public LinearEnemyBullet(double x, double y, Vector2 force) : base(x, y) { Width = 7; Height = 7; Force = force; Sprite = new RectangleSprite(Color.Cyan); }
public override void Start() { base.Start(); Display = DisplayDefault; SpriteComponent = new RectangleSprite(Size, Color.Green, Color.Transparent, 0, 5); SpriteObject.Components.Add(SpriteComponent); GameObject.Children.Add(SpriteObject); }
public SimpleBorder(Func <GraphicsDevice> graphicsDeviceFunc) { Visible = true; SceneNode = new SceneNode(); Motion = new Motion(SceneNode); _rectangleSprite = new RectangleSprite(graphicsDeviceFunc); Color = Color.Black; Thickness = 1; SceneNode.DepthChanged += OnSceneNodeDepthChanged; }
public void Draw(SpriteBatch spritebatch) { spritebatch.Begin(); switch (level) { case 0: RectangleSprite.DrawRectangle(spritebatch, bounds, Color.Red, 5); break; case 1: RectangleSprite.DrawRectangle(spritebatch, bounds, Color.Blue, 5); break; case 2: RectangleSprite.DrawRectangle(spritebatch, bounds, Color.LimeGreen, 5); break; case 3: RectangleSprite.DrawRectangle(spritebatch, bounds, Color.Orange, 5); break; case 4: RectangleSprite.DrawRectangle(spritebatch, bounds, Color.Purple, 5); break; } spritebatch.End(); }
/// <inheritdoc /> /// <summary> /// </summary> /// <param name="screen"></param> public TestPrimitivesScreenView(Screen screen) : base(screen) { HorizontalLine = new Line(Vector2.One, Color.White, 1) { Parent = Container, Alignment = Alignment.TopCenter, Alpha = 0.5f, X = -250, Y = 30 }; HorizontalLine.EndPosition = new Vector2(HorizontalLine.AbsolutePosition.X + 500, HorizontalLine.AbsolutePosition.Y); Rect = new RectangleSprite(2) { Parent = Container, Alignment = Alignment.TopCenter, Y = 55, Size = new ScalableVector2(50, 20), X = -25 }; FilledRect = new FilledRectangleSprite() { Parent = Container, Alignment = Alignment.TopCenter, Position = new ScalableVector2(-50, Rect.Y + Rect.Height + 5), Size = new ScalableVector2(100, 30) }; PrimitiveLineBatch = new PrimitiveLineBatch(new List <Vector2>() { new Vector2(0, 100), new Vector2(100, 100), new Vector2(100, 0), new Vector2(0, 100) }, 3) { Parent = Container, Alignment = Alignment.MidCenter, }; }
public void Draw(SpriteBatch spritebatch, Matrix CameraMatrix) { spritebatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null, null, CameraMatrix); switch (level) { case 0: RectangleSprite.DrawRectangle(spritebatch, bounds, Color.Red, 5); break; case 1: RectangleSprite.DrawRectangle(spritebatch, bounds, Color.Blue, 5); break; case 2: RectangleSprite.DrawRectangle(spritebatch, bounds, Color.LimeGreen, 5); break; case 3: RectangleSprite.DrawRectangle(spritebatch, bounds, Color.Orange, 5); break; case 4: RectangleSprite.DrawRectangle(spritebatch, bounds, Color.Purple, 5); break; } spritebatch.End(); }
public Backdrop() { Transform transform = GetComponent <Transform>(); Constants.SetLayerDepth(this, Constants.LayerDepth.Backdrop); // get initial position at top of screen var viewport = Game1.viewport.Bounds; //transform.position.Y = -viewport.Height;// - Level.screen_height; transform.position.Y = -viewport.Height + (viewport.Height - Level.screen_height); // Blue boxes RectangleSprite smallBlueBox = new RectangleSprite(Color.Blue, new Rectangle(236, 173, 101, 104)); AddComponent(smallBlueBox); RectangleSprite bigBlueBox = new RectangleSprite(Color.Blue, new Rectangle(492, 173, 388, 171)); AddComponent(bigBlueBox); RectangleSprite itemBBlueBox = new