public void Draw(RenderWindow rw) { rw.Clear(); rw.Draw(_background); _state.Draw(rw); _state.DrawOverlay(rw); ScreenEffects.GetStaticEffect("vignette").Draw(rw); }
public override void Render(RenderWindow window) { cam.Render(window); leftEmitter.Render(window); rightEmitter.Render(window); window.Draw(sprite); collider.Render(window); }
public static void Rect(RenderWindow rw, float x, float y, float w, float h) { RectShape.FillColor = PrimaryColor; RectShape.Position = new Vector2f(x, y); RectShape.Size = new Vector2f(w, h); RectShape.OutlineColor = OutlineColor; RectShape.OutlineThickness = OutlineThickness; rw.Draw(RectShape); }
private void DrawBricks(RenderWindow app) { foreach (Brick brick in bricksToDraw) { if (brick.IsVisible) { app.Draw(brick.Rect); } } }
private void Draw() { window.Clear(); window.Draw(shape); foreach (var l in list) { l.Draw(window); } window.Display(); }
public void Draw(RenderWindow window) { if (_gameHandler.RoundObject.GameWin == true) { _backgroundSpriteGameWin.Draw(window, RenderStates.Default); window.Draw(GameWinList[0]); window.Draw(this._score); } else { _backgroundSpriteGameOver.Draw(window, RenderStates.Default); for (int i = 0; i < GameOverList.Length; i++) { window.Draw(GameOverList[i]); } window.Draw(this._continue); window.Draw(this._score); } }
// Tegn objectet public void Draw() { if (_isVisible) { if (_active) { _window.Draw(_activeShape); foreach (Text item in _list) { _window.Draw(item); } } else { _window.Draw(_shape); _window.Draw(_list[0]); } } }
public override void Render(RenderWindow window) { window.Draw(sprite); if (emitter != null) { emitter.Render(window); } collider.Render(window); }
public void Draw(Scene scene) { foreach (var chunk in scene.Chunks) { foreach (var entity in chunk.Entities) { _mainWindow.Draw(entity); } } }
private static void Main(string[] args) { AntsList = new List <Ant>(); FoodSources = new List <FoodSource>(); GenerateAnts(10); GenerateFoodSources(3); window = new RenderWindow(new VideoMode(WindowWidth, WindowHeight), "My window"); window.Closed += OnClose; window.MouseButtonPressed += MouseButtonPressed; window.SetFramerateLimit(30); while (window.IsOpen) { window.Clear(); foreach (var foodSource in FoodSources) { foreach (var food in foodSource.Foods) { window.Draw(food.Shape); } } foreach (var ant in AntsList) { ant.Move(); window.Draw(ant.Sprite); if (Debug) { var targetPosition = ant.targetPosition; var targetShape = new RectangleShape(new Vector2f(10, 10)); targetShape.Position = targetPosition; window.Draw(targetShape); } } AntsList[0].debug = false; window.DispatchEvents(); window.Display(); } }
public void redenrizar() { while (window.IsOpen) { window.DispatchEvents(); window.Clear(Color.White); window.Draw(bgSprite); window.Display(); } }
public void Draw(RenderWindow window) { for (int x = 0; x < Configuration.GridWidth + 1; x++) { for (int y = 0; y < Configuration.GridHeight + 1; y++) { window.Draw(GridVisuals[x, y]); } } }
//this is for the cpu to place on random field pos //public FieldPosition GetRandomFieldPosition(PlayerType player) //{ // if (player == PlayerType.Enemy) // { // return player2Field[random.Next(0, player2Field.Length)]; // } // return null; //} //drawing the field positions will also in future handle the background public void Draw(ViewType viewType) { //DrawGrid(viewType); if (viewType == ViewType.SideView) { window.Draw(turnStateText); window.Draw(matchStateText); } else { player1Field.Draw(window); player2Field.Draw(window); } //target.Draw(CardOutlineRectangle(1400,600)); }
void RenderFigure() { int size = figure.polygons.Keys.Count; if (figure.Dimension() > 2) { var zBuffer = new SortedList <double, int>(new DuplicateKeyComparer <double>()); for (int c = 0; c < size; ++c) { var polygon = figure.polygons[c]; Vector <double> normal = polygon.Aggregate((s, v) => s + v).Normalize(1); zBuffer.Add(normal[2], c); } for (int c = 0; c < size; ++c) { int id = zBuffer.Values[c]; var polygon = figure.polygons[id]; Color color = originalShape.FillColor; double zp = (zBuffer.Keys[c] + 1) * 0.5; color.R = (byte)(color.R * zp); color.G = (byte)(color.G * zp); color.B = (byte)(color.B * zp); color.A = (byte)(color.A * zp); ConvexShape shape = new ConvexShape { Position = originalShape.Position, FillColor = color }; shape.SetPointCount((uint)polygon.Count); for (int i = 0; i < polygon.Count; ++i) { shape.SetPoint((uint)i, new Vector2f((float)polygon[i][0], -(float)polygon[i][1])); } window.Draw(shape); } } }
