示例#1
0
 public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch)
 {
     launchMainButton.Draw(gameTime, spriteBatch);
     optionButton.Draw(gameTime, spriteBatch);
     suicideButton.Draw(gameTime, spriteBatch);
     quitGameButton.Draw(gameTime, spriteBatch);
 }
示例#2
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        public void Draw(UberSpriteBatch spriteBatch)
        {
            int i;
            spriteBatch.DrawUI(TexturesManager.Window,Bound,colorRect);
            for (i = 0; i < lines.Count;i++)
                spriteBatch.DrawUI(spritefont, lines[i], new Vector2(boundWrite.X, boundWrite.Y + (i * spritefont.MeasureString(lines[i]).Y)), colorText);

            if (IsSelect)
            {
                time++;
                if (time > 30)
                {
                    if (lines.Count > 0)
                        spriteBatch.DrawUI(spritefont, "|",
                                           new Vector2(boundWrite.X + spritefont.MeasureString(lines[i - 1]).X,
                                                       boundWrite.Y +
                                                       ((i - 1)*spritefont.MeasureString(lines[i - 1]).Y)),
                                           colorText);
                    else
                        spriteBatch.DrawUI(spritefont, "|", new Vector2(boundWrite.X, boundWrite.Y), colorText);
                }
                if (time > 60)
                time = 0;
            }
        }
示例#3
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文件: Map.cs 项目: wiilinkpds/Wotrn
 public void Draw(UberSpriteBatch spriteBatch, bool isBackground, Vector2 position)
 {
     for (int x = 0; x < Data.MapWidth; x++)
         for (int y = 0; y < Data.MapHeight; y++)
             if (IsSeen(new Point(x, y), position))
                 DrawTile(spriteBatch, x, y, isBackground);
 }
示例#4
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 public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch)
 {
     spriteBatch.DrawUI(TexturesManager.Window, Position);
     for (int i = 0; i < actualPlayer.spells.Count; i++)
     {
         spriteBatch.DrawUI(actualPlayer.spells[i].Icon, new Rectangle(5 + Bounds.X,5 + Bounds.Y + 50 * i,50,50));
     }
 }
示例#5
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 public override void Draw(UberSpriteBatch spriteBatch, GameTime gameTime)
 {
     Rectangle source = new Rectangle((int) Owner.TextureSize.X * Owner.Step,
                                      (int) Owner.TextureSize.Y*(int) Owner.Direction, (int) Owner.TextureSize.X,
                                      (int) Owner.TextureSize.Y);
     if (IsActivated)
         spriteBatch.Draw(Owner.Texture, position, source, Color.FromNonPremultiplied(255, 255, 255, 128));
 }
示例#6
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        public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch)
        {
            spriteBatch.DrawUI(TexturesManager.Window, new Rectangle((int)Position.X, (int)Position.Y, TexturesManager.Window.Width, TexturesManager.Window.Height));
            spriteBatch.DrawUI(TexturesManager.Level, Resources.Res.Music + " : " + Math.Floor(XactManager.SongVolume * 100) + " %", Position + new Vector2(TexturesManager.Window.Width / 2, 0) - new Vector2(TexturesManager.Level.MeasureString("Musique : 100 %").X / 2, -5), Color.White);
            spriteBatch.DrawUI(TexturesManager.Level, Resources.Res.SoundEffect + " : " + Math.Floor(XactManager.SoundEffectVolume * 100) + " %", Position + new Vector2(TexturesManager.Window.Width / 2, 50) - new Vector2(TexturesManager.Level.MeasureString("Effets Sonores : 100 %").X / 2, -5), Color.White);

            songSlide.Draw(gameTime, spriteBatch);
            soundEffectSlide.Draw(gameTime, spriteBatch);
        }
示例#7
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        public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch)
        {
            spriteBatch.Begin();

            intro.Draw(gameTime, spriteBatch);
            goButton.Draw(gameTime, spriteBatch);

            spriteBatch.End();
        }
示例#8
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        protected override void LoadContent()
        {
            spriteBatch = new UberSpriteBatch(GraphicsDevice); // Charge notre spriteBatch personnalise
            TexturesManager.Load(Content); // Charge les textures
            cursor = new CursoManagers(TexturesManager.Cursor);
            RandomManager.Init();

