public void Draw(Microsoft.Xna.Framework.GameTime gameTime, MyGraphicsClass graphics) { foreach (Vector2 obj in stars) { star.Draw(graphics, obj, 0); } }
public void Draw(MyGraphicsClass graphics, Vector2 position, float rotation) { graphics.getSpriteBatch().Draw(loadedTexture.Texture, position, null, color, rotation, origin, 1, SpriteEffects.None, depth); //graphics.getSpriteBatch().Draw(loadedTexture.Texture, position, null, color, 0, new Vector2(0), 1, SpriteEffects.None, depth); //graphics.DrawRectangle(loadedTexture.BoundingRectangle, position, Color.Red, 1); //graphics.DrawCircle(position + loadedTexture.BoundingCircle.Center, loadedTexture.BoundingCircle.Radius, Color.Red, 1); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { base.Initialize(); this.camera = new Camera(new Vector2(0), 1f, 0, this.graphics, inputManager); SpriteBatch spriteBatch = new SpriteBatch(GraphicsDevice); myGraphicsObject = new MyGraphicsClass(this.graphics, spriteBatch, this.camera); gameObjectCollection = new GameObjectCollection(worldSize); }
public void DrawCompanySelection(GameTime gameTime, MyGraphicsClass myGraphicsClass, Company selectedCo) { int count = 0; foreach (Company co in this.companies.Value) { if (co != null) { Vector2 textSize = MyGraphicsClass.Font.MeasureString(co.GetHudText()); if (co == selectedCo) { myGraphicsClass.DrawRectangle(new Vector2(0, count), textSize, new Vector2(0), 0, Color.Red, 1); myGraphicsClass.DrawDebugFont("X", new Vector2(textSize.X + 5, count), 1); } count = count + (int)(textSize.Y); } } }
public virtual void Draw(GameTime gameTime, MyGraphicsClass graphics) { }
public void Draw(MyGraphicsClass graphics, Vector2 position, float rotation) { graphics.getSpriteBatch().Draw(loadedTexture.Texture, position, null, color, rotation, origin, 1, SpriteEffects.None, depth); }
public override void Draw(GameTime gameTime, MyGraphicsClass graphics) { base.Draw(gameTime, graphics); collidable.Position = this.Position; collidable.Rotation = this.Direction; collidable.Draw(graphics); }
public void Draw(MyGraphicsClass graphics, Vector2 pos) { if (this.Contains(pos)) { Draw(graphics, Color.Red, 1); } else { Draw(graphics, Color.Blue, 1); } }
public override void Draw(GameTime gameTime, MyGraphicsClass graphics) { if (controllingPlayer.Value == null) { this.Collidable.Draw(graphics, this.Position, this.Direction); } else { this.Collidable.Draw(graphics, this.Position, this.Direction, controllingPlayer.Value.Color); } graphics.DrawDebugFont(this.materiel.Value.ToString(), this.Position + new Vector2(25, 0), 1f); }
public override void Draw(GameTime gameTime, MyGraphicsClass graphics) { base.Draw(gameTime, graphics); }
public override void Draw(GameTime gameTime, MyGraphicsClass graphics) { base.Draw(gameTime, graphics); graphics.DrawDebugFont("T", this.Position + new Vector2(25, 15), 1f); }
public override void Draw(Microsoft.Xna.Framework.GameTime gameTime, MyGraphicsClass graphics) { base.Draw(gameTime, graphics); this.Collidable.Draw(graphics, this.Position, this.Direction); }
public void DrawCompanyList(GameTime gameTime, MyGraphicsClass myGraphicsClass, Camera camera) { int count = 0; foreach (Company co in this.companies.Value) { if (co != null) { Vector2 textSize = MyGraphicsClass.Font.MeasureString(co.GetHudText()); myGraphicsClass.DrawDebugFont(co.GetHudText(), new Vector2(0, count), 1); count = count + (int)(textSize.Y); co.DrawScreen(gameTime, myGraphicsClass, camera, Color.Gray, .9f); } } }
public static void Initialize(MyGraphicsClass graphics, InputManager inputManager, Camera camera) { Vector2 screenSize = new Vector2(graphics.getGraphics().PreferredBackBufferWidth, graphics.getGraphics().PreferredBackBufferHeight); GunnerController.inputManager = inputManager; GunnerController.camera = camera; screen = new Utils.RectangleF(new Vector2(0), screenSize); }
public void Draw(GameTime gameTime, MyGraphicsClass graphics) { //throw new NotImplementedException(); graphics.getSpriteBatch().Draw(Textures.AimPoint, aimPoint, null, color, 0, new Vector2((float)(Textures.AimPoint.Width / 2.0)), 1, Microsoft.Xna.Framework.Graphics.SpriteEffects.None, 1); }
public void Draw(MyGraphicsClass graphics) { graphics.getSpriteBatch().Draw(texture, position, null, color, rotation, origin, 1, SpriteEffects.None, depth); /*Rectangle bound = this.BoundingRectangle(); graphics.DrawRectangle(new Vector2(bound.X, bound.Y), new Vector2(bound.Width, bound.Height), new Vector2(0), 0, Color.Black, 1);*/ }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); Texture2D line = Content.Load<Texture2D>("line"); camera = new Camera(new Vector2(0), .25f, 0, graphics); myGraphicsObject = new DrawingUtils.MyGraphicsClass(graphics, spriteBatch, camera); DrawingUtils.MyGraphicsClass.LoadContent(Content); Textures.LoadContent(Content); // TODO: use this.Content to load your game content here }
public void Draw(GameTime gameTime, MyGraphicsClass graphics) { graphics.BeginWorld(); foreach (GameObject obj in listManager.GetList<GameObject>()) { obj.Draw(gameTime, graphics); } graphics.EndWorld(); }
public void Draw(MyGraphicsClass graphics, Color color, float depth) { graphics.DrawLine(point1, point2, color, depth); graphics.DrawLine(point1, point3, color, depth); graphics.DrawLine(point3, point2, color, depth); }
public void Draw(GameTime gameTime, MyGraphicsClass graphics) { //graphics.DrawRectangle(worldRectangle.Position, worldRectangle.Size, new Vector2(0), 0, Color.Red, 1); foreach (GameObject obj in gameObjects) { obj.Draw(gameTime, graphics); } foreach (Drawable obj in stars) { obj.Draw(graphics); } foreach (GameObject obj in spacialData.CompleteList()) { obj.Draw(gameTime, graphics); } }
public override void Draw(GameTime gameTime, MyGraphicsClass graphics) { drawable.Position = this.WorldPosition(); drawable.Rotation = this.WorldDirection(); drawable.Draw(graphics); }
public virtual void DrawScreen(GameTime gameTime, MyGraphicsClass graphics) { if (this.nextInStack != null) { this.nextInStack.DrawScreen(gameTime, graphics); } }
public override void Draw(GameTime gameTime, MyGraphicsClass graphics) { collidable.Draw(graphics); }
public override void Draw(GameTime gameTime, MyGraphicsClass graphics) { base.Draw(gameTime, graphics); Vector2 pos = this.WorldPosition(); float dr = this.WorldDirection(); collidable.Draw(graphics, pos, dr); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { base.Initialize(); this.camera = new Camera(new Vector2(0), 1f, 0, this.graphics); SpriteBatch spriteBatch = new SpriteBatch(GraphicsDevice); myGraphicsObject = new DrawingUtils.MyGraphicsClass(this.graphics, spriteBatch, this.camera); backGround = new BackGround(worldSize); gameObjectCollection = new GameObjectCollection(worldSize); }