public void Draw(RenderWindow window) { for (int i = 0; i < maze.GetWidth(); i++) { for (int j = 0; j < maze.GetHeight(); j++) { if (maze.GetMazeElementAt(i, j) == Element.Wall) { wallSprite = new Sprite(wallTexture); wallSprite.Position = new Vector2f(i * DEFAULT_GAME_ELEMENT_WIDTH, j * DEFAULT_GAME_ELEMENT_HEIGHT); window.Draw(wallSprite); } if (maze.GetMazeElementAt(i, j) == Element.Opponent) { for (int k = 0; k < tabOpponent.Length; k++) { tabOpponent[k].Draw(window); } } if (maze.GetMazeElementAt(i, j) == Element.Hero) { hero.Draw(window); } if (maze.GetMazeElementAt(i, j) == Element.None) { noneSprite = new Sprite(noneTexture); noneSprite.Position = new Vector2f(i * DEFAULT_GAME_ELEMENT_WIDTH, j * DEFAULT_GAME_ELEMENT_HEIGHT); window.Draw(noneSprite); } } } theStar = new Star(); if (theStar.IsStarVisible()) { maze.SetElementAt(8, 9, Element.Star); if (!theStar.IsStarActivated()) { theStar.Draw(window, 8, 9); } } //window.Draw(timeText); }
/// <summary> /// Fonction qui dessine les objets à l'écran. /// </summary> /// <param name="window">La fenètre de jeu</param> public void Draw(RenderWindow window) { for (int i = 0; i < maze.GetWidth(); i++) { for (int j = 0; j < maze.GetHeight(); j++) //Deux for inbriqués pour parcourir le tableau entier. { //Dessine les murs. if (maze.GetMazeElementAt(i, j) == Element.Wall) { wallSprite = new Sprite(wallTexture); wallSprite.Position = new Vector2f(i * DEFAULT_GAME_ELEMENT_WIDTH, j * DEFAULT_GAME_ELEMENT_HEIGHT); window.Draw(wallSprite); } //Dessine le héros. if (maze.GetMazeElementAt(i, j) == Element.Hero) { hero.Draw(window); } //Dessine les cases vides. if (maze.GetMazeElementAt(i, j) == Element.None) { noneSprite = new Sprite(noneTexture); noneSprite.Position = new Vector2f(i * DEFAULT_GAME_ELEMENT_WIDTH, j * DEFAULT_GAME_ELEMENT_HEIGHT); window.Draw(noneSprite); } //Dessine les ennemis. if (maze.GetMazeElementAt(i, j) == Element.Opponent) { for (int k = 0; k < tabOpponents.Length; k++) { tabOpponents[k].Draw(window); } } //Dessine l'étoile. if (maze.GetMazeElementAt(i, j) == Element.Star) { theStar.Draw(window, i, j); } } } window.Draw(timeText); //Dessine le temps de la partie. }
public void DrawText(RenderWindow c_Window, string c_Text, Vector2f position, uint c_Size, Color c_Color) //method for drawing text on the screen { defaultText.Font = defaultFont; //set the font defaultText.CharacterSize = c_Size; //set it size defaultText.Position = position; //set its location on the screen defaultText.DisplayedString = c_Text; //what is actually being displayed (text) defaultText.Color = c_Color; //the color of the text we are drawing defaultText.Style = Text.Styles.Bold; c_Window.Draw(defaultText); //window drawing function }
public void Draw(RenderWindow window) { window.Draw(playerSprite); weapon.SetWeaponPosition(Position, dimensions, window); weapon.Draw(window, playerLevel); foreach (var bullet in Bullets) { bullet.Draw(window); } hpBar.Draw(window); }
public static void Draw(this List <IRenderable> renderables, RenderWindow renderWindow) { renderables.OrderBy(renderable => (int)renderable.RenderableRenderLayer) .ToList() .ForEach(renderable => renderable.GetRenderComponents() .ToList() .FindAll(renderComponent => renderComponent != null) .ForEach(renderComponent => renderWindow.Draw(renderComponent.Shape, new RenderStates(shader: (renderable is IShadable shadable ? shadable.CurrentShader : null))))); }
