public override void Draw(GameTime gameTime, Frame frame) { var ir = new ImperativeRenderer(frame, Materials); ir.AutoIncrementLayer = true; ir.Clear(color: ClearColor); var rect1 = new Rectangle(0, 0, 32, 32); var rect2 = new Rectangle(1, 1, 30, 30); var drawSet = (Action<Rectangle, float>)((r, y) => { DrawRow(ref ir, 0f, y + 0f, SamplerState.PointClamp, r); DrawRow(ref ir, 0.5f, y + 1 + 64f, SamplerState.PointClamp, r); DrawRow(ref ir, 0f, (y + 3 + 128) + 0.5f, SamplerState.PointClamp, r); DrawRow(ref ir, 0f, y + 5 + 192f, SamplerState.LinearClamp, r); DrawRow(ref ir, 0.5f, y + 7 + 256f, SamplerState.LinearClamp, r); DrawRow(ref ir, 0f, (y + 9 + 320) + 0.5f, SamplerState.LinearClamp, r); }); drawSet(rect1, 0f); drawSet(rect2, (70f*6)); var cornerSamplers = SamplerState.LinearClamp; ir.Draw(TestTexture, new Vector2(Graphics.PreferredBackBufferWidth - 1, Graphics.PreferredBackBufferHeight - 1), origin: new Vector2(1, 1), samplerState: cornerSamplers); ir.Draw(TestTexture, new Vector2(0, Graphics.PreferredBackBufferHeight - 1), origin: new Vector2(0, 1), samplerState: cornerSamplers); ir.Draw(TestTexture, new Vector2(Graphics.PreferredBackBufferWidth - 1, 0), origin: new Vector2(1, 0), samplerState: cornerSamplers); }
private void DrawRow(ref ImperativeRenderer ir, float x, float y, SamplerState samplerState) { var sourceRect = new Rectangle(1, 1, 30, 30); ir.Draw(TestTexture, x, y, sourceRect, samplerState: samplerState); x += 64f; ir.Draw(TestTexture, x, y, sourceRect, scaleX: 2f, scaleY: 2f, samplerState: samplerState); x += 96f; for (float r = 0.1f; r < Math.PI / 2f; r += 0.2f) { ir.Draw(TestTexture, x, y, sourceRect, rotation: r, samplerState: samplerState); x += 64f; } }
public void Draw(Frame frame, ref ImperativeRenderer renderer) { renderer.FillRectangle(Bounds.Expand(4, 4), Color.Black * 0.9f); renderer.Layer += 1; renderer.OutlineRectangle(Bounds.Expand(4, 4), Color.White); renderer.Layer += 1; int charactersLeft = DisplayedCharacterCount; foreach (var s in Strings) { int charactersToDraw = Math.Min(charactersLeft, s.Layout.Count); if (s.IsMu) { var offset = new Vector2((float)BlippyRNG.NextDouble(-1, 1), (float)BlippyRNG.NextDouble(-1, 1)); var scale = (float)BlippyRNG.NextDouble(0.95f, 1.05f); var rotation = (float)BlippyRNG.NextDouble(-0.04f, 0.04f); var dc = s.Layout.DrawCalls.Array[s.Layout.DrawCalls.Offset]; dc.Position += offset; dc.ScaleF = scale; dc.Rotation = rotation; dc.MultiplyColor *= (float)BlippyRNG.NextDouble(0.7f, 1.1f); renderer.Draw(ref dc); } else { renderer.DrawMultiple(s.Layout.Slice(0, charactersToDraw)); } charactersLeft -= s.Length; } renderer.Layer += 1; if (AdvancePromptVisible) { var advancePromptPosition = Bounds.BottomRight; advancePromptPosition.Y -= Squared.Util.Arithmetic.PulseSine((float)(Squared.Util.Time.Seconds * 0.66), 0f, 24f); renderer.Draw(AdvancePromptIcon, advancePromptPosition, origin: new Vector2(0.85f, 0.8f)); } renderer.Layer += 1; }
