public override void Draw(GameTime time, SpriteBatch batch) { batch.Draw (texMap, OpenTK.Vector2.Zero, Color4.White); batch.Draw (texOverlay, OpenTK.Vector2.Zero, new Color4 (1, 1, 1, overlayAlpha)); batch.Draw (texMenu, OpenTK.Vector2.Zero, new Color4 (1, 1, 1, menuAlpha)); base.Draw (time, batch); }
public override void Draw(GameTime time, SpriteBatch batch) { var tint = new Color4 (1 - (blueTint * 3f), 1f - (blueTint * 2f), 1f - blueTint, 1); batch.Draw (texMap, new Vector2 (backgroundLeft, 0), tint); if (backgroundLeft < 640) batch.Draw (texMap, new Vector2 (backgroundLeft + texMap.Width, 0), tint); bird.Draw (time, batch); generator.Draw (time, batch); base.Draw (time, batch); }
public void Draw(GameTime time, SpriteBatch batch) { tubes.ForEach (instance => { if (instance.IsInView ()) { for (var i = 0; i < instance.Tubes.Length; i++) { batch.Draw (instance.Tubes [i].Texture, instance.Tubes [i].Position, Color4.White); } } }); }
public void Draw(SpriteBatch batch, Vector2 position) { for (int y = 0; y < Height; y++) for (int x = 0; x < Width; x++) { var tile = Layers[x + y * Width]; if (tile.TileId != -1) { var xPos = x * Sheet.TileWidth * Scale; var yPos = y * Sheet.TileHeight * Scale; batch.Draw (Sheet.Texture, Sheet[tile.TileId], position + new Vector2 (xPos, yPos), Color4.White, scale: Scale, rotation: tile.Rotation); } } }
protected override void Initialize() { var version = Assembly.GetEntryAssembly ().GetName ().Version; batch = new SpriteBatch (this); tex = Content.Load<Texture2D> ("nginz.png", TextureConfiguration.Nearest); testSheet = new SpriteSheet2D (Content.Load<Texture2D> ("classical_ruin_tiles_1.png", TextureConfiguration.Nearest), 23, 16); testMap = new TileMap (new Vector2 (128, 256), 32, 32, new Vector2(32, 32), 2); testMap.AddLayer ("testLayer", testSheet); /*testMap.SetTile ("testLayer", 0, 1, 0); testMap.SetTile ("testLayer", 1, 1, 1); testMap.SetTile ("testLayer", 2, 1, 2); testMap.SetTile ("testLayer", 3, 1, 3);*/ stage = new Stage (this); var mascot = new MascotActor (); stage.AddActor (mascot); stage.AddAction (mascot); stage.TileMap = testMap; base.Initialize (); }
public void Draw(GameTime time, SpriteBatch batch) { animator.Draw (time, batch); }
public override void Draw(GameTime time, SpriteBatch batch) { Font.DrawString (batch, Text, cachedFontPosition, ColorWithTransparency); base.Draw (time, batch); }
/// <summary> /// Draw. /// </summary> /// <param name="time">Time.</param> /// <param name="batch">Batch.</param> public void Draw(GameTime time, SpriteBatch batch) { // Draw the tile batch.Draw ( texture: Sheet.Texture, sourceRect: Sheet [StartTile + Index], position: Position, origin: new Vector2 (Sheet [StartTile + Index].Width / 2f, Sheet [StartTile + Index].Height / 2f), color: Tint, scale: Scale, rotation: RotationX ); }
public void Draw(GameTime time, SpriteBatch batch) { batch.Draw (MascotTexture, Position, Color4.White, 1, rotation: MathHelper.DegreesToRadians (90)); }
public override void Draw(GameTime time, SpriteBatch batch) { if (UseTexture && BackgroundTexture != null) batch.Draw (BackgroundTexture, BackgroundTexture.Bounds, Bounds, new Color4 (1, 1, 1, Transparency)); base.Draw (time, batch); }
public void Draw(GameTime time, SpriteBatch batch) { Drawings.ForEach (x => x.Draw (time, batch)); Actors.ForEach (x => x.Draw (time, batch)); }
public virtual void Draw(GameTime time, SpriteBatch batch) { for (var i = 0; i < Controls.Count; i++) Controls [i].Draw (time, batch); }
