public override void Draw(DrawBatch drawBatch, float thickness, Color color) { Vector2 first, second; if (!useAngles) { for (int i = 0; i < 10; i++) { first = Position + Extensions.GetVector2(i * 2 * (float)Math.PI / 10, vector4.Z); second = Position + Extensions.GetVector2((i + 1) * 2 * (float)Math.PI / 10, vector4.Z); Game1.DrawLine(drawBatch, first, second, thickness, color, DrawBatch.CalculateDepth(Position)); } } else { for (int i = 0; i < 10; i++) { float activeLength = activeArea.Y - activeArea.X; first = Position + Extensions.GetVector2(activeArea.X + i * activeLength / 10, vector4.Z); second = Position + Extensions.GetVector2(activeArea.X + (i + 1) * activeLength / 10, vector4.Z); Game1.DrawLine(drawBatch, first, second, thickness, color, DrawBatch.CalculateDepth(Position)); } Game1.DrawLine(drawBatch, Position, Position + Extensions.GetVector2(activeArea.X, vector4.Z), thickness, color, DrawBatch.CalculateDepth(Position)); Game1.DrawLine(drawBatch, Position, Position + Extensions.GetVector2(activeArea.Y, vector4.Z), thickness, color, DrawBatch.CalculateDepth(Position)); } }
public virtual void DrawName(DrawBatch drawBatch, float scale) { Vector2 measurements = (Game1.fontDebug.MeasureString(item.name) * scale); float depth = DrawBatch.CalculateDepth(PositionXY); drawBatch.Draw(DrawBatch.DrawCall.Tag.GameObject, Game1.pixel, new Rectangle((int)(position.X - measurements.X / 2), (int)(position.Y + 20 - position.Z - measurements.Y / 2), (int)measurements.X, (int)measurements.Y), Color.DarkBlue, depth); drawBatch.DrawString(DrawBatch.DrawCall.Tag.GameObject, item.name, Game1.fontDebug, new Vector2(position.X, position.Y + 20 - position.Z), scale, 0f, measurements / 2, Color.White, depth); }
private void DrawHUD() { //Draw HUD here spriteBatch.DrawString(fontDebug, "Selected: " + SelectionHandler.selectedTile.ToString(), new Vector2(20, 40), Color.White); spriteBatch.DrawString(fontDebug, "Rect: " + SelectionHandler.TileRectangle.ToString(), new Vector2(20, 80), Color.White); spriteBatch.DrawString(fontDebug, "Second: " + SelectionHandler.selectedTileSecond.ToString(), new Vector2(20, 120), Color.White); spriteBatch.DrawString(fontDebug, "Select Target: " + SelectionHandler.CurrentTarget.ToString(), new Vector2(20, 140), Color.White); spriteBatch.DrawString(fontDebug, "SelectionRect: " + SelectionHandler.SelectionRectangle.ToString(), new Vector2(20, 180), Color.White); spriteBatch.DrawString(fontDebug, "Selected: " + SelectionHandler.selectionPoint.ToString(), new Vector2(20, 200), Color.White); spriteBatch.DrawString(fontDebug, "Second: " + SelectionHandler.selectionPointSecond.ToString(), new Vector2(20, 220), Color.White); spriteBatch.DrawString(fontDebug, "MouseTile: " + mouseTile.ToString(), new Vector2(20, 260), Color.White); spriteBatch.DrawString(fontDebug, "MousePosInWrld: " + mousePosInWorld.ToString(), new Vector2(20, 280), Color.White); spriteBatch.DrawString(fontDebug, "Cam.pos: " + camera.pos.ToString(), new Vector2(20, 320), Color.White); spriteBatch.DrawString(fontDebug, "Cam.Position: " + camera.Position.ToString(), new Vector2(20, 340), Color.White); spriteBatch.DrawString(fontDebug, "MouseDepth: " + DrawBatch.CalculateDepth(mousePosInWorld).ToString(), new Vector2(20, 380), Color.Red); spriteBatch.DrawString(fontDebug, "Drawcalls: " + drawBatch.DrawCallCount.ToString(), new Vector2(20, 400), Color.Red); spriteBatch.DrawString(fontDebug, "Average Time per Frame: " + millisecondsPerFrameAverage, new Vector2(20, 450), Color.Red); spriteBatch.DrawString(fontDebug, "Average Time per Frame (Upd): " + millisecondsPerFrameAverageUpdate, new Vector2(20, 480), Color.Red); spriteBatch.DrawString(fontDebug, "Average Time per Frame (Drw): " + millisecondsPerFrameAverageDraw, new Vector2(20, 500), Color.Red); spriteBatch.DrawString(fontDebug, "Time Budget Total: " + millisecondBudget, new Vector2(20, 550), Color.Red); spriteBatch.DrawString(fontDebug, "Time Budget Left: " + (millisecondBudget - millisecondsPerFrameAverage), new Vector2(20, 580), Color.Red); spriteBatch.DrawString(fontDebug, "AbilityHandler: ", new Vector2(400, 450), Color.Red); int i = 0; foreach (var item in ((Player)agents[0]).abilityHandler.executers) { spriteBatch.DrawString(fontDebug, i.ToString() + ": " + item.Value.type + ", " + item.Value.Ready, new Vector2(400, 480), Color.Red); i++; } spriteBatch.DrawString(fontDebug, "Time Budget Left: " + (millisecondBudget - millisecondsPerFrameAverage), new Vector2(20, 580), Color.Red); //if (agents.Count > 1) // drawBatch.DrawString(fontDebug, "Colliding Circles: " + agents[0].collider.CollisionCheck(agents[1].collider, false), new Vector2(20, 320), Color.White); GUI.Draw(spriteBatch); spriteBatch.Draw(pixel, new Rectangle((int)(mouseState.X * ((float)screenWidth / displayWidth)) - 2, (int)(mouseState.Y * ((float)screenHeight / displayHeight)) - 2, 4, 4), Color.Brown); }
public override void Draw(DrawBatch drawBatch) { if (SelectionHandler.selectedID == ID) { drawBatch.Draw(DrawBatch.DrawCall.Tag.GameObject, texture, SelectionHitBox, Color.Blue, DrawBatch.CalculateDepth(PositionXY)); } else if (tag == Tag.Enemy) { drawBatch.Draw(DrawBatch.DrawCall.Tag.GameObject, texture, SelectionHitBox, Color.Red, DrawBatch.CalculateDepth(PositionXY)); } else if (tag == Tag.Player) { drawBatch.Draw(DrawBatch.DrawCall.Tag.GameObject, texture, SelectionHitBox, Color.White, DrawBatch.CalculateDepth(PositionXY)); } drawBatch.DrawString(DrawBatch.DrawCall.Tag.GameObject, GetCurrentHealth().ToString(), Game1.fontDebug, PositionXY - new Vector2(10), Color.Red, DrawBatch.CalculateDepth(PositionXY)); healthBar.drawRectangle = new Rectangle((int)(position.X - 16), (int)(position.Y + 10), 32, 8); healthBar.Draw(DrawBatch.DrawCall.Tag.GameObject, drawBatch, DrawBatch.CalculateDepth(PositionXY), (short)2, 0f); //collider.Draw(spriteBatch, 2f, Color.Cyan); }
private void DrawLights() { drawBatch.Draw(DrawBatch.DrawCall.Tag.Light, fader, new Vector2(150, 100), Color.Orange, DrawBatch.CalculateDepth(new Vector2(150, 100))); drawBatch.Draw(DrawBatch.DrawCall.Tag.Light, fader, new Vector2(570, 290), Color.Cyan, DrawBatch.CalculateDepth(new Vector2(570, 290))); drawBatch.Draw(DrawBatch.DrawCall.Tag.Light, fader, new Vector2(344, 320), Color.Purple, DrawBatch.CalculateDepth(new Vector2(344, 320))); if (KeyDown(Keys.F)) { drawBatch.Draw(DrawBatch.DrawCall.Tag.Light, fader, mousePosInWorld, new Vector2(2, 2), 0f, new Vector2(128), Color.White, DrawBatch.CalculateDepth(mousePosInWorld)); } }
public override void Draw(DrawBatch drawBatch) { if (sprite != null) { sprite.Draw(drawBatch, DrawBatch.DrawCall.Tag.GameObject, PositionXY + new Vector2(0, -position.Z), 0f, sprite.Measurements.ToVector2() / 2, scale, DrawBatch.CalculateDepth(PositionXY)); } }
