public void Draw() { RectangleF rec = DrawRec; if (goingUp) { sprite = p_up; } else { sprite = p_down; } if (isdead) { sprite = p_dead; } if (Game.Level != 5) { Spritebatch.DrawSprite(sprite, rec, Color.White); } else { Spritebatch.DrawSprite(sprite, rec, Color.DarkOrange); } }
public void Draw() { RectangleF rec = DrawRec; if (jump) { sprite = walkAnimation[1]; } else { sprite = walkAnimation[0]; } if (isdead) { rec.Y += rec.Height; rec.Height = -rec.Height; sprite = dead; } if (Game.Level != 5) { Spritebatch.DrawSprite(sprite, rec, Color.White); } else { Spritebatch.DrawSprite(sprite, rec, Color.MediumPurple); } }
public static void DrawChar(char c, int pos, float x, float y) { int charid = Convert.ToInt32(c); int xx = (charid % 16) * 16 + 1; int yx = ((int)Math.Floor((double)(charid / 16))) * 16 + 1; RectangleF sourceRec = new RectangleF(xx, yx, 15, 15); Spritebatch.DrawSprite(charset, new RectangleF(x + pos, y, 32, 32), cd, sourceRec); }
public void Draw() { RectangleF rec = DrawRec; if (l) { rec.X += rec.Width; rec.Width = -rec.Width; } Spritebatch.DrawSprite(sprite, rec, Color.DarkGray); }
public void DrawHUD() { if (Game.Level != 6) { //Lives Spritebatch.DrawSprite(head, new RectangleF(position.X - 300, position.Y - 210, 32, 32)); DialogBox.DrawString("x" + Lives.ToString(), position.X - 268, position.Y - 210); //Coins Spritebatch.DrawSprite(coin, new RectangleF(position.X + 180, position.Y - 210, 32, 32)); DialogBox.DrawString("x" + Coins.ToString(), position.X + 212, position.Y - 210); } else { DialogBox.DrawString("The", position.X - 48, position.Y - 164); DialogBox.DrawString("End", position.X - 48, position.Y - 132); } }
public void Draw() { RectangleF rec = DrawRec; if (l) { rec.X += rec.Width; rec.Width = -rec.Width; } if (!isHurt) { Spritebatch.DrawSprite(sprite, rec, Color.FromArgb(128, 169, 169, 169)); } else { Spritebatch.DrawSprite(sprite, rec, Color.DarkGray); } }
public void Draw(Color color) { GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest); if (type == ObjectType.StandingCoin || type == ObjectType.Coin) { if (index < 6) { Spritebatch.DrawSprite(sprite, new RectangleF(position.X, position.Y, size.X, size.Y), color); } else { Spritebatch.DrawSprite(sprite, new RectangleF(position.X, position.Y, size.X, size.Y), Color.FromArgb(color.A, color.R - 50, color.G - 50, color.B - 50)); } return; } Spritebatch.DrawSprite(sprite, new RectangleF(position.X, position.Y, size.X, size.Y), color); }
public void Draw() { RectangleF rec = DrawRec; if (velocity.X > 0) { rec.X += rec.Width; rec.Width = -rec.Width; } if (isdead) { rec.Y += rec.Height; rec.Height = -rec.Height; } if (Game.Level != 5) { Spritebatch.DrawSprite(sprite, rec, Color.White); } else { Spritebatch.DrawSprite(sprite, rec, Color.DarkOrange); } }
public void Draw(Color color) { if (Game.Level == 6) { return; } RectangleF rec = DrawRec; if (dying) { sprite = dead; } if (!facingRight) { rec.X += rec.Width; rec.Width = -rec.Width; } if (isInvincible && counter % 2 == 0) { return; } if (climbing) { if (xcounter < 6) { rec.X += rec.Width; rec.Width = -rec.Width; } if (fireflower) { Spritebatch.DrawSprite(firespriteClimb, rec, color); } else { Spritebatch.DrawSprite(spriteClimb, rec, color); } } else if (!grounded && velocity.Y <= 0 && !dying) { if (!fireflower) { Spritebatch.DrawSprite(spriteJump, rec, color); } else { Spritebatch.DrawSprite(firespriteJump, rec, color); } } else if (!grounded && velocity.Y > 0 && !dying) { if (!fireflower) { Spritebatch.DrawSprite(spriteFall, rec, color); } else { Spritebatch.DrawSprite(firespriteFall, rec, color); } } else { Spritebatch.DrawSprite(sprite, rec, color); } //Spritebatch.DrawSprite(Game.dot, this.ColRec, Color.Red); }
