Here are the examples of the csharp api Microsoft.Xna.Framework.Graphics.SpriteBatch.End() taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.
173 Examples
19
Source : ConstructComponent.cs
with MIT License
from Big-BlueBerry
with MIT License
from Big-BlueBerry
public override void Draw(SpriteBatch sb)
{
//_pos = Camera.Current.GetRay(Mouse.GetState().Position.ToVector2());
sb.BeginAA();
_pos = Mouse.GetState().Position.ToVector2() + Location;
if (_wasDrawing || _drawState == DrawState.ELLIPSE_POINT)
{
if (_drawState == DrawState.CIRCLE)
{
float radius = (_pos - _lastPoint.Coord).Length();
GUI.DrawCircle(sb, _lastPoint.Coord - Location, radius, 2, Color.DarkGray, 100);
}
else if (_drawState == DrawState.ELLIPSE)
{
_lastPoint.Draw(sb);
}
else if (_drawState == DrawState.ELLIPSE_POINT)
{
_ellipseLastPoint.Draw(sb);
Ellipse.FromThreeDots(_ellipseLastPoint, _lastPoint, Dot.FromCoord(_pos)).Draw(sb);
}
else if (_drawState == DrawState.SEGMENT)
{
GUI.DrawLine(sb, _lastPoint.Coord - Location, _pos - Location, 2, Color.DarkGray);
}
else if (_drawState == DrawState.VECTOR)
{
Vector.FromTwoDots(_lastPoint, Dot.FromCoord(_pos)).Draw(sb);
}
else if (_drawState == DrawState.LINE)
{
Line.FromTwoPoints(_lastPoint.Coord, _pos).Draw(sb);
}
else if (_drawState == DrawState.DOT)
{
_lastPoint.Draw(sb);
}
}
UpdateLists(sb);
sb.End();
}
19
Source : AchievementsScreen.cs
with MIT License
from BrianPeek
with MIT License
from BrianPeek
public override void Draw(GameTime gameTime)
{
_spriteBatch.Begin();
_spriteBatch.Draw(_background, Vector2.Zero, Color.White);
if(_achievementData == null)
FontManager.DrawShadowString(_spriteBatch, FontSize.Large, "Loading...", new Vector2(800, 320), Vector2.Zero, 1.0f, Color.White, Color.Black);
else
{
foreach(AchievementDisplay ad in _achievementDisplay)
ad.Draw(gameTime, _spriteBatch);
}
_spriteBatch.End();
}
19
Source : RenderTargetScaler.cs
with MIT License
from BrianPeek
with MIT License
from BrianPeek
public void Draw()
{
if(!IsEnabled)
return;
PresentationParameters presentation = _graphicsDeviceManager.GraphicsDevice.PresentationParameters;
float outputAspect = _game.Window.ClientBounds.Width / (float)_game.Window.ClientBounds.Height;
float preferredAspect = _screenWidth / (float)_screenHeight;
Rectangle dst;
if (outputAspect <= preferredAspect)
{
// output is taller than it is wider, bars on top/bottom
int presentHeight = (int)((_game.Window.ClientBounds.Width / preferredAspect) + 0.5f);
int barHeight = (_game.Window.ClientBounds.Height - presentHeight) / 2;
dst = new Rectangle(0, barHeight, _game.Window.ClientBounds.Width, presentHeight);
}
else
{
// output is wider than it is tall, bars left/right
int presentWidth = (int)((_game.Window.ClientBounds.Height * preferredAspect) + 0.5f);
int barWidth = (_game.Window.ClientBounds.Width - presentWidth) / 2;
dst = new Rectangle(barWidth, 0, presentWidth, _game.Window.ClientBounds.Height);
}
_graphicsDeviceManager.GraphicsDevice.SetRenderTarget(null);
// clear to get black bars
_graphicsDeviceManager.GraphicsDevice.Clear(ClearOptions.Target, Color.Black, 1.0f, 0);
// draw a quad to get the draw buffer to the back buffer
_spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque);
_spriteBatch.Draw(_drawBuffer, dst, Color.White);
_spriteBatch.End();
}
19
Source : GameScreen.cs
with MIT License
from BrianPeek
with MIT License
from BrianPeek
public override void Draw(GameTime gameTime)
{
_spriteBatch.Begin();
_spriteBatch.Draw(_background, Vector2.Zero, Color.White);
_maze.Draw(gameTime, _spriteBatch);
_player.Draw(gameTime, _spriteBatch);
_enemy.Draw(gameTime, _spriteBatch);
_scoreDisplay.Draw(gameTime, _spriteBatch);
_getReady.Draw(gameTime, _spriteBatch);
_gameOver.Draw(gameTime, _spriteBatch);
_livesDisplay.Draw(gameTime, _spriteBatch);
_pauseDialog.Draw(gameTime, _spriteBatch);
if(MonsterGame.Instance.DebugMode)
{
FontManager.DrawString(_spriteBatch, "Col: " + _player.Column + ", Row: " + _player.Row + ", " + _maze.GetTile(_player.Row, _player.Column).TileType, Vector2.Zero, Color.White);
FontManager.DrawString(_spriteBatch, "X: " + _player.Position.X + ", Y: " + _player.Position.Y, new Vector2(0, 40), Color.White);
FontManager.DrawString(_spriteBatch, "L: " + _player.BoundingBox.Left + ", R: " + _player.BoundingBox.Right, new Vector2(0, 80), Color.White);
FontManager.DrawString(_spriteBatch, "T: " + _player.BoundingBox.Top + ", B: " + _player.BoundingBox.Bottom, new Vector2(0, 120), Color.White);
FontManager.DrawString(_spriteBatch, "W: " + _player.BoundingBox.Width + ", H: " + _player.BoundingBox.Height, new Vector2(0, 160), Color.White);
}
_spriteBatch.End();
}
19
Source : LeaderboardScreen.cs
with MIT License
from BrianPeek
with MIT License
from BrianPeek