            currentScreen = new StartMenu();
        }
示例#9
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 public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch)
 {
     if (texture == null)
     {
         spriteBatch.DrawUI(MouseManager.IsInRectangle(Bounds) ? TexturesManager.Zoom : TexturesManager.Menu, text, Position, MouseManager.IsInRectangle(Bounds) ? Color.Red : Color.White);
     }
     else
         spriteBatch.DrawUI(texture, Position, MouseManager.IsInRectangle(Bounds) ? Color.Gray : Color.White);
 }
示例#10
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        public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch)
        {
            spriteBatch.Begin();

            loadButton.Draw(gameTime, spriteBatch);
            mainButton.Draw(gameTime, spriteBatch);

            spriteBatch.End();
        }
示例#11
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        public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch)
        {
            base.Draw(gameTime, spriteBatch);
            spriteBatch.BeginCam(Camera);

                foreach (var entityPlayer in client.OtherPlayers)
                    entityPlayer.MultiToPlayer(this, TexturesManager.Player).Draw(gameTime, spriteBatch);
            //spriteBatch.DrawUI(TexturesManager.Menu, Convert.ToString.Count), Vector2.One, Color.Blue);
            spriteBatch.End();
        }
示例#12
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文件: Temps.cs 项目: wiilinkpds/Wotrn
 public static void Pluie(UberSpriteBatch sprite_batch, GameTime game_time, Maps.MapData mapdata, bool end)
 {
     if (game_time.TotalGameTime.TotalMilliseconds % 1 < 2 && !end)
         Rain.Add(new MoteurParticule(TexturesManager.Pluie, new Vector2(RandomManager.Next(-100, mapdata.MapWidth * 32), -100), Direction.Down, RandomManager.Next(50), 3));
     foreach (var gout in Rain)
     {
         gout.update();
         gout.Draw(sprite_batch);
     }
     Rain.RemoveAll(particule => particule.IsDead || particule.position.X > mapdata.MapWidth * 32 || particule.position.Y > mapdata.MapHeight * 32);
 }
示例#13
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 public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch)
 {
     spriteBatch.DrawUI(TexturesManager.Window, Bounds);
     spriteBatch.DrawUI(TexturesManager.Menu, "Client :", new Vector2(Bounds.X + Bounds.Width / 2 - TexturesManager.Menu.MeasureString("Serveur :").X / 2, Bounds.Y + TexturesManager.Menu.MeasureString("Serveur :").Y / 2), Color.Red);
     if (!IsJoin)
         joinButton.Draw(gameTime, spriteBatch);
     spriteBatch.DrawUI(TexturesManager.Menu, "Port : ", new Vector2(Bounds.X + 20, Bounds.Y + 60), Color.Red);
     spriteBatch.DrawUI(TexturesManager.Menu, "Nom : ", new Vector2(box[0].Bound.X + box[0].Bound.Width + 20, Bounds.Y + 60), Color.Red);
     spriteBatch.DrawUI(TexturesManager.Menu, "Ip :", new Vector2(Bounds.X + 10, box[0].Bound.Bottom + 20), Color.Red);
     foreach (var textBox in box)
         textBox.Draw(spriteBatch);
 }
示例#14
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 public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch)
 {
     spriteBatch.DrawUI(TexturesManager.Window, Position);
     spriteBatch.DrawUI(TexturesManager.Level, Resources.Res.HeroLevel + " : " + actualPlayer.Level, Position + new Vector2(5, 10), Color.White);
     spriteBatch.DrawUI(TexturesManager.Level, Resources.Res.LifeMax + " : " + actualPlayer.Stats.LifeMax, Position + new Vector2(5, 30), Color.White);
     spriteBatch.DrawUI(TexturesManager.Level, Resources.Res.PowerMax + " : " + actualPlayer.Stats.PowerMax, Position + new Vector2(5, 50), Color.White);
     spriteBatch.DrawUI(TexturesManager.Level, Resources.Res.Strength + " : " + actualPlayer.Stats.Strength, Position + new Vector2(5, 70), Color.White);
     spriteBatch.DrawUI(TexturesManager.Level, Resources.Res.Dexterity + " : " + actualPlayer.Stats.Dexterity, Position + new Vector2(5, 90), Color.White);
     spriteBatch.DrawUI(TexturesManager.Level, Resources.Res.Intelligence + " : " + actualPlayer.Stats.Intelligence, Position + new Vector2(5, 110), Color.White);
     spriteBatch.DrawUI(TexturesManager.Level, Resources.Res.LifePerSeconde + " : " + actualPlayer.Stats.LifeRegeneration, Position + new Vector2(5, 130), Color.White);
     spriteBatch.DrawUI(TexturesManager.Level, Resources.Res.PowerPerSeconde + " : " + actualPlayer.Stats.PowerRegeneration, Position + new Vector2(5, 150), Color.White);
 }
示例#15
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文件: Map.cs 项目: wiilinkpds/Wotrn
        private static void DrawTile(UberSpriteBatch spriteBatch, int tileId, int x, int y)
        {
            if (tileId < 0)
                return;

            int tileX = tileId % 8;
            int tileY = (int)Math.Floor(tileId / 8.0);