private void DrawHud(Frame frame) { Rectangle titleSafeArea = GraphicsDevice.Viewport.TitleSafeArea; Vector2 hudLocation = new Vector2(titleSafeArea.X, titleSafeArea.Y); Vector2 center = new Vector2(titleSafeArea.X + titleSafeArea.Width / 2.0f, titleSafeArea.Y + titleSafeArea.Height / 2.0f); // Draw time remaining. Uses modulo division to cause blinking when the // player is running out of time. string timeString = "TIME: " + level.TimeRemaining.Minutes.ToString("00") + ":" + level.TimeRemaining.Seconds.ToString("00"); Color timeColor; if (level.TimeRemaining > WarningTime || level.ReachedExit || (int)level.TimeRemaining.TotalSeconds % 2 == 0) { timeColor = Color.Yellow; } else { timeColor = Color.Red; } var renderer = new ImperativeRenderer(frame, materials, 100, blendState: BlendState.AlphaBlend); renderer.DrawString(hudFont, timeString, hudLocation, timeColor, sortKey: 1); renderer.DrawString(hudFont, timeString, hudLocation + Vector2.One, Color.Black, sortKey: 0); var timeHeight = hudFont.MeasureString(timeString).Y; hudLocation.Y = (float)Math.Floor(hudLocation.Y + (timeHeight * 1.2f)); var scoreText = "SCORE: " + level.Score; renderer.DrawString(hudFont, scoreText, hudLocation, Color.Yellow, sortKey: 1); renderer.DrawString(hudFont, scoreText, hudLocation + Vector2.One, Color.Black, sortKey: 0); // Determine the status overlay message to show. Texture2D status = null; if (level.TimeRemaining == TimeSpan.Zero) { if (level.ReachedExit) { status = winOverlay; } else { status = loseOverlay; } } else if (!level.Player.IsAlive) { status = diedOverlay; } if (status != null) { // Draw status message. Vector2 statusSize = new Vector2(status.Width, status.Height); renderer.Draw(status, center - statusSize / 2); } }
public static void DrawCursor(Game game, ref ImperativeRenderer renderer, Vector2 itemPosition, Vector2 menuSize, Vector2 itemSize) { var time = (float)Time.Seconds; var scale = Vector2.One; var offset = Arithmetic.Pulse(time, 0.6f, 0.75f); var origin = new Vector2(0.5f, 0.5f); var bounds = new Bounds(Vector2.Zero, Vector2.One); itemPosition.X -= (game.Cursor.Width * offset); itemPosition.Y += (itemSize.Y / 2.0f); var drawCall = new Squared.Render.BitmapDrawCall( game.Cursor, itemPosition, bounds, Color.White, scale, origin ); renderer.Draw(ref drawCall); itemPosition.X += menuSize.X + (game.Cursor.Width * offset * 2.0f); drawCall.Position = itemPosition; drawCall.Mirror(true, false); renderer.Draw(ref drawCall); }
public void Draw(Frame frame, ref ImperativeRenderer renderer) { var now = Time.Ticks; float alpha = (float)(TimeSpan.FromTicks(now - ShownWhen).TotalSeconds / FadeInTime); var color = new Color( alpha, alpha, alpha, alpha ); renderer.Draw(new Squared.Render.BitmapDrawCall( Image, Center, new Bounds(Vector2.Zero, Vector2.One), color, Vector2.One, new Vector2(0.5f, 0.5f) )); }
private void DrawRow(ref ImperativeRenderer ir, float x, float y, SamplerState samplerState, Rectangle sourceRect) { var tlState = samplerState; if ((x == 0) && (y == 0)) tlState = SamplerState.LinearClamp; ir.Draw(TestTexture, x, y, sourceRect, samplerState: tlState); x += 64f; ir.Draw(TestTexture, x, y, sourceRect, scaleX: 2f, scaleY: 2f, samplerState: samplerState); x += 96f; for (float r = 0.1f; r < Math.PI / 2f; r += 0.2f) { ir.Draw(TestTexture, x, y, sourceRect, rotation: r, samplerState: samplerState); x += 64f; } }