public override void Draw(DrawBatch drawBatch) { Color newColor = Color.Lerp(color, Color.Transparent, MathTransformations.Transform(MathTransformations.Type.NormalizedSmoothStart2, timeAlive / (float)timeToLive) + .4f); drawBatch.Draw(DrawBatch.DrawCall.Tag.GameObject, Game1.pixel, new Rectangle((int)(PositionXY.X - 1 * scale), (int)((position.Y - position.Z) - 1 * scale), (int)(2 * scale), (int)(2 * scale)), new Rectangle(0, 0, 1, 1), newColor, DrawBatch.CalculateDepth(PositionXY), (short)2, 1); drawBatch.Draw(DrawBatch.DrawCall.Tag.Light, Game1.fader, new Vector2(PositionXY.X, PositionXY.Y - position.Z), .35f * scale, 0f, new Vector2(Game1.fader.Width * .5f), Color.Lerp(newColor, Color.DarkGray, .05f), DrawBatch.CalculateDepth(PositionXY)); base.Draw(drawBatch); }
public override void Draw(DrawBatch drawBatch, float thickness, Color color) { Game1.DrawLine(drawBatch, new Vector4(Position.X, Position.Y, Position.X + Width, Position.Y), thickness, color, DrawBatch.CalculateDepth(Position)); Game1.DrawLine(drawBatch, new Vector4(Position.X + Width, Position.Y, Position.X + Width, Position.Y + Height), thickness, color, DrawBatch.CalculateDepth(Position)); Game1.DrawLine(drawBatch, new Vector4(Position.X + Width, Position.Y + Height, Position.X, Position.Y + Height), thickness, color, DrawBatch.CalculateDepth(Position)); Game1.DrawLine(drawBatch, new Vector4(Position.X, Position.Y + Height, Position.X, Position.Y), thickness, color, DrawBatch.CalculateDepth(Position)); }
public virtual void Draw(DrawBatch drawBatch) { sprite.Draw(drawBatch, DrawBatch.DrawCall.Tag.GameObject, PositionXY + new Vector2(0, -position.Z), rotation, origin, scale, DrawBatch.CalculateDepth(PositionXY)); if (hasLight) { SpriteLights.Draw(drawBatch, DrawBatch.DrawCall.Tag.Light, PositionXY + new Vector2(0, -position.Z), rotation, origin, scale, DrawBatch.CalculateDepth(PositionXY) - .0000001f); } if (sprite.Finished) { remove = true; } }
public override void Draw(DrawBatch drawBatch) { sprite.Draw(drawBatch, DrawBatch.DrawCall.Tag.GameObject, PositionXY + new Vector2(0, -position.Z), rotation, origin, scale, DrawBatch.CalculateDepth(PositionXY)); //sprite.frame -= sprite.speed; //sprite.Draw(drawBatch, DrawBatch.DrawCall.Tag.Light, PositionXY + new Vector2(0, -position.Z), rotation, origin, scale, DrawBatch.CalculateDepth(PositionXY) + .01f); if (hasLight) { SpriteLights.Draw(drawBatch, DrawBatch.DrawCall.Tag.Light, PositionXY + new Vector2(0, -position.Z), rotation, origin * 2, scale * 2, Color.Lerp(Color.LightGoldenrodYellow, Color.OrangeRed, sprite.frame / sprite.frames), DrawBatch.CalculateDepth(PositionXY) + .01f); } base.Draw(drawBatch); }
public override void Draw(DrawBatch drawBatch) { if (SelectionHandler.TileObjectsContains(Position)) { drawBatch.Draw(DrawBatch.DrawCall.Tag.GameObject, texture, (hitBox.Location.ScaleRet(World.tileSize) + new Point(World.tileSize / 2) - origin).ToVector2(), Color.Red, DrawBatch.CalculateDepth(new Vector2(Position.X * 16 + 8, Position.Y * 16 + 8))); } else { drawBatch.Draw(DrawBatch.DrawCall.Tag.GameObject, texture, (hitBox.Location.ScaleRet(World.tileSize) + new Point(World.tileSize / 2) - origin).ToVector2(), Color.White, DrawBatch.CalculateDepth(new Vector2(Position.X * 16 + 8, Position.Y * 16 + 8))); } base.Draw(drawBatch); }
public override void Draw(DrawBatch drawBatch) { drawBatch.Draw(DrawBatch.DrawCall.Tag.GameObject, Game1.pixel, new Rectangle((int)PositionXY.X - 3, (int)(position.Y - position.Z) - 3, 6, 6), Color.Purple, DrawBatch.CalculateDepth(PositionXY)); drawBatch.Draw(DrawBatch.DrawCall.Tag.Light, Game1.fader, new Vector2(PositionXY.X, PositionXY.Y), .2f, 0f, new Vector2(Game1.fader.Width * .5f), Color.Purple, DrawBatch.CalculateDepth(PositionXY)); base.Draw(drawBatch); }
public override void Draw(DrawBatch drawBatch) { sprite.Draw(drawBatch, DrawBatch.DrawCall.Tag.GameObject, PositionXY + new Vector2(0, -position.Z), DrawBatch.CalculateDepth(PositionXY)); }