            Rectangle dest = new Rectangle(x * TileSize, y * TileSize, TileSize, TileSize);
            Rectangle src = new Rectangle(tileX * TileSize, tileY * TileSize, TileSize, TileSize);

            spriteBatch.Draw(TexturesManager.MapTiles, dest, src);
        }
示例#16
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 public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch)
 {
     spriteBatch.DrawUI(TexturesManager.Window, Position);
     spriteBatch.DrawUI(TexturesManager.Level, "Niveau du Heros : " + actualPlayer.Level, Position + new Vector2(5, 10), Color.White);
     spriteBatch.DrawUI(TexturesManager.Level, "Vie Maximum : " + actualPlayer.Stats.LifeMax, Position + new Vector2(5,30), Color.White);
     spriteBatch.DrawUI(TexturesManager.Level, "Power Maximum : " + actualPlayer.Stats.PowerMax, Position + new Vector2(5, 50), Color.White);
     spriteBatch.DrawUI(TexturesManager.Level, "Force : " + actualPlayer.Stats.Strength, Position + new Vector2(5, 70), Color.White);
     spriteBatch.DrawUI(TexturesManager.Level, "Dexterite : " + actualPlayer.Stats.Dexterity, Position + new Vector2(5, 90), Color.White);
     spriteBatch.DrawUI(TexturesManager.Level, "Intelligence : " + actualPlayer.Stats.Intelligence, Position + new Vector2(5, 110), Color.White);
     spriteBatch.DrawUI(TexturesManager.Level, "Vie / Seconde : " + actualPlayer.Stats.LifeRegeneration, Position + new Vector2(5, 130), Color.White);
     spriteBatch.DrawUI(TexturesManager.Level, "Power / Seconde: " + actualPlayer.Stats.PowerRegenaration, Position + new Vector2(5, 150), Color.White);
     spriteBatch.DrawUI(TexturesManager.Level, "Victimes : " + actualPlayer.Stats.AmountKilled, Position + new Vector2(5, 170), Color.White);
 }
示例#17
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        public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch)
        {
            spriteBatch.Begin();

            spriteBatch.Draw(TexturesManager.BackgroundMenu, new Rectangle(0,0,MainGame.ScreenX,MainGame.ScreenY));
            spriteBatch.DrawUI(TexturesManager.Title, "Wrath of the Rack Ninja", new Vector2(MainGame.ScreenX / 2, MainGame.ScreenY / 2 - 300), Color.Red);

            startButton.Draw(gameTime, spriteBatch);
            optionButton.Draw(gameTime, spriteBatch);
            storyButton.Draw(gameTime, spriteBatch);
            exitButton.Draw(gameTime, spriteBatch);

            spriteBatch.End();
        }
示例#18
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        public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch)
        {
            spriteBatch.Begin();
            spriteBatch.Draw(TexturesManager.MultiMenu, new Rectangle(0, 0, MainGame.ScreenX, MainGame.ScreenY));
            spriteBatch.DrawUI(TexturesManager.Title, "Wrath of the Rack Ninja", new Vector2(MainGame.ScreenX / 2, MainGame.ScreenY / 2 - 300), Color.Red);
            spriteBatch.DrawUI(TexturesManager.Title, "Multijoueurs", new Vector2(100, MainGame.ScreenY / 2 - 300), Color.Red);

            backStartButton.Draw(gameTime, spriteBatch);
            localButton.Draw(gameTime,spriteBatch);

            foreach (Window win in Windows)
                win.Draw(gameTime, spriteBatch);

