示例#1
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 public void Render(Renderer renderer)
 {
     foreach (Tile tile in TileDictionary.Select(tilePair => tilePair.Value))
     {
         tile.Render(renderer);
     }
 }
示例#2
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 public void Render(Renderer renderer)
 {
     _background.Render(renderer);
     _backgroundLayer.Render(renderer);
     _enemyList.ForEach(x => x.Render(renderer));
     _playerCharacter.Render(renderer);
 }
示例#3
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 public void Render(Renderer renderer)
 {
     if (Dead)
     {
         return;
     }
     renderer.DrawSprite(_sprite);
 }
示例#4
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        public ChipEngine(GraphicsDevice device, ContentManager content)
        {
            this.content = content;
            graphicsDevice = device;

            ClearWorld();
            renderer = new Renderer(assetManager, graphicsDevice);
        }
示例#5
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 public void Render(Renderer renderer)
 {
     foreach (Block block in blocks)
     {
         block.SetPosition(new Vector(level.grid[block.gridPosX, block.gridPosY].X,
             level.grid[block.gridPosX, block.gridPosY].Y, 0));
         block.Render(renderer);
     }
 }
示例#6
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 public void Render(Renderer renderer)
 {
     if (activeEffects.Count > 0)
     {
         foreach (Effect effect in activeEffects)
         {
             effect.Render(renderer);
         }
     }
 }
示例#7
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文件: Level.cs 项目: Drahkir/Shooter
        public void Render(Renderer renderer)
        {
            _background.Render(renderer);
            _backgroundLayer.Render(renderer);

            _enemyManager.Render(renderer);
            _playerCharacter.Render(renderer);
            _bulletManager.Render(renderer);
            _effectsManager.Render(renderer);
            renderer.Render();
        }
示例#8
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        public MapObject(ObjectDescriptor descriptor, ResourceManager resources, Renderer renderer, Vector position)
        {
            SpriteDescriptor spriteDesc = resources.GetSpriteDescriptor(descriptor.Sprites[descriptor.DefaultSprite]);
            sprite = new Sprite(spriteDesc, resources);
            Position = new Vector(position);
            DisplayPosition = new Vector(position);
            this.renderer = renderer;

            sprite.PlayAnimation(spriteDesc.DefaultAnimation, true);

            Name = descriptor.Name;
            ExtraProperties = new Dictionary<string, string>();
        }
示例#9
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        public MapEditorState(Game game, EditorModel model)
            : base(game)
        {
            this.model = model;
            model.AddListener(this);

            display = game.Display;
            renderer = display.Renderer;
            input = game.Input;

            model.Display = display;
            model.Zoom = display.Zoom;
        }
示例#10
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        public void Render(Renderer renderer)
        {
            _background.Render(renderer);
            _backgroundLayer.Render(renderer);

            // _enemyList.ForEach(x => x.Render(renderer));
            _enemyManager.Render(renderer);
            _playerCharacter.Render(renderer);
            _bulletManager.Render(renderer);
            renderer.Render();
            _effectsManager.Render(renderer);
            renderer.Render();
        }
示例#11
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        //Construct a game object. Set controller to null if the object should be static.
        public GameObject(Game game, Vector position, Vector velocity, Dictionary<string, Sprite> sprites, string defaultSprite, IController controller, Dictionary<string, BoundingPolygon> boundingPolygons)
        {
            this.game = game;
            this.boundingPolygons = boundingPolygons;
            Sprites = sprites;
            CurrentSprite = sprites[defaultSprite];
            Velocity = velocity;
            Position = position;
            this.renderer = game.Display.Renderer;
            this.controller = controller;
            //boundingPolygon.MoveTo(Position.X, Position.Y);

            CanCollide = true;

            SetupStates();
        }
示例#12
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 public void Render(Renderer renderer)
 {
     renderer.SetDrawingColor(red, green, blue, alpha);
     renderer.Render(this);
 }
示例#13
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 public ParticleEngine(Texture texture, int maxParticles, Renderer renderer)
 {
     this.maxParticles = maxParticles;
     this.texture = texture;
     this.renderer = renderer;
 }
 public void Render(Renderer renderer)
 {
     renderer.DrawSprite(_background);
 }
 public void Render(Renderer renderer)
 {
     Render_Debug(0, 1, 0, .65, .65);
     renderer.DrawSprite(_sprite);
 }
 public void Render(Renderer renderer)
 {
     _effects.ForEach(x => renderer.DrawSprite(x));
 }
 public void Render(Renderer renderer)
 {
     _players.ForEach(x => x.Render(renderer));
 }
 internal void Render(Renderer renderer)
 {
     _bullets.ForEach(x => x.Render(renderer));
 }
示例#19
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 internal void Render(Renderer renderer)
 {
     renderer.DrawSprite(_sprite);
 }
示例#20
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文件: Button.cs 项目: beamery/bTris
 public void Render(Renderer renderer)
 {
     renderer.DrawText(label);
 }
 public void Render(Renderer renderer)
 {
     renderer.DrawSprite(_phagocyte);
 }
示例#22
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文件: Block.cs 项目: beamery/bTris
 public void Render(Renderer renderer)
 {
     renderer.DrawSprite(sprite);
     //renderer.DrawBoundingBox(sprite);
 }
示例#23
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 public void Render(Renderer renderer)
 {
     _enemies.ForEach(x => x.Render(renderer));
 }
示例#24
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 public void Render(Renderer renderer)
 {
     _buttons.ForEach(x => x.Render(renderer));
 }
示例#25
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 public void Render(Renderer renderer)
 {
     renderer.DrawSprite(_sprite);
        // Render_Debug();
 }
示例#26
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文件: Level.cs 项目: beamery/bTris
 public void DrawOutline(Renderer renderer)
 {
     foreach (Block block in outlineBlocks)
     {
         block.Render(renderer);
     }
 }
 public void Render(Renderer renderer)
 {
     renderer.DrawSprite(_spaceship);
 }
示例#28
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文件: Level.cs 项目: beamery/bTris
        public void Render(Renderer renderer)
        {
            // Draw level outline
            DrawOutline(renderer);

            RenderGrid(renderer);
            minoManager.Render(renderer);
            effectsManager.Render(renderer);
            scoreboard.Render(renderer);
            renderer.Render();
        }
示例#29
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 internal void Render(Renderer renderer)
 {
     _missiles.ForEach(x => x.Render(renderer));
     _enemyMissiles.ForEach(x => x.Render(renderer));
 }
示例#30
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文件: Level.cs 项目: beamery/bTris
 public void RenderGrid(Renderer renderer)
 {
     for (int i = 0; i < 10; i++)
     {
         for (int j = 2; j < 22; j++)
         {
             if (grid[i, j].Filled)
             {
                 grid[i, j].GetBlock().Render(renderer);
             }
         }
     }
 }