public void Render() { vergeGround.Draw(); GameManager.DrawManager.Draw(); BaseGame.BasicGraphics.DrawRectangle(mapRect, 3, Color.Red, 0f); BaseGame.BasicGraphics.DrawRectangleInScrn(scrnViewRect, 3, Color.Green, 0f); //foreach (Vector2 visiPoint in tank1.KeyPoints) //{ // BasicGraphics.DrawPoint( Vector2.Transform( visiPoint, tank1.TransMatrix ), 0.4f, Color.Blue, 0f ); //} //foreach (Vector2 visiPoint in tank2.KeyPoints) //{ // BasicGraphics.DrawPoint( Vector2.Transform( visiPoint, tank2.TransMatrix ), 0.4f, Color.Blue, 0f ); //} }
public void Render() { BaseGame.Device.Clear(Color.Blue); backGround.Draw(); //BasicGraphics.DrawRectangle( wall.BoundingBox, 3f, Color.Red, 0f ); //BasicGraphics.DrawRectangle( mapSize, 3f, Color.Red, 0f ); foreach (Vector2 keyPoint in ball.KeyPoints) { BaseGame.BasicGraphics.DrawPoint(Vector2.Transform(keyPoint, ball.TransMatrix), 1f, Color.Black, 0f); } BaseGame.BasicGraphics.DrawPoint(Vector2.Transform(wall1.KeyPoints[0], wall1.TransMatrix), 1f, Color.Black, 0f); BaseGame.BasicGraphics.DrawPoint(Vector2.Transform(wall2.KeyPoints[0], wall2.TransMatrix), 1f, Color.Black, 0f); BaseGame.BasicGraphics.DrawPoint(Vector2.Transform(wall3.KeyPoints[0], wall3.TransMatrix), 1f, Color.Black, 0f); GameManager.DrawManager.Draw(); compass.Draw(); }
public void Render() { //simpleGround.Draw( camera.LogicViewRect ); vergeGround.Draw(); GameManager.DrawManager.Draw(); BaseGame.BasicGraphics.DrawRectangle(mapSize, 3, Color.Red, 0f); BaseGame.BasicGraphics.DrawRectangleInScrn(scrnViewRect, 3, Color.Green, 0f); BaseGame.BasicGraphics.DrawPoint(BaseGame.CoordinMgr.LogicPos(ConvertHelper.PointToVector2(InputHandler.CurMousePos)), 3f, Color.Red, LayerDepth.Mouse); if (firstDraw) { //TextEffectMgr.AddRiseFade( "Use 'AWSD' to Move the Tank, 'JK' to Rotate the Turret,", new Vector2( 40, 150 ), 1.2f, Color.Red, LayerDepth.Text, FontType.Comic, 500, 0.2f ); //TextEffectMgr.AddRiseFade( "and press Space To Shoot!", new Vector2( 40, 160 ), 1.2f, Color.Red, LayerDepth.Text, FontType.Comic, 500, 0.2f ); firstDraw = false; } if (showFirstHit) { TextEffectMgr.AddRiseFade("哦,这个家伙变小了!", new Vector2(50, 70), 1.4f, Color.Red, LayerDepth.Text, GameFonts.HDZB, 300, 0.2f); showFirstHit = false; } if (showFirstScore) { TextEffectMgr.AddRiseFade("当这个物体消失时,你会获得100分!", new Vector2(20, 70), 1.4f, Color.Red, LayerDepth.Text, GameFonts.HDZB, 300, 0.2f); TextEffectMgr.AddRiseFade("不过这个物体也会开始运动。", new Vector2(20, 80), 1.4f, Color.Red, LayerDepth.Text, GameFonts.HDZB, 300, 0.2f); showFirstScore = false; } if (showFirstHitTank) { //TextEffect.AddRiseFade( "Oh, the Object hit you, it grows bigger!", new Vector2( 30, 150 ), 1.1f, Color.Red, LayerDepth.Text, FontType.Comic, 300, 0.2f ); showFirstHitTank = false; } if (showNiceShoot) { if (NiceShootSum >= 30) { TextEffectMgr.AddRiseFade("GOD LIKE!", tank.Pos, 1.1f, Color.Black, LayerDepth.Text, GameFonts.Comic, 200, 1f); } else if (NiceShootSum >= 17) { TextEffectMgr.AddRiseFade("Master Shoot!", tank.Pos, 1.1f, Color.Pink, LayerDepth.Text, GameFonts.Comic, 200, 1f); } else if (NiceShootSum >= 4) { TextEffectMgr.AddRiseFade("Nice Shoot!", tank.Pos, 1.1f, Color.GreenYellow, LayerDepth.Text, GameFonts.Comic, 200, 1f); } showNiceShoot = false; } if (tank.Rader.PointInRader(InputHandler.GetCurMousePosInLogic(BaseGame.RenderEngine))) { BaseGame.FontMgr.DrawInScrnCoord("mouse In Rader!", ConvertHelper.PointToVector2(InputHandler.CurMousePos), 0.6f, Color.Yellow, LayerDepth.Text, GameFonts.Lucida); } if (tank.Rader.ShelterObjs.Length != 0) { foreach (IShelterObj obj in tank.Rader.ShelterObjs) { BaseGame.FontMgr.Draw("I am Sheltered by " + (obj as IGameObj).Name + " Pos: " + ((IGameObj)obj).Pos.ToString(), tank.Pos, 0.6f, Color.Yellow, LayerDepth.Text, GameFonts.Lucida); } } BaseGame.FontMgr.DrawInScrnCoord("You Score : " + Score.ToString(), new Vector2(500, 40), 0.6f, Color.Yellow, LayerDepth.Text, GameFonts.Comic); BaseGame.FontMgr.DrawInScrnCoord("Shoot Sum : " + shootSum.ToString(), new Vector2(500, 60), 0.6f, Color.Yellow, LayerDepth.Text, GameFonts.Comic); BaseGame.FontMgr.DrawInScrnCoord("hit Sum : " + hitSum.ToString(), new Vector2(500, 80), 0.6f, Color.Yellow, LayerDepth.Text, GameFonts.Comic); float hitRate = shootSum != 0 ? (float)hitSum * 100 / (float)shootSum : 0; BaseGame.FontMgr.DrawInScrnCoord("hit rate : " + hitRate.ToString() + "%", new Vector2(500, 100), 0.6f, Color.Yellow, LayerDepth.Text, GameFonts.Comic); }