public override void Draw(GameTime gameTime)
{
Vector2 linePos = Vector2.Zero;
_spriteBatch.Begin();
_spriteBatch.Draw(_background, Vector2.Zero, Color.White);
if(_leaderboardData == null)
FontManager.DrawShadowString(_spriteBatch, FontSize.Large, "Loading...", new Vector2(800, 320), Vector2.Zero, 1.0f, Color.White, Color.Black);
else
{
foreach(LeaderboardItem li in _leaderboardData.Items)
{
FontManager.DrawString(_spriteBatch, FontSize.Large, li.Rank.ToString(), new Vector2(420, 320) + linePos, Vector2.Zero, 1.0f, Color.White);
FontManager.DrawString(_spriteBatch, FontSize.Large, li.Gamertag, new Vector2(600, 320) + linePos, Vector2.Zero, 1.0f, Color.White);
FontManager.DrawString(_spriteBatch, FontSize.Large, li.Value, new Vector2(1360, 320) + linePos, Vector2.Zero, 1.0f, Color.White);
linePos += new Vector2(0, 80);
}
}
_spriteBatch.End();
}
19
Source : TitleScreen.cs
with MIT License
from BrianPeek
with MIT License
from BrianPeek
public override void Draw(GameTime gameTime)
{
Game.GraphicsDevice.Clear(Color.Black);
_spriteBatch.Begin();
_spriteBatch.Draw(_replacedleScreen, Vector2.Zero, Color.White);
for(int i = 0; i < _menuItems.Count; i++)
_spriteBatch.Draw((_selectedIndex == i) ? _menuItems[i].On : _menuItems[i].Off, MenuPosition + new Vector2(0, (i*_menuItems[i].On.Height)), Color.White);
_gamerCard.Draw(gameTime, _spriteBatch);
_spriteBatch.End();
}
19
Source : Game1.cs
with MIT License
from craftworkgames
with MIT License
from craftworkgames
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
_spriteBatch.Begin();
_spriteBatch.DrawString(_spriteFont, "Hello MonoGame!", new Vector2(100, 100), Color.White);
_spriteBatch.End();
base.Draw(gameTime);
}
19
Source : HudSystem.cs
with MIT License
from craftworkgames
with MIT License
from craftworkgames
public void Draw(GameTime gameTime)
{
_spriteBatch.Begin();
_spriteBatch.FillRectangle(0, 0, 800, 20, Color.Black * 0.4f);
_spriteBatch.DrawString(_font, $"enreplacedies: {_world.EnreplacedyCount}", Vector2.One, Color.White);
_spriteBatch.End();
}
19
Source : RenderSystem.cs
with MIT License
from craftworkgames
with MIT License
from craftworkgames
public override void Draw(GameTime gameTime)
{
_graphicsDevice.Clear(Color.DarkBlue * 0.2f);
_spriteBatch.Begin(samplerState: SamplerState.PointClamp);
foreach (var enreplacedy in ActiveEnreplacedies)
{
var transform = _transformMapper.Get(enreplacedy);
var raindrop = _raindropMapper.Get(enreplacedy);
_spriteBatch.FillRectangle(transform.Position, new Size2(raindrop.Size, raindrop.Size), Color.LightBlue);
}
_spriteBatch.End();
}
19
Source : BitmapFontsDemo.cs
with MIT License
from craftworkgames
with MIT License
from craftworkgames
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
_spriteBatch.Begin(
samplerState: SamplerState.LinearClamp,
blendState: BlendState.AlphaBlend,
transformMatrix: _viewportAdapter.GetScaleMatrix());
_spriteBatch.Draw(_backgroundTexture, _viewportAdapter.BoundingRectangle, Color.DarkBlue);
const string helloWorld = "The quick brown fox jumps over the lazy dog\nThe lazy dog jumps back over the quick brown fox";
var position = new Point2(400, 140);
var offset = new Vector2(0, 50);
var scale = Vector2.One;
var color = Color.White;
var rotation = 0;//MathHelper.Pi/64f;
// bitmap font
var bitmapFontSize = _bitmapFontImpact.MeasureString(helloWorld);
var bitmapFontOrigin = (Point2)(bitmapFontSize / 2f);
_spriteBatch.DrawString(
bitmapFont: _bitmapFontImpact,
text: helloWorld,
position: position + offset,
color: color,
rotation: rotation,
origin: bitmapFontOrigin,
scale: scale,
effect: SpriteEffects.None,
layerDepth: 0);
_spriteBatch.DrawRectangle(position - bitmapFontOrigin + offset, bitmapFontSize, Color.Red);
var bitmapFontMontserratSize = _bitmapFontMontserrat.MeasureString(helloWorld);
var bitmapFontMontserratOrigin = bitmapFontMontserratSize / 2f;
_spriteBatch.DrawString(
bitmapFont: _bitmapFontMontserrat,
text: helloWorld,
position: position + offset * 3,
color: color,
rotation: rotation,
origin: bitmapFontMontserratOrigin,
scale: scale,
effect: SpriteEffects.None,
layerDepth: 0,
clippingRectangle: _clippingRectangle);
_spriteBatch.DrawRectangle(_clippingRectangle, Color.White);
_spriteBatch.DrawRectangle(position - bitmapFontMontserratOrigin + offset * 3, bitmapFontMontserratSize, Color.Green);
_spriteBatch.DrawString(_bitmapFontMonospaced, "Hello Monospaced Fonts!", new Vector2(100, 400), Color.White);
_spriteBatch.End();
base.Draw(gameTime);
}
19
Source : CameraDemo.cs
with MIT License
from craftworkgames
with MIT License
from craftworkgames
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// the camera produces a view matrix that can be applied to any sprite batch
var transformMatrix = _camera.GetViewMatrix(Vector2.Zero);
