/// <summary> /// Draws every visualizable element. /// </summary> public void Draw(ExtendedSpriteBatch spriteBatch, AutomaticTurnGame game) { float interpolate = 1.0f; if (Interpolate) { interpolate = game.InterpolationPercentage; } foreach (IVisualizable visualizable in _visualizable) { visualizable.Draw(spriteBatch, interpolate); } }
public override void Draw(ExtendedSpriteBatch spriteBatch, float percentage) { Bound prev = _entity.Previous<PositionData>().Position; Bound curr = _entity.Current<PositionData>().Position; // some magic constants that center the rendering in the window; the sample doesn't // bother to properly setup a coordinate system Real scale = 25; Real zoffset = 250; Real xoffset = 350; int x = (Interpolate(prev.X, curr.X, percentage) * scale + xoffset).AsInt; int z = (Interpolate(-prev.Z, -curr.Z, percentage) * scale + zoffset).AsInt; int radius = (Interpolate(prev.Radius, curr.Radius, percentage) * scale).AsInt; Rectangle rectangle = new Rectangle(x - radius, z - radius, 2 * radius, 2 * radius); spriteBatch.DrawRectangle(rectangle, Color.BlanchedAlmond); }
public override void Draw(ExtendedSpriteBatch spriteBatch, float percentage) { Bound prev = _entity.Previous <PositionData>().Position; Bound curr = _entity.Current <PositionData>().Position; // some magic constants that center the rendering in the window; the sample doesn't // bother to properly setup a coordinate system Real scale = 25; Real zoffset = 250; Real xoffset = 350; int x = (Interpolate(prev.X, curr.X, percentage) * scale + xoffset).AsInt; int z = (Interpolate(-prev.Z, -curr.Z, percentage) * scale + zoffset).AsInt; int radius = (Interpolate(prev.Radius, curr.Radius, percentage) * scale).AsInt; Rectangle rectangle = new Rectangle(x - radius, z - radius, 2 * radius, 2 * radius); spriteBatch.DrawRectangle(rectangle, Color.BlanchedAlmond); }
/// <summary> /// LoadContent will be called once per game and is the place to load all of your content. /// </summary> protected override void LoadContent() { _spriteBatch = new ExtendedSpriteBatch(GraphicsDevice); }
/// <summary> /// Called when the renderer should draw itself. /// </summary> public abstract void Draw(ExtendedSpriteBatch spriteBatch, float percentage);
public void Draw(ExtendedSpriteBatch spriteBatch) { Visualizer.Instance.Draw(spriteBatch, _turnGame); }