/// <summary> /// Enter the gameloop. /// </summary> void EnterGameloop() { // Create graphics context this.Log ("Creating graphics context"); context = new GraphicsContext ( mode: graphicsMode, window: window.WindowInfo, major: 4, minor: 0, flags: GraphicsContextFlags.ForwardCompatible ); // Make the created context the current context context.MakeCurrent (window.WindowInfo); // Throw if context is not available GraphicsContext.Assert (); // Set vsync mode SetupVsync (); // Load OpenGL entry points this.Log ("Loading OpenGL entry points"); context.LoadAll (); // Initialize the sprite batch SpriteBatch = new SpriteBatch (this); // Bind the UI UI.Bind (this); // Initialize the game this.Log ("Initializing game"); PreInitialize (); Initialize (); // Set target framerate // Use 60hz if framerate is not set var framerate = Configuration.TargetFramerate > 0 ? Configuration.TargetFramerate : 60; // Prepare timing variables PrepareTiming (framerate); // Present the window to the user window.Visible = true; // Wait till the window is visible while (!windowVisible && !window.Focused && !window.Visible) { } // Enter the actual game loop while (!exit) { // Set updating to true updating = true; // Invoke waiting actions for (var i = 0; i < ContextActions.Count; i++) { Action action; if (ContextActions.TryDequeue (out action)) { try { action (); } catch (Exception e) { this.Throw (e.Message); } } } // Set the paused variable to true // if the game should be paused and continue if (pause) { paused = true; continue; } // Set the paused variable to false paused = false; // Break out of the loop if the context is not available. if (context.IsDisposed) { this.Log ("Context not available"); this.Log ("Leaving gameloop"); break; } // Update current time currentTime = DateTime.UtcNow; // Update InternalUpdate (currentTime); // Draw Draw (gameTime); // Set updating to false updating = false; } }
public override void Draw(GameTime time, SpriteBatch batch) { if (Background != null) batch.Draw (Background, source, dest, Color4.White); base.Draw (time, batch); }
/// <summary> /// Draw a string. /// </summary> /// <param name="spriteBatch">Sprite batch.</param> /// <param name="text">Text.</param> /// <param name="x">The x coordinate.</param> /// <param name="y">The y coordinate.</param> /// <param name="color">Color.</param> public void DrawString(SpriteBatch spriteBatch, string text, int x, int y, Color4 color) { if (text == "") //Skip empty strings return; var iter = new CodepointIterator (text); float penX = x, penY = y; while (iter.Iterate ()) { uint c = iter.Codepoint; if (c == (uint) '\n') { penY += lineHeight; penX = x; continue; } var glyph = GetGlyph (c); if (glyph.Render) { spriteBatch.Draw ( glyph.Texture, glyph.Rectangle, new Rectangle ( (int) penX + glyph.XOffset, (int) penY + (LineHeight - glyph.YOffset), glyph.Rectangle.Width, glyph.Rectangle.Height ), color ); penX += glyph.HorizontalAdvance; penY += glyph.AdvanceY; } else { penX += glyph.AdvanceX; penY += glyph.AdvanceY; } if (iter.Index < iter.Count - 1) { var g2 = GetGlyph (iter.PeekNext ()); FT.FT_Vector vec; FT.FT_Get_Kerning (facePtr, glyph.CharIndex, g2.CharIndex, 2, out vec); var krn = FTMath.From26Dot6 (vec.x); penX += krn; } } }
/// <summary> /// Draw a string. /// </summary> /// <param name="spriteBatch">Sprite batch.</param> /// <param name="text">Text.</param> /// <param name="position">Position.</param> /// <param name="color">Color.</param> public void DrawString(SpriteBatch spriteBatch, string text, Vector2 position, Color4 color) { DrawString (spriteBatch, text, (int) position.X, (int) position.Y, color); }