_spriteBatch.Begin(transformMatrix: transformMatrix);
_spriteBatch.Draw(_backgroundSky, Vector2.Zero, Color.White);
_spriteBatch.Draw(_backgroundClouds, new Vector2(-_cloudsOffset, 0), Color.White);
_spriteBatch.Draw(_backgroundClouds, new Vector2(_cloudsOffset, 10), Color.White);
_spriteBatch.End();
for (var layerIndex = 0; layerIndex < 4; layerIndex++)
{
// different layers can have a parallax factor applied for a nice depth effect
var parallaxFactor = Vector2.One * (0.25f * layerIndex);
var viewMatrix = _camera.GetViewMatrix(parallaxFactor);
_spriteBatch.Begin(transformMatrix: viewMatrix);
for (var repeatIndex = -3; repeatIndex <= 3; repeatIndex++)
{
var texture = _backgroundHills[layerIndex];
var position = new Vector2(repeatIndex * texture.Width, 0);
_spriteBatch.Draw(texture, position, Color.White);
}
_spriteBatch.End();
}
// not all sprite batches need to be affected by the camera
var rectangle = _camera.BoundingRectangle;
var stringBuilder = new StringBuilder();
stringBuilder.AppendLine($"WASD: Move [{_camera.Position.X:0}, {_camera.Position.Y:0}]");
stringBuilder.AppendLine($"EQ: Rotate [{MathHelper.ToDegrees(_camera.Rotation):0.00}]");
stringBuilder.AppendLine($"RF: Zoom [{_camera.Zoom:0.00}]");
stringBuilder.AppendLine($"World Pos: [{_worldPosition.X:0}, {_worldPosition.Y:0}]");
stringBuilder.AppendLine($"Bounds: [{rectangle.X:0}, {rectangle.Y:0}, {rectangle.Width:0}, {rectangle.Height:0}]");
_spriteBatch.Begin(blendState: BlendState.AlphaBlend);
_spriteBatch.DrawString(_bitmapFont, stringBuilder.ToString(), new Vector2(5, 5), Color.DarkBlue);
_spriteBatch.End();
base.Draw(gameTime);
}
19
Source : CollisionDemo.cs
with MIT License
from craftworkgames
with MIT License
from craftworkgames
protected override void Draw(GameTime gameTime)
{
_spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp);
foreach (var actor in _actors)
{
actor.Draw(_spriteBatch);
}
_spriteBatch.End();
base.Draw(gameTime);
}
19
Source : ViewportAdaptersDemo.cs
with MIT License
from craftworkgames
with MIT License
from craftworkgames
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
// when rendering sprites, you'll always work within the bounds of the virtual width and height
// specified when setting up the viewport adapter. The default MonoGame window is 800x480.
var destinationRectangle = new Rectangle(0, 0, 800, 480);
_spriteBatch.Begin(transformMatrix: _currentViewportAdapter.GetScaleMatrix());
_spriteBatch.Draw(_backgroundTexture, destinationRectangle, Color.White);
_spriteBatch.DrawString(_bitmapFont, $"Press D: {typeof(DefaultViewportAdapter).Name}", new Vector2(49, 40), Color.White);
_spriteBatch.DrawString(_bitmapFont, $"Press S: {typeof(ScalingViewportAdapter).Name}", new Vector2(49, 40 + _bitmapFont.LineHeight * 1), Color.White);
_spriteBatch.DrawString(_bitmapFont, $"Press B: {typeof(BoxingViewportAdapter).Name}", new Vector2(49, 40 + _bitmapFont.LineHeight * 2), Color.White);
_spriteBatch.DrawString(_bitmapFont, $"Current: {_currentViewportAdapter.GetType().Name}", new Vector2(49, 40 + _bitmapFont.LineHeight * 4), Color.Black);
_spriteBatch.DrawString(_bitmapFont, @"Try resizing the window", new Vector2(49, 40 + _bitmapFont.LineHeight * 6), Color.Black);
_spriteBatch.DrawString(_bitmapFont, $"Mouse: {_mousePosition}", new Vector2(49, 40 + _bitmapFont.LineHeight * 8), Color.Black);
_spriteBatch.End();
base.Draw(gameTime);
}
19
Source : PongGameScreen.cs
with MIT License
from craftworkgames
with MIT License
from craftworkgames
public override void Draw(GameTime gameTime)
{
_spriteBatch.Begin(samplerState: SamplerState.PointClamp);
_spriteBatch.Draw(_court, new Rectangle(0, 0, ScreenWidth, ScreenHeight), Color.White);
DrawScores();
_spriteBatch.Draw(_redPaddle.Sprite, _redPaddle.Position, _redPaddle.Rotation, _redPaddle.Scale);
_spriteBatch.Draw(_bluePaddle.Sprite, _bluePaddle.Position, _bluePaddle.Rotation, _bluePaddle.Scale);
_spriteBatch.Draw(_ball.Sprite, _ball.Position, _ball.Rotation, _ball.Scale);
_spriteBatch.End();
}
19
Source : Game1.cs
with MIT License
from craftworkgames
with MIT License
from craftworkgames
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
// background
var sourceRectangle = new Rectangle(0, 0, _viewportAdapter.VirtualWidth, _viewportAdapter.VirtualHeight);
sourceRectangle.Offset(_camera.Position * new Vector2(0.1f));
_spriteBatch.Begin(samplerState: SamplerState.PointWrap, transformMatrix: _viewportAdapter.GetScaleMatrix());
_spriteBatch.Draw(_backgroundTexture, Vector2.Zero, sourceRectangle, Color.White);
_spriteBatch.DrawString(_font, $"{_score}", Vector2.One, Color.White);
_spriteBatch.End();
// enreplacedies
_spriteBatch.Begin(samplerState: SamplerState.PointClamp, blendState: BlendState.AlphaBlend, transformMatrix: _camera.GetViewMatrix());