RectangleSprite(Color.Blue, new Rectangle(492, 801, 69, 105)); AddComponent(itemBBlueBox); RectangleSprite itemABlueBox = new RectangleSprite(Color.Blue, new Rectangle(588, 801, 69, 105)); AddComponent(itemABlueBox); Texture2D blackRectangle = new Texture2D(Game1.graphics.GraphicsDevice, 1, 1); blackRectangle.SetData(new[] { Color.Black }); List <Rectangle> frames = new List <Rectangle>() { new Rectangle( 0, 0, (int)(viewport.Width / Constants.SPRITE_SCALAR), (int)(viewport.Height / Constants.SPRITE_SCALAR + Constants.SCREEN_HEIGHT_OFFSET) ), }; Sprite sprite = new Sprite(new BasicSprite(blackRectangle, frames)); AddComponent(sprite); AddComponent(new BackdropBehavior()); float textScale = 0.5f; int xOffset = 18; int yOffset = 18; int itemOffset = 32; List <TextEntity> texts = new List <TextEntity>() { new TextEntity(new Vector2(137, 92), "Inventory", Color.Red, textScale), new TextEntity(new Vector2(63, 292), "Use B Button", Color.White, textScale), new TextEntity(new Vector2(127, 326), "For This", Color.White, textScale), new TextEntity(new Vector2(159, 392), "Map", Color.Red, textScale), new TextEntity(new Vector2(96, 556), "Compass", Color.Red, textScale), new TextEntity(new Vector2(68, 720), "Level-1", Color.White, textScale), new TextEntity(new Vector2(733, 785), "- Life -", Color.Red, textScale), new TextEntity(new Vector2(492 + xOffset, 801 - yOffset), "B", Color.White, textScale), new TextEntity(new Vector2(588 + xOffset, 801 - yOffset), "A", Color.White, textScale), new TextEntity(new Vector2(680, 720), "XP:", Color.Green, textScale), new TextEntity(new Vector2(885, 720), "/", Color.Green, textScale), new TextEntity(new Vector2(920, 720), Constants.MAX_XP.ToString(), Color.Green, textScale), new HUDTextRupee(new Vector2(400, 801 - yOffset), "X", Color.White, textScale), new HUDTextKey(new Vector2(400, 801 - yOffset + itemOffset * 2), "X", Color.White, textScale), new HUDTextBomb(new Vector2(400, 801 - yOffset + itemOffset * 3), "X", Color.White, textScale), // boss rush only new HUDTextBossRush(new Vector2(68, 790), "X", Color.White, textScale) }; foreach (var t in texts) { transform.AddChild(t); Scene.Add(t); } // ToDo: add a "Manual" Sprite drawing mode so I can add the blue lines. List <Entity> sprites = new List <Entity>() { new HUDItem(HUDSpriteFactory.Instance.CreateHUDRupee(), new Vector2(350, 801 - yOffset)), new HUDItem(HUDSpriteFactory.Instance.CreateHUDKey(), new Vector2(350, 801 - yOffset + itemOffset * 2)), new HUDItem(HUDSpriteFactory.Instance.CreateHUDBomb(), new Vector2(350, 801 - yOffset + itemOffset * 3)), new HUDMap(new Vector2(191, 440)), new HUDCompass(new Vector2(175, 600)), new HUDItem(HUDSpriteFactory.Instance.CreateBoomerang(), new Vector2(524, 189), Constants.HUD_BOOMERANG_SCALE), new HUDItem(HUDSpriteFactory.Instance.CreateBomb(), new Vector2(600, 189), Constants.HUD_BOMB_SCALE), Bow, new SelectedItem(new Vector2(260, 181)), new ItemSelector(ItemSelectorPositions[CurrentItemSelectorIndex]), new SelectedItem(new Vector2(500, 820)), new SelectedWeapon(new Vector2(607, 825)) }; foreach (var s in sprites) { transform.AddChild(s); Scene.Add(s); } // Hearts var hearts = new List <Heart>(); AddComponent(new HeartDisplayManager(hearts, new Vector2(710, 880), this)); // Xp AddComponent(new XPDisplayManager(new Vector2(780, 15))); // Map var map = new Map(); transform.AddChild(map); Minimap = new Minimap(new Vector2(68, 776), false); transform.AddChild(Minimap); }