//Render - draw stuff here protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); if (slevel == "menu") { GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); GL.ClearColor(Color.FromArgb(255, 10, 10, 10)); Spritebatch.Begin(this); view.ApplyTransforms(); foreach (GameObject o in ObjectHandler.objects) { o.Draw(Color.FromArgb(255, 90, 90, 90)); } for (int x = 0; x < level.Width; x++) { for (int y = 0; y < level.Height; y++) { int tileSize = 70; RectangleF sourceRec = new RectangleF(0, 0, 0, 0); sourceRec = new RectangleF(level[x, y].tileX, level[x, y].tileY, tileSize, tileSize); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest); Spritebatch.DrawSprite(tileSet, new RectangleF(x * GRIDSIZE, y * GRIDSIZE, GRIDSIZE + 1, GRIDSIZE + 1), Color.FromArgb(255, 90, 90, 90), sourceRec); } } } else { List <Enemy> afterdraw = new List <Enemy>(); //Enemies drawn after tiles - above them. (atm all except piranhas) Color tilec = Color.LightGray; GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); if (slevel.Contains("story")) { GL.ClearColor(Color.FromArgb(255, 0, 0, 0)); } else if (Level == 1) { GL.ClearColor(Color.FromArgb(255, 10, 10, 10)); tilec = Color.LightGray; } else if (Level == 2) { GL.ClearColor(Color.FromArgb(255, 0, 20, 20)); tilec = Color.LightGray; } else if (Level == 3 || Level == 4 || Level == 5) { GL.ClearColor(Color.FromArgb(255, 0, 0, 16)); tilec = Color.Gray; } else if (Level == 6) { GL.ClearColor(Color.FromArgb(255, 16, 16, 16)); tilec = Color.Gray; } Spritebatch.Begin(this); view.ApplyTransforms(); if (!slevel.Contains("story")) { foreach (GameObject o in ObjectHandler.objects) { o.Draw(tilec); } } List <Tuple <Block, Vector2> > afterdraws = new List <Tuple <Block, Vector2> >(); if (!slevel.Contains("story")) { for (int x = 0; x < level.Width; x++) { for (int y = 0; y < level.Height; y++) { if (level[x, y].type == BlockType.Empty) { Tuple <Block, Vector2> t = new Tuple <Block, Vector2>(level[x, y], new Vector2(x, y)); afterdraws.Add(t); continue; } int tileSize = 70; RectangleF sourceRec = new RectangleF(0, 0, 0, 0); sourceRec = new RectangleF(level[x, y].tileX, level[x, y].tileY, tileSize, tileSize); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest); Spritebatch.DrawSprite(tileSet, new RectangleF(x * GRIDSIZE, y * GRIDSIZE, GRIDSIZE + 1, GRIDSIZE + 1), tilec, sourceRec); } } } if (!slevel.Contains("story")) { foreach (Enemy ex in enemies) { if (ex.enemyType == 5) { ex.Draw(); } else { afterdraw.Add(ex); } } } if (!slevel.Contains("story")) { player.Draw(tilec); } foreach (Tuple <Block, Vector2> t in afterdraws.ToArray()) { int tileSize = 70; RectangleF sourceRec = new RectangleF(0, 0, 0, 0); sourceRec = new RectangleF(t.Item1.tileX, t.Item1.tileY, tileSize, tileSize); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest); Spritebatch.DrawSprite(tileSet, new RectangleF(t.Item2.X * GRIDSIZE, t.Item2.Y * GRIDSIZE, GRIDSIZE + 1, GRIDSIZE + 1), tilec, sourceRec); } foreach (Enemy ex in afterdraw) { ex.Draw(); } if (!slevel.Contains("story")) { view.DrawHUD(); } if (slevel.Contains("story")) { GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest); DialogBox.DrawString(view.Position.X - 288, view.Position.Y); } } this.SwapBuffers(); }