_enreplacedyManager.Draw(_spriteBatch);
_spriteBatch.End();
_spriteBatch.Begin(transformMatrix: _camera.GetViewMatrix());
_spriteBatch.End();
base.Draw(gameTime);
}
19
Source : GameMain.cs
with MIT License
from craftworkgames
with MIT License
from craftworkgames
protected override void Draw(GameTime gameTime)
{
_fpsCounter.Draw(gameTime);
var fps = $"FPS: {_fpsCounter.FramesPerSecond}";
GraphicsDevice.Clear(Color.Black);
_spriteBatch.Begin();
_world.Draw(gameTime);
_spriteBatch.DrawString(_font, fps, new Vector2(16, 16), Color.White);
//#if DEBUG
// var enreplacedyCount = $"Active Enreplacedies Count: {_enreplacedyManager.ActiveEnreplacediesCount}";
// //var removedEnreplacedyCount = $"Removed Enreplacedies TotalCount: {_ecs.TotalEnreplacediesRemovedCount}";
// var totalEnreplacedyCount = $"Allocated Enreplacedies Count: {_enreplacedyManager.TotalEnreplacediesCount}";
// _spriteBatch.DrawString(_font, enreplacedyCount, new Vector2(16, 62), Color.White);
// _spriteBatch.DrawString(_font, totalEnreplacedyCount, new Vector2(16, 92), Color.White);
// //_spriteBatch.DrawString(_font, removedEnreplacedyCount, new Vector2(32, 122), Color.Yellow);
//#endif
_spriteBatch.End();
}
19
Source : MainWindowViewModel.cs
with MIT License
from craftworkgames
with MIT License
from craftworkgames
public override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
_spriteBatch.Begin();
_spriteBatch.Draw(_texture, _position, null, Color.White, _rotation, _origin, _scale, SpriteEffects.None, 0f);
_spriteBatch.End();
}
19
Source : InputListenersDemo.cs
with MIT License
from craftworkgames
with MIT License
from craftworkgames
protected override void Draw(GameTime gameTime)
{
_spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, transformMatrix: _camera.GetViewMatrix());
_spriteBatch.Draw(_backgroundTexture, new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height), Color.DarkSlateGray);
for (var i = 0; i < _logLines.Count; i++)
{
var logLine = _logLines[i];
_spriteBatch.DrawString(_bitmapFont, logLine, new Vector2(4, i * _bitmapFont.LineHeight), Color.LightGray * 0.2f);
}
var textInputY = 14 * _bitmapFont.LineHeight - 2;
var position = new Point2(4, textInputY);
var stringRectangle = _bitmapFont.GetStringRectangle(_typedString, position);
_spriteBatch.DrawString(_bitmapFont, _typedString, position, Color.White);
if (_isCursorVisible)
_spriteBatch.DrawString(_bitmapFont, "_", new Vector2(stringRectangle.Width, textInputY), Color.White);
_spriteBatch.End();
base.Draw(gameTime);
}
19
Source : ParticlesDemo.cs
with MIT License
from craftworkgames
with MIT License
from craftworkgames
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
_spriteBatch.Begin(blendState: BlendState.AlphaBlend, transformMatrix: _camera.GetViewMatrix());
_spriteBatch.Draw(_particleEffect);
_spriteBatch.Draw(_sprite, _transform.Position, _transform.Rotation, _transform.Scale);
_spriteBatch.End();
base.Draw(gameTime);
}
19
Source : TitleScreen.cs
with MIT License
from craftworkgames
with MIT License
from craftworkgames
public override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Magenta);
_spriteBatch.Begin(samplerState: SamplerState.PointClamp);
_spriteBatch.Draw(_background, new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height), Color.White);
_spriteBatch.End();
}
19
Source : TiledMapsDemo.cs
with MIT License
from craftworkgames
with MIT License
from craftworkgames
private void DrawText()
{
var textColor = Color.Black;
_spriteBatch.Begin(samplerState: SamplerState.PointClamp, blendState: BlendState.AlphaBlend);
var baseTextPosition = new Point2(5, 0);
var textPosition = baseTextPosition;
_spriteBatch.DrawString(_bitmapFont,
$"Map: {_map.Name}; {_map.TileLayers.Count} tile layer(s) @ {_map.Width}x{_map.Height} tiles, {_map.ImageLayers.Count} image layer(s)",
textPosition, textColor);
// we can safely get the metrics without worrying about spritebatch interfering because spritebatch submits on End()
textPosition = baseTextPosition + new Vector2(0, _bitmapFont.LineHeight * 1);
_spriteBatch.DrawString(_bitmapFont, $"Camera Position: (x={_camera.Position.X}, y={_camera.Position.Y})",
textPosition, textColor);
if (!_showHelp)
{
_spriteBatch.DrawString(_bitmapFont, "H: Show help", new Vector2(5, _bitmapFont.LineHeight * 2),
textColor);
}
else
{
textPosition = baseTextPosition + new Vector2(0, _bitmapFont.LineHeight * 2);
_spriteBatch.DrawString(_bitmapFont, "H: Hide help", textPosition, textColor);
textPosition = baseTextPosition + new Vector2(0, _bitmapFont.LineHeight * 3);
_spriteBatch.DrawString(_bitmapFont, "WASD/Arrows: Pan camera", textPosition, textColor);
textPosition = baseTextPosition + new Vector2(0, _bitmapFont.LineHeight * 4);