/// <summary> /// Fonction dont le rôle est d'afficher à l'écran l'étoile /// </summary> /// <param name="window">L'écran du jeu</param> public void Draw(RenderWindow window) { //Donner une couleur à l'étoile shape.FillColor = colors[colorType]; shape.Position = new Vector2f(PositionX, PositionY); if (rnd.Next(0, 100) < 5) { shape.FillColor = colors[rnd.Next(0, colors.Length)]; } window.Draw(shape); }
private void OpenStats() { Text[] statsTexts = new Text[GameProperties.AmountOfStats]; for (int i = 0; i < GameProperties.AmountOfStats; i++) { statsTexts[i] = new Text("[" + (i + 1) + "] " + data.stats[i].ToString(), DataLoader.font1, 30); statsTexts[i].Position = new Vector2f(70f, 70 + 40 * i); statsTexts[i].Color = Color.White; } while (window.IsOpen && controllerLoop) { window.Clear(); for (int i = (int)GameProperties.AmountOfStats - 1; i >= 0; i--) { window.Draw(statsTexts[i]); } window.DispatchEvents(); window.Display(); } }
private void DrawGrid() { RectangleShape line = new RectangleShape(); line.FillColor = new Color(50, 50, 50, 150); line.Size = new Vector2f(20000, 2); for (int i = -5000; i < 15000; i += 80) { line.Position = new Vector2f(-5000, i); _window.Draw(line); } line.Size = new Vector2f(2, 20000); for (int i = -5000; i < 15000; i += 80) { line.Position = new Vector2f(i, -5000); _window.Draw(line); } }
/// <summary> /// Method for drawing the game elements to the game window /// </summary> public void Draw() { /// clear the window window.Clear(); /// draw game scene window.Draw(text); /// draw menu if (showMainMenu) { menu.Draw(window, RenderStates.Default); } /// draw help text window.Draw(helptext); /// display the window to the screen window.Display(); }
public void Draw(RenderWindow window) { window.Clear(Color.Black); window.Draw(background); foreach (var button in buttons) { button.Draw(window); } mousePointer.Draw(window); window.Display(); }
private static void Render(Texture Texture, Rectangle Rec_Source, Rectangle Rec_Destiny, object Color = null, object Mode = null) { Sprite TmpImage = new Sprite(Texture); // Define os dados TmpImage.TextureRect = new IntRect(Rec_Source.X, Rec_Source.Y, Rec_Source.Width, Rec_Source.Height); TmpImage.Position = new SFML.System.Vector2f(Rec_Destiny.X, Rec_Destiny.Y); TmpImage.Scale = new SFML.System.Vector2f(Rec_Destiny.Width / (float)Rec_Source.Width, Rec_Destiny.Height / (float)Rec_Source.Height); if (Color != null) { TmpImage.Color = (SFML.Graphics.Color)Color; } // Renderiza a textura em forma de retângulo if (Mode == null) { Mode = RenderStates.Default; } RenderWindow.Draw(TmpImage, (RenderStates)Mode); }
public void Draw(RenderWindow ventana) { for (int y = 0; y < mapaAlto; y++) { for (int x = 0; x < mapaAncho; x++) { //En el Game crear un objeto para poder llamarlo ventana.Draw(patrones[x, y]); } } }
protected override void Draw() { renderTexture.Clear(); renderTexture.Draw(background); Screens.Draw(); renderTexture.Display(); RenderWindow.Clear(); RenderWindow.Draw(new Sprite(renderTexture.Texture)); RenderWindow.Display(); }
/// <summary> /// Draws the ship and the jet, if the user has recently /// pressed the thrust key /// </summary> /// <param name="window"></param> public override void Draw(RenderWindow window) { Edge curEdge = OutOfBoundsEdge(window, shipLength / 2); if (curEdge != Edge.NULL) { ResetPosition(curEdge, window, shipLength / 2); } // TODO : Fix jet flickering, ruled out keyboard repeat (not sure what the issue is) if (hasThrust) { window.Draw(jetShape); } window.Draw(shape); // These are resetted after drawing the jet // Otherwise the jet would never be drawn hasThrust = false; hasSpin = false; }
public void Draw() { var rail = new RectangleShape(new Vector2f(_width, _height)); rail.FillColor = new Color(220, 220, 220); rail.Position = _position; var handle = new RectangleShape(new Vector2f(_width / 10, _height)); handle.FillColor = new Color(100, 100, 100); handle.Position = _handlePos; handle.Origin = new Vector2f(_width / 20f, 0f); if (_isVisible == true) { _window.Draw(rail); _window.Draw(handle); } }
public override void Desenhar(RenderWindow window) { /* Desenha a escada na tela */ base.Desenhar(window); if (Selecionado) { window.Draw(rect); } }