public override void Draw(DrawBatch drawBatch) { sprite.Draw(drawBatch, DrawBatch.DrawCall.Tag.GameObject, PositionXY + new Vector2(0), 0f, new Vector2(16, 16), new Vector2(.5f), Color.Lerp(Color.Black, Color.Transparent, .5f), DrawBatch.CalculateDepth(PositionXY)); if (nextFrameRed) { sprite.Draw(drawBatch, DrawBatch.DrawCall.Tag.GameObject, PositionXY + new Vector2(0, -position.Z), MovementXY.GetAngle(), new Vector2(16, 16), new Vector2(.5f), Color.Red, DrawBatch.CalculateDepth(PositionXY)); nextFrameRed = false; } else { sprite.Draw(drawBatch, DrawBatch.DrawCall.Tag.GameObject, PositionXY + new Vector2(0, -position.Z), MovementXY.GetAngle(), new Vector2(16, 16), .5f, DrawBatch.CalculateDepth(PositionXY)); } }
public override void Draw(DrawBatch drawBatch) { float flack = (float)Math.Cos(timeAlive / 4.3f); //sprite.Draw(drawBatch, DrawBatch.DrawCall.Tag.GameObject, PositionXY + new Vector2(0), MovementXY.GetAngle(), new Vector2(56, 16), new Vector2(.5f), Color.Lerp(Color.Black, Color.Transparent, .5f), DrawBatch.CalculateDepth(PositionXY)); sprite.Draw(drawBatch, DrawBatch.DrawCall.Tag.GameObject, PositionXY + new Vector2(0, -position.Z), MovementXY.GetAngle(), new Vector2(56, 16), DrawBatch.CalculateDepth(PositionXY)); drawBatch.Draw(DrawBatch.DrawCall.Tag.Light, Game1.fader, PositionXY + new Vector2(0, -position.Z), Extensions.LerpFloat(.3f, .6f, flack * flack), 0f, new Vector2(Game1.fader.Width / 2, Game1.fader.Height / 2), Color.Lerp(Color.OrangeRed, new Color(240, 220, 0), .1f + flack * .8f), DrawBatch.CalculateDepth(PositionXY) + .0001f); drawBatch.Draw(DrawBatch.DrawCall.Tag.Light, Game1.fader, PositionXY + new Vector2(0, -position.Z), .6f, 0f, new Vector2(Game1.fader.Width / 2, Game1.fader.Height / 2), Color.Lerp(Color.LightGoldenrodYellow, Color.Black, .4f), DrawBatch.CalculateDepth(PositionXY) + .0001f); }
public override void Draw(DrawBatch drawBatch, float thickness, Color color) { drawBatch.Draw(DrawBatch.DrawCall.Tag.GameObject, Game1.pixel, Position, thickness, 0f, new Vector2(.5f), color, DrawBatch.CalculateDepth(Position)); }
public override void Draw(DrawBatch drawBatch, float thickness, Color color) { Game1.DrawLine(drawBatch, vector4, thickness, color, DrawBatch.CalculateDepth(Position)); }
public override void Draw(DrawBatch drawBatch) { DrawName(drawBatch, .6f); item.DrawIcon(drawBatch, new Rectangle(PositionXY.ToPoint() - new Point(8), new Point(16)), DrawBatch.CalculateDepth(PositionXY)); base.Draw(drawBatch); }
public override void Draw(DrawBatch drawBatch, float orientation, string selectedLimb, Vector2 offset, float depth) { drawPos = new Vector2(position.X, position.Y); drawBatch.Draw(DrawBatch.DrawCall.Tag.GameObject, Game1.pixel, new Rectangle((int)position.X, (int)position.Y, 4, 4), Color.AliceBlue, DrawBatch.CalculateDepth(new Vector2(position.X, position.Y))); Dictionary <string, Vector4> lines = Get2DLines(orientation); Vector4 value; foreach (KeyValuePair <string, Vector4> pair in lines) { value = new Vector4(pair.Value.X + drawPos.X + offset.X, pair.Value.Y + drawPos.Y + offset.Y, pair.Value.Z + drawPos.X + offset.X, pair.Value.W + drawPos.Y + offset.Y); if ("X" == pair.Key) { Game1.DrawLine(drawBatch, value, 3f, Color.Blue, 0f); } else if ("Y" == pair.Key) { Game1.DrawLine(drawBatch, value, 3f, Color.Red, 0f); } else if ("Z" == pair.Key) { Game1.DrawLine(drawBatch, value, 3f, Color.Green, 0f); } } }
public override void Draw(DrawBatch drawBatch) { rig.Draw(drawBatch, orientation, "Neck", new Vector2(0, -16), DrawBatch.CalculateDepth(PositionXY)); base.Draw(drawBatch); }