Color = hovering ? Color.FromArgb(255, 0, 255, 0) : this.cursorDefaultColor; drawer.BeginDrawSprite(); drawer.DrawSprite(cursor); drawer.EndDrawSprite(); }
//private readonly NumberIndicator loadIndicator = new NumberIndicator(100, (Screen.Width-100)/2, (Screen.Height-100)/2); public override void Render(TgcFrustum frustum) { ClearScreen(); ShaderRepository.WorldWaterFog.SetValue("cameraPosition", new Vector4(Camera.Position.X, Camera.Position.Y, Camera.Position.Z, 1)); GameState.character.Render(); if (GameState.character.Weapon != null && GameState.character.Weapon.Mesh != null) { GameState.character.Weapon.Mesh.Effect = ShaderRepository.WorldWaterFog; GameState.character.Weapon.Mesh.Technique = "WorldWaterFog"; } if (!this.loaded) { var oldColor = this.backgroundColor; this.backgroundColor = Color.Black; ClearScreen(); //TODO loading screen /* indicator * var max = this.World.generating; * var progress = this.World.chunks.Count * 100 / (max != 0 ? max : 1); * * loadIndicator.Render(progress , 100); * loadIndicator.RenderText(progress); */ var color = Color.DeepSkyBlue; this.DrawText.drawText("Loading...", 600, 300, color); this.DrawText.drawText("Chunnks: " + this.World.chunks.Count + "/" + this.World.generating, 600, 330, color); this.DrawText.drawText("Floors: " + FloorRepository.Floors.Count + "/" + FloorRepository.generating, 600, 360, color); this.backgroundColor = Color.Green; return; } //if (Camera.Position.Y < 0) //{ // foreach (var mesh in skyBoxUnderwater.Faces) // { // mesh.Effect = ShaderRepository.WorldWaterFog; // mesh.Technique = "WorldWaterFog"; // } // skyBoxUnderwater.Render(); //} //else //{ // foreach (var mesh in skyBoxOutside.Faces) // { // mesh.Effect = ShaderRepository.WorldWaterFog; // mesh.Technique = "WorldWaterFog"; // } // skyBoxOutside.Render(); //} if (Camera.Position.Y < 0) { theSkybox.Render(new Vector4(Camera.Position.X, Camera.Position.Y, Camera.Position.Z, 1)); } else { theSkybox.Render(); } var camPos = new Vector4(Camera.Position.X, Camera.Position.Y, Camera.Position.Z, 1); waterSurface.Render(camPos); ShaderRepository.WorldWaterFog.SetValue("cameraPosition", camPos); World.Render(Camera, frustum); if (BoundingBox) { World.RenderBoundingBox(Camera); } orientationArrow.Render(); drawer.BeginDrawSprite(); //drawer.DrawSprite(waterVision); drawer.DrawSprite(cursor); drawer.EndDrawSprite(); inventoryScene.Render(); if (dialogName != "") { dialogBox.Clear(); dialogBox.AddLineBig(dialogName, Color.FromArgb(255, 204, 234, 255)); dialogBox.AddLineSmall(dialogDescription, Color.FromArgb(255, 204, 234, 255)); dialogBox.Render(); } drawer.BeginDrawSprite(); drawer.DrawSprite(mask); drawer.EndDrawSprite(); statsIndicators.Render(GameState.character); /* * this.DrawText.drawText("Camera:", 800, 100, Color.Red); * this.DrawText.drawText("X: " + Camera.Position.X, 800, 130, Color.White); * this.DrawText.drawText("Y: " + Camera.Position.Y, 800, 160, Color.White); * this.DrawText.drawText("Z: " + Camera.Position.Z, 800, 190, Color.White); */ }