            spriteBatch.End();
        }
示例#19
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 public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch)
 {
     if (texture == null)
     {
         spriteBatch.DrawUI(MouseManager.IsInRectangle(Bounds) && !MouseManager.IsClicking() ? TexturesManager.Zoom : TexturesManager.Menu,
                            text, Position, MouseManager.IsInRectangle(Bounds) ? Color.Red : Color.White);
     }
     else if (SlideSize == 0)
         spriteBatch.DrawUI(texture, Position, MouseManager.IsInRectangle(Bounds) ? Color.Gray : Color.White);
     else
     {
         spriteBatch.DrawUI(TexturesManager.SlideBar,
                            new Rectangle((int) BoundLeft, (int) Position.Y,
                                          SlideSize + TexturesManager.MovingCursor.Width - 1,
                                          TexturesManager.MovingCursor.Height));
         spriteBatch.DrawUI(texture, Position, MouseManager.IsInRectangle(Bounds) ? Color.Gray : Color.White);
     }
 }
示例#20
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        public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch)
        {
            spriteBatch.DrawUI(TexturesManager.Window, new Rectangle((int)Position.X, (int)Position.Y, TexturesManager.Window.Width + 100, KeyboardManager.BindedKeys.Length * 20 + 10));
            for (int i = 0; i < KeyboardManager.Description.Length; i++)
            {
                string str = KeyboardManager.Description[i];

                spriteBatch.DrawUI(TexturesManager.Level, str,
                                   Position + new Vector2(10, 5 + i*20), Color.White);
            }

            for (int i = 0; i < KeyboardManager.BindedKeys.Length; i++)
            {
                string str = KeyboardManager.BindedKeys[i].ToString();
                if (str[0] == 'D' && str.Length <= 2)
                    str = str.Substring(1);

                spriteBatch.DrawUI(TexturesManager.Level, str,
                    Position + new Vector2(205, 5 + i * 20), Color.White);
            }
        }
示例#21
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 public void InternalDraw(UberSpriteBatch spriteBatch, Color color)
 {
     Rectangle source = new Rectangle((int)textureSize.X * step, (int)textureSize.Y, (int)textureSize.X, (int)textureSize.Y);
     spriteBatch.Draw(effect, position, source, color);
 }
示例#22
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 public void Draw(GameTime gameTime, UberSpriteBatch spriteBatch)
 {
     InternalDraw(spriteBatch, Color.White);
 }
示例#23
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文件: Panel.cs 项目: wiilinkpds/Wotrn
 public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch)
 {
     infoPlayerButton.Draw(gameTime, spriteBatch);
     spellListButton.Draw(gameTime, spriteBatch);
 }
示例#24
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 public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch)
 {
     spriteBatch.DrawUI(texture, Bounds);
     Serveur.Draw(gameTime,spriteBatch);
     Client.Draw(gameTime,spriteBatch);
 }
示例#25
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        public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch)
        {
            InternalDraw(spriteBatch, Targeter == null ? Color.White : Color.SkyBlue); // Draw le monstre et change la couleur de la cible

            if (Targeter == null && !KeyboardManager.IsDown(Keys.LeftControl))
                return;

            Vector2 position = Position - new Vector2(0, TexturesManager.Life.Height);

            int size = (int)Life *(int)TextureSize.X / LifeMax;
            for (int i = 0; i < size; i++)
                spriteBatch.Draw(TexturesManager.Life, position + new Vector2(i, 0), Color.White);
            for (int i = size; i < (int)TextureSize.X; i++)
                spriteBatch.Draw(TexturesManager.Life, position + new Vector2(i, 0), Color.Gray);
        }
示例#26
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        public override void DrawUI(GameTime gameTime, UberSpriteBatch spriteBatch)
        {
            if (Targeter == null)
                return;

            // Draw la barre de Vie si Targeter est non null
            int size = (int)Life * LifeBarSize / LifeMax;
            for (int i = 0; i < size; i++)
                spriteBatch.DrawUI(TexturesManager.Life, new Vector2(MainGame.ScreenX - LifeBarSize + i, 0), Color.White);
            for (int i = size; i < LifeBarSize; i++)
                spriteBatch.DrawUI(TexturesManager.Life, new Vector2(MainGame.ScreenX - LifeBarSize + i, 0), Color.Gray);
        }
示例#27
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 public static void Draw(UberSpriteBatch spriteBatch)
 {
     spriteBatch.Begin();
     spriteBatch.Draw(CurrentTexture, Position);
     spriteBatch.End();
 }
示例#28
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 public abstract void Draw(GameTime gameTime, UberSpriteBatch spriteBatch);
示例#29
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文件: Spell.cs 项目: wiilinkpds/Wotrn
 public virtual void Draw(UberSpriteBatch spriteBatch,GameTime gameTime)
 {
 }
示例#30
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 public void Draw(UberSpriteBatch sprite_batch)
 {
     sprite_batch.Draw(texture,position);
 }