示例#1
0
        public override void Render(DwarfTime gameTime)
        {
            switch (Transitioning)
            {
            case TransitionMode.Running:
                DrawGUI(gameTime, 0);
                break;

            case TransitionMode.Entering:
            {
                float dx = Easing.CubeInOut(TransitionValue, -Game.GraphicsDevice.Viewport.Width, Game.GraphicsDevice.Viewport.Width, 1.0f);
                DrawGUI(gameTime, dx);
            }
            break;

            case TransitionMode.Exiting:
            {
                float dx = Easing.CubeInOut(TransitionValue, 0, Game.GraphicsDevice.Viewport.Width, 1.0f);
                DrawGUI(gameTime, dx);
            }
            break;
            }

            base.Render(gameTime);
        }
示例#2
0
        public override void Render(DwarfTime gameTime)
        {
            if (Transitioning == TransitionMode.Running)
            {
                DrawGUI(gameTime, 0);
            }
            else if (Transitioning == TransitionMode.Entering)
            {
                float dx = Easing.CubeInOut(TransitionValue, -Game.GraphicsDevice.Viewport.Width, Game.GraphicsDevice.Viewport.Width, 1.0f);
                DrawGUI(gameTime, dx);
            }
            else if (Transitioning == TransitionMode.Exiting)
            {
                float dx = Easing.CubeInOut(TransitionValue, 0, Game.GraphicsDevice.Viewport.Width, 1.0f);
                DrawGUI(gameTime, dx);
            }

            base.Render(gameTime);
        }
示例#3
0
        public override void Render(DwarfTime gameTime)
        {
            if (Transitioning == TransitionMode.Running)
            {
                DrawGUI(gameTime, 0);
            }
            else if (Transitioning == TransitionMode.Entering)
            {
                float dx = Easing.CubeInOut(TransitionValue, -Game.GraphicsDevice.Viewport.Width, Game.GraphicsDevice.Viewport.Width, 1.0f);
                DrawGUI(gameTime, dx);
            }
            else if (Transitioning == TransitionMode.Exiting)
            {
                // Doesn't actually hide GUI during world gen... just draws it off screen. WTF!
                float dx = Easing.CubeInOut(TransitionValue, 0, Game.GraphicsDevice.Viewport.Width, 1.0f);
                DrawGUI(gameTime, dx);
            }

            base.Render(gameTime);
        }
        public override void Render(DwarfTime gameTime)
        {
            if (Transitioning == TransitionMode.Running)
            {
                Game.GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp;
                DrawGUI(gameTime, 0);
            }
            else if (Transitioning == TransitionMode.Entering)
            {
                float dx = Easing.CubeInOut(TransitionValue, -Game.GraphicsDevice.Viewport.Height, Game.GraphicsDevice.Viewport.Height, 1.0f);
                DrawGUI(gameTime, dx);
            }
            else if (Transitioning == TransitionMode.Exiting)
            {
                float dx = Easing.CubeInOut(TransitionValue, 0, Game.GraphicsDevice.Viewport.Height, 1.0f);
                DrawGUI(gameTime, dx);
            }


            base.Render(gameTime);
        }