_spriteBatch.DrawString(_bitmapFont, "RF: Zoom camera in / out", textPosition, textColor);
textPosition = baseTextPosition + new Vector2(0, _bitmapFont.LineHeight * 5);
_spriteBatch.DrawString(_bitmapFont, "Z: Move camera to the origin", textPosition, textColor);
textPosition = baseTextPosition + new Vector2(0, _bitmapFont.LineHeight * 6);
_spriteBatch.DrawString(_bitmapFont, "X: Move camera to look at the origin", textPosition, textColor);
textPosition = baseTextPosition + new Vector2(0, _bitmapFont.LineHeight * 7);
_spriteBatch.DrawString(_bitmapFont, "C: Move camera to look at center of the map", textPosition,
textColor);
textPosition = baseTextPosition + new Vector2(0, _bitmapFont.LineHeight * 8);
_spriteBatch.DrawString(_bitmapFont, "Tab: Cycle through maps", textPosition, textColor);
}
_spriteBatch.End();
}
19
Source : RenderSystem.cs
with MIT License
from craftworkgames
with MIT License
from craftworkgames
public override void Draw(GameTime gameTime)
{
_spriteBatch.Begin(samplerState: SamplerState.PointClamp, transformMatrix: _camera.GetViewMatrix());
foreach (var enreplacedy in ActiveEnreplacedies)
{
var sprite = _animatedSpriteMapper.Has(enreplacedy)
? _animatedSpriteMapper.Get(enreplacedy)
: _spriteMapper.Get(enreplacedy);
var transform = _transforMapper.Get(enreplacedy);
if(sprite is AnimatedSprite animatedSprite)
animatedSprite.Update(gameTime.GetElapsedSeconds());
_spriteBatch.Draw(sprite, transform);
}
_spriteBatch.End();
}
19
Source : SpriteEditorViewModel.cs
with MIT License
from craftworkgames
with MIT License
from craftworkgames
public override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
if (Texture == null)
return;
// main texture
var boundingRectangle = TextureBounds;
_spriteBatch.Begin(blendState: BlendState.AlphaBlend, samplerState: SamplerState.PointWrap, transformMatrix: Camera.GetViewMatrix());
_spriteBatch.Draw(_backgroundTexture, sourceRectangle: boundingRectangle, destinationRectangle: boundingRectangle, color: Color.White);
foreach (var keyFrame in SelectedKeyFrames)
{
var keyFrameRectangle = GetFrameRectangle(keyFrame.Index);
_spriteBatch.FillRectangle(keyFrameRectangle, Color.CornflowerBlue * 0.5f);
}
if (SelectedAnimation != null)
{
foreach (var keyFrame in SelectedAnimation.KeyFrames)
{
var keyFrameRectangle = GetFrameRectangle(keyFrame.Index);
_spriteBatch.FillRectangle(keyFrameRectangle, Color.Gray * 0.25f);
}
}
_spriteBatch.Draw(Texture, sourceRectangle: boundingRectangle, destinationRectangle: boundingRectangle, color: Color.White);
// highlighter
if (TileWidth > 1 && TileHeight > 1)
{
for (var y = 0; y <= Texture.Height; y += TileHeight)
_spriteBatch.DrawLine(0, y, boundingRectangle.Width, y, Color.White * 0.5f);
for (var x = 0; x <= Texture.Width; x += TileWidth)
_spriteBatch.DrawLine(x, 0, x, boundingRectangle.Height, Color.White * 0.5f);
if (boundingRectangle.Contains(WorldPosition))
{
var cx = (int)(WorldPosition.X / TileWidth);
var cy = (int)(WorldPosition.Y / TileHeight);
_spriteBatch.FillRectangle(cx * TileWidth, cy * TileHeight, TileWidth, TileHeight, Color.CornflowerBlue * 0.5f);
}
}
_spriteBatch.End();
// animation preview
if (SelectedAnimation != null && SelectedAnimation.KeyFrames.Any())
{
var frame = GetCurrentFrame();
var sourceRectangle = GetFrameRectangle(frame.Index);
var previewRectangle = GetPreviewRectangle();
_spriteBatch.Begin(blendState: BlendState.AlphaBlend, samplerState: SamplerState.PointWrap);
_spriteBatch.Draw(_backgroundTexture, previewRectangle, null, Color.White);
_spriteBatch.DrawRectangle(previewRectangle, Color.White * 0.5f);
_spriteBatch.Draw(Texture, previewRectangle, sourceRectangle, Color.White);
_spriteBatch.End();
}
// debug text
var frameIndex = GetFrameIndex();
if (frameIndex.HasValue)
{
var frameRectangle = GetFrameRectangle(frameIndex.Value);
_spriteBatch.Begin(blendState: BlendState.AlphaBlend, samplerState: SamplerState.PointWrap);
_spriteBatch.DrawString(_spriteFont, $"frame: {frameIndex} ({frameRectangle.X}, {frameRectangle.Y})", Vector2.Zero, Color.White);
_spriteBatch.End();
}
}
19
Source : AnimationsDemo.cs
with MIT License
from craftworkgames
with MIT License
from craftworkgames
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
//_spriteBatch.Begin(transformMatrix: Camera.GetViewMatrix(), samplerState: SamplerState.PointClamp);
//_zombie.Draw(_spriteBatch);
////_spriteBatch.Draw(_fireballSprite);
//_spriteBatch.End();
_spriteBatch.Begin(samplerState: SamplerState.PointClamp, transformMatrix: Camera.GetViewMatrix());
_spriteBatch.Draw(_motwSprite, _motwPosition);
_spriteBatch.Draw(_fireballSprite, new Vector2(200, 100));
//_spriteBatch.Draw(_zombie, new Vector2(300, 100));
_spriteBatch.End();
base.Draw(gameTime);
}
19
Source : BatchingDemo.cs
with MIT License
