示例#1
0
        public static void DrawInfoTooltip(SpriteBatch spriteBatch, WorldGUI gui, World.State state)
        {
            int index = gui.World.GetIndex(gui.TileInfoPoint.X, gui.TileInfoPoint.Y);
            int textY = 300;

            spriteBatch.DrawString(gui.Font, "Index: " + index, new Vector2(5, textY += 15), Color.White);
            spriteBatch.DrawString(gui.Font, "Plate: " + state.Plate[index], new Vector2(5, textY += 15), Color.White);
            spriteBatch.DrawString(gui.Font, "Elevation: " + (int)(state.Elevation[index]), new Vector2(5, textY += 15), Color.White);
            spriteBatch.DrawString(gui.Font, "Temperature: " + (int)(state.Temperature[index] - gui.World.Data.FreezingTemperature), new Vector2(5, textY  += 15), Color.White);
            spriteBatch.DrawString(gui.Font, "Pressure: " + (state.Pressure[index] / gui.World.Data.StaticPressure).ToString("0.00"), new Vector2(5, textY += 15), Color.White);
            spriteBatch.DrawString(gui.Font, "Humidity: " + state.Humidity[index].ToString("0.00"), new Vector2(5, textY     += 15), Color.White);
            spriteBatch.DrawString(gui.Font, "CloudCover: " + state.CloudCover[index].ToString("0.00"), new Vector2(5, textY += 15), Color.White);
            spriteBatch.DrawString(gui.Font, "Rainfall: " + (state.Rainfall[index] * gui.World.Data.TicksPerYear).ToString("0.00"), new Vector2(5, textY       += 15), Color.White);
            spriteBatch.DrawString(gui.Font, "Evaporation: " + (state.Evaporation[index] * gui.World.Data.TicksPerYear).ToString("0.00"), new Vector2(5, textY += 15), Color.White);
            spriteBatch.DrawString(gui.Font, "WaterTableDepth: " + (int)state.WaterTableDepth[index], new Vector2(5, textY       += 15), Color.White);
            spriteBatch.DrawString(gui.Font, "GroundWater: " + state.GroundWater[index].ToString("0.00"), new Vector2(5, textY   += 15), Color.White);
            spriteBatch.DrawString(gui.Font, "SurfaceWater: " + state.SurfaceWater[index].ToString("0.00"), new Vector2(5, textY += 15), Color.White);
            spriteBatch.DrawString(gui.Font, "SurfaceIce: " + state.SurfaceIce[index].ToString("0.00"), new Vector2(5, textY     += 15), Color.White);
            spriteBatch.DrawString(gui.Font, "SoilFertility: " + (int)(state.SoilFertility[index] * 100), new Vector2(5, textY   += 15), Color.White);
            spriteBatch.DrawString(gui.Font, "Canopy: " + (int)(state.Canopy[index] * 100), new Vector2(5, textY += 15), Color.White);
            //	spriteBatch.DrawString(font, "Wind: " + Wind[index], new Vector2(5, textY += 15), Color.White);
            for (int s = 0; s < World.MaxGroupsPerTile; s++)
            {
                int groupIndex = state.AnimalsPerTile[index * World.MaxGroupsPerTile + s];
                if (groupIndex >= 0 && state.Animals[groupIndex].Population > 0)
                {
                    int speciesIndex = state.Animals[groupIndex].Species;
                    spriteBatch.Draw(gui.whiteTex, new Rectangle(5, textY += 15, 10, 10), null, state.Species[speciesIndex].Color);
                    float population = state.Animals[groupIndex].Population;
                    spriteBatch.DrawString(gui.Font,
                                           state.Species[speciesIndex].Name + ": " + ((int)population),
                                           new Vector2(25, textY), Color.White);
                }
            }
        }
示例#2
0
        /// <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()
        {
            IsMouseVisible  = true;
            IsFixedTimeStep = false;

            // TODO: Add your initialization logic here
            world = new World();
            world.Init(100);

            gui = new WorldGUI(world);

            world.Generate();

            base.Initialize();
        }
示例#3
0
 public static void DrawSelection(SpriteBatch spriteBatch, WorldGUI gui, World.State state)
 {
     spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
     for (int i = 0; i < gui.AnimalsSelected.Count; i++)
     {
         int animalIndex = gui.AnimalsSelected[i];
         spriteBatch.Draw(
             gui.whiteTex,
             new Vector2(state.Animals[animalIndex].Position.X * gui.World.tileRenderSize, state.Animals[animalIndex].Position.Y * gui.World.tileRenderSize),
             null,
             Color.LightPink * 0.5f,
             0,
             new Vector2(0.5f, 0.5f),
             8,
             SpriteEffects.None,
             0);
     }
     spriteBatch.End();
 }