示例#1
0
        public void drawPlaying()
        {
            Vector2 cameraLocation = new Vector2(mDeanRunner.mAnimation.getPosition().X, 0.0f);
            //Vector2 cameraOffset = new Vector2(graphics.PreferredBackBufferWidth / 2, 0.0f);
            float cameraOffset = graphics.PreferredBackBufferWidth / 2;

            activeBatch.Begin(SpriteSortMode.FrontToBack, BlendState.NonPremultiplied);

            activeBatch.Draw(mBackgroundTexture, new Rectangle(0, 0, 1280, 720), Color.White);

            mDeanRunner.draw(activeBatch, cameraLocation, cameraOffset, gHorizon);

            for (int i = 0; i < NUM_TREES; i++)
            {
                float   depth   = GlobalFunctions.calcDepth(treeLocs[i].Y, gHorizon, graphics.PreferredBackBufferHeight);
                float   scale   = GlobalFunctions.calcScale(depth);
                Color   tint    = GlobalFunctions.calcTint(depth);
                Vector2 drawPos = treeLocs[i];
                drawPos.X -= cameraLocation.X;
                drawPos.X *= scale;
                drawPos.X += cameraOffset;
                treeUnitList[i].draw(activeBatch, drawPos, tint, scale, depth);
                //activeBatch.Draw(treeAnimations[i].mSpriteSourceTexture, drawPos, treeAnimations[i].mCurrentCelLocation, tint, 0.0f, new Vector2(192, 192), scale, SpriteEffects.None, depth);
            }
            for (int i = 0; i < NUM_HAM; i++)
            {
                float   depth   = GlobalFunctions.calcDepth(hamLocs[i].Y, gHorizon, graphics.PreferredBackBufferHeight);
                float   scale   = GlobalFunctions.calcScale(depth);
                Color   tint    = GlobalFunctions.calcTint(depth);
                Vector2 drawPos = hamLocs[i];
                drawPos.X -= cameraLocation.X;
                drawPos.X *= scale;
                drawPos.X += cameraOffset;
                hamUnitList[i].draw(activeBatch, drawPos, tint, scale, depth);
                //activeBatch.Draw(hamUnitList[i].mAnimation.mSpriteSourceTexture, drawPos, hamUnitList[i].mAnimation.mCurrentCelLocation, tint, 0.0f, new Vector2(192, 192), scale, SpriteEffects.None, depth);
            }

            activeBatch.End();

            overlayBatch.Begin();

            overlayBatch.DrawString(Timeless, fps_string, new Vector2(10, 10), Color.Red, 0.0f, new Vector2(0, 0), 0.2f, SpriteEffects.None, 0.1f);
            overlayBatch.DrawString(Timeless, found_ham_string, new Vector2(10, 30), Color.Red, 0.0f, new Vector2(0, 0), 0.2f, SpriteEffects.None, 0.1f);

            overlayBatch.End();
        }
示例#2
0
        public override void draw(SpriteBatch batch, Vector2 cameraPos, float cameraOffset, int horizonY)
        {
            float depth = GlobalFunctions.calcDepth(mAnimation.mSpritePosition.Y, horizonY, 656);
            float scale = GlobalFunctions.calcScale(depth);

            Vector2 drawPos = mAnimation.mSpritePosition;

            drawPos.X -= cameraPos.X;
            drawPos.X *= scale;
            drawPos.X += cameraOffset;

            batch.Draw(mAnimation.mSpriteSourceTexture, drawPos, mAnimation.mCurrentCelLocation, GlobalFunctions.calcTint(depth), mRotation, mOrigin, scale, mAnimation.mSpriteEffects, depth);
        }