示例#1
0
        public override void Draw(GameTime gameTime, Frame frame)
        {
            ClearBatch.AddNew(frame, 4, Materials.Clear, clearColor: new Color(16, 32, 48));

            var alphaGeometry = Materials.Get(Materials.ScreenSpaceGeometry, blendState: BlendState.AlphaBlend);

            using (var gb = GeometryBatch.New(frame, 5, alphaGeometry)) {
                gb.AddGradientFilledQuad(
                    Vector2.Zero, new Vector2(Graphics.PreferredBackBufferWidth, Graphics.PreferredBackBufferHeight),
                    Color.DarkSlateGray, Color.DarkSlateGray,
                    Color.SlateBlue, Color.SlateBlue
                );
            }

            using (var gb = GeometryBatch.New(frame, 6, alphaGeometry)) {
                var alphaBlack = new Color(0, 0, 0, 192);
                var alphaBlack2 = new Color(0, 0, 0, 64);

                gb.AddQuadBorder(
                    Playfield.Bounds.TopLeft + new Vector2(32 + 24, 0),
                    Playfield.Bounds.BottomRight + new Vector2(-32 - 24, 0),
                    alphaBlack2, alphaBlack, 24
                );
            }

            // Render the contents of the trail buffer to the screen using additive blending
            using (var bb = BitmapBatch.New(frame, 7, Materials.Trail)) {
                bb.Add(new BitmapDrawCall(
                    TrailBuffer, Vector2.Zero, (float)TrailScale
                ));
            }

            // Render the paddles and ball to both the framebuffer and the trail buffer (note the different layer values)
            using (var gb = GeometryBatch.New(frame, 8, alphaGeometry))
            using (var gb2 = GeometryBatch.New(frame, 9, alphaGeometry))
            using (var trailBatch = GeometryBatch.New(frame, 2, alphaGeometry)) {
                foreach (var paddle in Paddles) {
                    gb.AddFilledQuad(
                        paddle.Bounds.TopLeft, paddle.Bounds.BottomRight, Color.White
                    );
                    gb2.AddQuadBorder(
                        paddle.Bounds.TopLeft, paddle.Bounds.BottomRight, Color.Black, Color.Black, 2.25f
                    );

                    trailBatch.AddFilledQuad(
                        paddle.Bounds.TopLeft, paddle.Bounds.BottomRight, Color.White
                    );
                }

                gb.AddFilledRing(Ball.Position, 0.0f, Ball.Radius, Color.White, Color.White);
                gb2.AddFilledRing(Ball.Position, Ball.Radius, Ball.Radius + 2.0f, Color.Black, Color.Black);

                trailBatch.AddFilledRing(Ball.Position, 0.0f, Ball.Radius, Color.White, Color.White);
            }

            // Render the score values using a stringbatch (unfortunately this uses spritebatch to render spritefonts :( )
            {
                var ir = new ImperativeRenderer(frame, Materials, 10, blendState: BlendState.AlphaBlend);
                ir.DrawString(
                    Font, String.Format("Player 1: {0:00}", Scores[0]),
                    new Vector2(16, 16)
                );

                var player2Text = String.Format("Player 2: {0:00}", Scores[1]);
                ir.DrawString(
                    Font, player2Text,
                    new Vector2(Graphics.PreferredBackBufferWidth - 16 - Font.MeasureString(player2Text).X, 16)
                );
            }

            // The first stage of our frame involves selecting the trail buffer as our render target (note that it's layer 0)
            SetRenderTargetBatch.AddNew(frame, 0, TrailBuffer);

            if (FirstFrame) {
                // If it's the first time we've rendered, we erase the trail buffer since it could contain anything
                ClearBatch.AddNew(frame, 1, Materials.Clear, clearColor: Color.Black);
                FirstFrame = false;
            } else {
                // Otherwise, we fade out the contents of the trail buffer
                using (var gb = GeometryBatch.New(frame, 1, Materials.SubtractiveGeometry)) {
                    gb.AddFilledQuad(
                        new Bounds(Vector2.Zero, new Vector2(Graphics.PreferredBackBufferWidth, Graphics.PreferredBackBufferHeight)),
                        new Color(12, 12, 12, 0)
                    );
                }
            }

            // After the trail buffer has been updated, we turn it off and begin rendering to the framebuffer. Note layer 3.
            SetRenderTargetBatch.AddNew(frame, 3, null);
        }
示例#2
0
文件: Menu.cs 项目: kg/rlms2013
        public virtual void Draw(Game game, ref ImperativeRenderer renderer, Vector2 itemPosition, Vector2 itemSize, bool selected)
        {
            if (Text == null)
                return;

            renderer.DrawString(
                Font, Text, itemPosition,
                (selected) ? Color.White : new Color(127, 127, 127, 255)
            );
        }
示例#3
0
        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);
            }
        }
示例#4
0
文件: Message.cs 项目: kg/rlms2013
        public void Draw(Frame frame, ref ImperativeRenderer renderer)
        {
            if (HideWhenPaused && Game.Paused)
                return;

            int layerOffset = 0;
            var t = (float)Time.Seconds - OpenedWhen;
            float opacity;

            if (t <= FadeInTime) {
                opacity = MathHelper.Lerp(0.0f, 1.0f, t / FadeInTime);
            } else if (t <= FadeInTime + HoldDuration) {
                opacity = 1.0f;
                layerOffset = 2;
            } else {
                if ((Style & MessageStyle.AutoClose) == MessageStyle.AutoClose) {
                    opacity = MathHelper.Lerp(1.0f, 0.0f, (t - (FadeInTime + HoldDuration)) / FadeOutTime);
                } else {
                    opacity = 1.0f;
                    layerOffset = 2;
                }
            }

            var size = Game.UIText.MeasureString(Text);

            var clippedSize = new Vector2(size.X, size.Y);
            if (clippedSize.X > 1000)
                clippedSize.X = 1000;

            var tl = new Vector2(
                (Game.ViewportWidth - clippedSize.X),
                (Game.ViewportHeight - clippedSize.Y)
            ) * Alignment.GetValueOrDefault(new Vector2(0.5f, 0.5f));
            var br = tl + clippedSize;
            var border = BorderSize;

            var colorInner = new Color(0.0f, 0.0f, 0.0f, BackgroundOpacity * opacity);
            var colorOuter = new Color(0.0f, 0.0f, 0.0f, 0.0f);

            renderer.FillRectangle(new Bounds(tl, br), colorInner);
            renderer.Layer += 1;
            renderer.DrawString(Game.UIText, Text, tl);
        }