from craftworkgames
with MIT License
from craftworkgames
private void DrawSpritesWithSpriteBatch()
{
_effect.Projection = _projectionMatrix;
_effect.View = _viewMatrix;
_spriteBatch.Begin(SpriteSortMode.Texture, effect: _effect);
// ReSharper disable once ForCanBeConvertedToForeach
for (var index = 0; index < _sprites.Length; index++)
{
var sprite = _sprites[index];
_spriteBatch.Draw(sprite.Texture, sprite.Position, null, sprite.Color, sprite.Rotation, _spriteOrigin, _spriteScale, SpriteEffects.None, 0);
}
_spriteBatch.End();
}
19
Source : SceneGraphsDemo.cs
with MIT License
from craftworkgames
with MIT License
from craftworkgames
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
_spriteBatch.Begin(samplerState: SamplerState.PointClamp, transformMatrix: _camera.GetViewMatrix());
_spriteBatch.Draw(_sceneGraph);
_spriteBatch.FillRectangle(0, 266, 800, 240, Color.DarkOliveGreen);
_spriteBatch.FillRectangle(200, 0, 5, 480, Color.DarkOliveGreen);
_spriteBatch.FillRectangle(595, 0, 5, 480, Color.DarkOliveGreen);
if (_hoveredNode != null)
{
var boundingRectangle = _hoveredNode.BoundingRectangle;
_spriteBatch.DrawRectangle(boundingRectangle, Color.Black);
}
_spriteBatch.End();
_spriteBatch.Begin();
if (_hoveredNode != null)
_spriteBatch.DrawString(_bitmapFont, _hoveredNode.Name, new Vector2(14, 2), Color.White);
_spriteBatch.End();
base.Draw(gameTime);
}
19
Source : SpritesDemo.cs
with MIT License
from craftworkgames
with MIT License
from craftworkgames
protected override void Draw(GameTime gameTime)
{
_spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp);
_spriteBatch.Draw(_backgroundTexture, new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height), Color.White);
//_spriteBatch.Draw(_axeSprite);
//_spriteBatch.Draw(_spikeyBallSprite);
//_spriteBatch.Draw(_particleSprite0);
//_spriteBatch.Draw(_particleSprite1);
// clipping test
_spriteBatch.Draw(_clippingTextureRegion, new Rectangle(50, 50, 128, 128), Color.White, clippingRectangle: null);
_spriteBatch.Draw(_clippingTextureRegion, new Rectangle(50, 250, 512, 512), Color.White, clippingRectangle: _clippingRectangle);
_spriteBatch.DrawRectangle(_clippingRectangle.ToRectangleF(), Color.White);
_spriteBatch.Draw(_apple, new Vector2(100, 100));
_spriteBatch.End();
base.Draw(gameTime);
}
19
Source : MainGame.cs
with MIT License
from craftworkgames
with MIT License
from craftworkgames
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
_spriteBatch.Begin(samplerState: SamplerState.PointClamp);
_spriteBatch.FillRectangle(Linear.X, Linear.Y, Size.X, Size.X, Color.Red);
_spriteBatch.FillRectangle(Quadratic.X, Quadratic.Y, Size.X, Size.X, Color.Green);
_spriteBatch.FillRectangle(Exponential.X, Exponential.Y, Size.X, Size.X, Color.Blue);
_spriteBatch.FillRectangle(Bounce.X, Bounce.Y, Size.X, Size.X, Color.DarkOrange);
_spriteBatch.FillRectangle(Back.X, Back.Y, Size.X, Size.X, Color.Purple);
_spriteBatch.FillRectangle(Elastic.X, Elastic.Y, Size.X, Size.X, Color.Yellow);
_spriteBatch.DrawString(_bitmapFont, $"{_tweener.AllocationCount}", Vector2.One, Color.WhiteSmoke);
_spriteBatch.End();
base.Draw(gameTime);
}
19
Source : Game.cs
with MIT License
from dotnet-ad
with MIT License
from dotnet-ad
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
spriteBatch.Begin();
var borders = new Color(1.0f, 1.0f, 1.0f, 0.2f);
// Full texture
spriteBatch.Draw(this.sheet.Texture, new Vector2(0, 0));
spriteBatch.DrawRectangle(this.sheet.Texture.Bounds, borders);
// Animation
spriteBatch.Draw(this.anim, new Vector2(64, 64 + this.sheet.Texture.Height));
this.font.Draw(spriteBatch, new Vector2(12, 12 + this.sheet.Texture.Height), $"{animIndex}", Color.White);
// Frames in full texture
for (int ia = 0; ia < anim.Frames.Length; ia++)
{
var a = anim.Frames[ia];
spriteBatch.DrawRectangle(a.Area, borders);
spriteBatch.DrawCross(a.Area.Location.ToVector2() + a.Origin.ToVector2(), borders);
this.font.Draw(spriteBatch, a.Area.Location.ToVector2() + new Vector2(4, 4), $"{ia}", borders);
}
//Mouse
const int mouseGrid = 16;
var mx = (this.state.X / mouseGrid) * mouseGrid;
var my = (this.state.Y / mouseGrid) * mouseGrid;
spriteBatch.DrawLine(0, my, this.GraphicsDevice.Viewport.Width, my, Color.Green);
spriteBatch.DrawLine(mx, 0, mx, this.GraphicsDevice.Viewport.Height, Color.Blue);
this.font.Draw(spriteBatch, new Vector2(mx, my) + new Vector2(32,32), $"({mx},{my})", borders);
spriteBatch.End();
base.Draw(gameTime);
}
19
Source : Sample.cs
with MIT License
from dotnet-ad
with MIT License
from dotnet-ad
protected override void Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
this.spriteBatch.Begin();
this.arm.Draw(this.spriteBatch);
this.spriteBatch.End();
base.Draw(gameTime);
}
19
Source : Painter.cs
with MIT License
from egges
with MIT License
from egges
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.White);
spriteBatch.Begin();
spriteBatch.Draw(background, Vector2.Zero, Color.White);
cannon.Draw(gameTime, spriteBatch);
spriteBatch.End();
}
19
Source : GameWorld.cs
with MIT License
from egges
with MIT License
from egges
public void Draw(GameTime gameTime, SpriteBatch spriteBatch)
{
spriteBatch.Begin();
spriteBatch.Draw(background, Vector2.Zero, Color.White);
ball.Draw(gameTime, spriteBatch);
cannon.Draw(gameTime, spriteBatch);
can1.Draw(gameTime, spriteBatch);
can2.Draw(gameTime, spriteBatch);
can3.Draw(gameTime, spriteBatch);
spriteBatch.End();
}
19
Source : GameWorld.cs
with MIT License
from egges
with MIT License
from egges
public void Draw(GameTime gameTime, SpriteBatch spriteBatch)
{
spriteBatch.Begin();
spriteBatch.Draw(background, Vector2.Zero, Color.White);
ball.Draw(gameTime, spriteBatch);
cannon.Draw(gameTime, spriteBatch);
can1.Draw(gameTime, spriteBatch);
can2.Draw(gameTime, spriteBatch);
can3.Draw(gameTime, spriteBatch);
for (int i = 0; i < lives; i++)
{
spriteBatch.Draw(livesSprite, new Vector2(i * livesSprite.Width + 15, 20), Color.White);
}
if (IsGameOver)
{
spriteBatch.Draw(gameover, new Vector2(Painter.ScreenSize.X - gameover.Width, Painter.ScreenSize.Y - gameover.Height) / 2, Color.White);
}
spriteBatch.End();
}
19
Source : Balloon.cs
with MIT License
from egges
with MIT License
from egges
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.White);
spriteBatch.Begin();
spriteBatch.Draw(background, Vector2.Zero, Color.White);
spriteBatch.Draw(balloon, balloonPosition, Color.White);
spriteBatch.End();
}
19
Source : Balloon.cs
with MIT License
from egges
with MIT License
from egges
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.White);
spriteBatch.Begin();
spriteBatch.Draw(background, Vector2.Zero, Color.White);
spriteBatch.Draw(balloon, balloonPosition, null, Color.White, 0.0f, balloonOrigin, 1.0f, SpriteEffects.None, 0);
spriteBatch.End();
}
19
Source : Painter.cs
with MIT License
from egges
with MIT License
from egges
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.White);
spriteBatch.Begin();
spriteBatch.Draw(background, Vector2.Zero, Color.White);
spriteBatch.Draw(cannonBarrel, barrelPosition, null, Color.White, angle, barrelOrigin, 1.0f, SpriteEffects.None, 0);
spriteBatch.End();
}
19
Source : GameWorld.cs
with MIT License
from egges
with MIT License
from egges
public void Draw(GameTime gameTime, SpriteBatch spriteBatch)
{
spriteBatch.Begin();
spriteBatch.Draw(background, Vector2.Zero, Color.White);
ball.Draw(gameTime, spriteBatch);
cannon.Draw(gameTime, spriteBatch);
spriteBatch.End();
}
19
Source : ExtendedGame.cs
with MIT License
from egges
with MIT License
from egges
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
// start drawing sprites, applying the scaling matrix
spriteBatch.Begin(SpriteSortMode.FrontToBack, null, null, null, null, null, spriteScale);
// let the game world draw itself
GameStateManager.Draw(gameTime, spriteBatch);
spriteBatch.End();
}
19
Source : SpriteDrawing.cs
with MIT License
from egges
with MIT License
from egges
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.White);
spriteBatch.Begin();
spriteBatch.Draw(balloon, Vector2.Zero, Color.White);
spriteBatch.End();
}
19
Source : Painter.cs
with MIT License
from egges
with MIT License
from egges
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.White);
spriteBatch.Begin();
spriteBatch.Draw(background, Vector2.Zero, Color.White);
spriteBatch.Draw(cannonBarrel, barrelPosition, null, Color.White, angle, barrelOrigin, 1.0f, SpriteEffects.None, 0);
spriteBatch.Draw(currentColor, barrelPosition, null, Color.White, 0f, colorOrigin, 1.0f, SpriteEffects.None, 0);
spriteBatch.End();
}
19
Source : GameWorld.cs
with MIT License
from egges
with MIT License
from egges
public void Draw(GameTime gameTime, SpriteBatch spriteBatch)
{
spriteBatch.Begin();
spriteBatch.Draw(background, Vector2.Zero, Color.White);
cannon.Draw(gameTime, spriteBatch);
spriteBatch.End();
}
19
Source : GameWorld.cs
with MIT License
from egges
with MIT License
from egges
public void Draw(GameTime gameTime, SpriteBatch spriteBatch)
{
spriteBatch.Begin();
spriteBatch.Draw(background, Vector2.Zero, Color.White);
ball.Draw(gameTime, spriteBatch);
cannon.Draw(gameTime, spriteBatch);
can1.Draw(gameTime, spriteBatch);
can2.Draw(gameTime, spriteBatch);
can3.Draw(gameTime, spriteBatch);
for (int i = 0; i < lives; i++)
{
spriteBatch.Draw(livesSprite, new Vector2(i * livesSprite.Width + 15, 20), Color.White);
}
if (lives <= 0)
{
spriteBatch.Draw(gameover, new Vector2(Painter.Screen.X - gameover.Width, Painter.Screen.Y - gameover.Height) / 2, Color.White);
}
spriteBatch.End();
}
19
Source : GameWorld.cs
with MIT License
from egges
with MIT License
from egges
public void Draw(GameTime gameTime, SpriteBatch spriteBatch)
{
spriteBatch.Begin();
// draw the background and score bar
spriteBatch.Draw(background, Vector2.Zero, Color.White);
spriteBatch.Draw(scoreBar, new Vector2(10, 10), Color.White);
// draw all game objects
ball.Draw(gameTime, spriteBatch);
cannon.Draw(gameTime, spriteBatch);
can1.Draw(gameTime, spriteBatch);
can2.Draw(gameTime, spriteBatch);
can3.Draw(gameTime, spriteBatch);
// draw the score
spriteBatch.DrawString(gameFont, "Score: " + Score, new Vector2(20, 18), Color.White);
// draw the number of lives
for (int i = 0; i < lives; i++)
spriteBatch.Draw(livesSprite, new Vector2(i * livesSprite.Width + 15, 60), Color.White);
// if the game is over, draw the game-over sprite
if (lives <= 0)
spriteBatch.Draw(gameover, new Vector2(Painter.ScreenSize.X - gameover.Width, Painter.ScreenSize.Y - gameover.Height) / 2, Color.White);
spriteBatch.End();
}
19
Source : JewelJam.cs
with MIT License
from egges
with MIT License
from egges
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
// start drawing sprites, applying the scaling matrix
spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, spriteScale);
// draw the background sprite
spriteBatch.Draw(background, Vector2.Zero, Color.White);
spriteBatch.End();
}
19
Source : JewelJam.cs
with MIT License
from egges
with MIT License
from egges
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
// start drawing sprites, applying the scaling matrix
spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, spriteScale);
// draw the background sprite
spriteBatch.Draw(background, Vector2.Zero, Color.White);
// draw all jewels: one per grid cell
for (int x = 0; x < GridWidth; x++)
{
for (int y = 0; y < GridHeight; y++)
{
// compute the world position for this grid cell
Vector2 position = GridOffset + new Vector2(x,y) * CellSize;
// the grid stores a number; draw the sprite replacedociated to that number
int jewelIndex = grid[x, y];
spriteBatch.Draw(jewels[jewelIndex], position, Color.White);
}
}
spriteBatch.End();
}
19
Source : ExtendedGame.cs
with MIT License
from egges
with MIT License
from egges
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
// start drawing sprites, applying the scaling matrix
spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, spriteScale);
// let all game objects draw themselves
foreach (GameObject obj in gameWorld)
obj.Draw(gameTime, spriteBatch);
spriteBatch.End();
}
19
Source : ExtendedGame.cs
with MIT License
from egges
with MIT License
from egges
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
// start drawing sprites, applying the scaling matrix
spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, spriteScale);
// let the game world draw itself
gameWorld.Draw(gameTime, spriteBatch);
spriteBatch.End();
}
19
Source : GameWorld.cs
with MIT License
from egges
with MIT License
from egges
public void Draw(GameTime gameTime, SpriteBatch spriteBatch)
{
spriteBatch.Begin();
spriteBatch.Draw(background, Vector2.Zero, Color.White);
ball.Draw(gameTime, spriteBatch);
cannon.Draw(gameTime, spriteBatch);
can1.Draw(gameTime, spriteBatch);
can2.Draw(gameTime, spriteBatch);
can3.Draw(gameTime, spriteBatch);
for (int i = 0; i < lives; i++)
{
spriteBatch.Draw(livesSprite, new Vector2(i * livesSprite.Width + 15, 60), Color.White);
}
if (lives <= 0)
{
spriteBatch.Draw(gameOver, new Vector2(Painter.Screen.X - gameOver.Width, Painter.Screen.Y - gameOver.Height) / 2, Color.White);
}
spriteBatch.End();
}
19
Source : GameWorld.cs
with MIT License
from egges
with MIT License
from egges
public void Draw(GameTime gameTime, SpriteBatch spriteBatch)
{
spriteBatch.Begin();
spriteBatch.Draw(background, Vector2.Zero, Color.White);
spriteBatch.Draw(scoreBar, new Vector2(10, 10), Color.White);
ball.Draw(gameTime, spriteBatch);
cannon.Draw(gameTime, spriteBatch);
can1.Draw(gameTime, spriteBatch);
can2.Draw(gameTime, spriteBatch);
can3.Draw(gameTime, spriteBatch);
spriteBatch.DrawString(gameFont, "Score: " + score, new Vector2(20, 18), Color.White);
for (int i = 0; i < lives; i++)
{
spriteBatch.Draw(livesSprite, new Vector2(i * livesSprite.Width + 15, 60), Color.White);
}
if (lives <= 0)
{
spriteBatch.Draw(gameOver, new Vector2(Painter.Screen.X - gameOver.Width, Painter.Screen.Y - gameOver.Height) / 2, Color.White);
}
spriteBatch.End();
}
19
Source : Snow.cs
with MIT License
from egges
with MIT License
from egges
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.White);
spriteBatch.Begin();
spriteBatch.Draw(background, Vector2.Zero, Color.White);
foreach (Snowflake obj in snowflakes)
{
obj.Draw(gameTime, spriteBatch);
}
spriteBatch.End();
}
See More Examples