axiosengine/axios/Engine/SimpleDrawableAxiosGameObje...

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2012-03-19 23:57:59 +00:00
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.SamplesFramework;
using Axios.Engine.Interfaces;
namespace Axios.Engine
{
public abstract class SimpleDrawableAxiosGameObject : SimpleAxiosGameObject, IDrawableAxiosGameObject
{
protected Texture2D Texture;
protected Boolean _adjustunits = true;
protected Boolean _relativetocamera = true;
protected int _draworder;
public SimpleDrawableAxiosGameObject()
{
this.BodyPart = new Body();
this.Position = new Vector2();
this.Origin = new Vector2();
}
public override void LoadContent(AxiosGameScreen gameScreen)
{
base.LoadContent(gameScreen);
//this.Texture = new Texture2D(gameScreen.ScreenManager.GraphicsDevice, 1, 1);
}
public virtual void Draw(AxiosGameScreen gameScreen, GameTime gameTime)
{
/*#if DEBUG
System.Diagnostics.Debugger.Break();
#endif*/
if (_relativetocamera)
gameScreen.ScreenManager.SpriteBatch.Begin(0, null, null, null, null, null, gameScreen.Camera.View);
else
gameScreen.ScreenManager.SpriteBatch.Begin();
if (_adjustunits)
DrawObject(gameScreen.ScreenManager.SpriteBatch, Texture, BodyPart, Origin, true, _scale);
else
DrawObject(gameScreen.ScreenManager.SpriteBatch, Texture, BodyPart, Origin, _scale);
gameScreen.ScreenManager.SpriteBatch.End();
}
protected void DrawObject(SpriteBatch sb, Texture2D texture, Body body, Vector2 origin)
{
DrawObject(sb, texture, body, origin, false, _scale);
}
protected void DrawObject(SpriteBatch sb, Texture2D texture, Body body, Vector2 origin, float scale)
{
DrawObject(sb, texture, body, origin, false, scale);
}
protected void DrawObject(SpriteBatch sb, Texture2D texture, Body body, Vector2 origin, bool Convertunits, float scale)
{
if (Convertunits)
sb.Draw(texture, ConvertUnits.ToDisplayUnits(body.Position),
null,
Color.White, body.Rotation, origin, scale,
SpriteEffects.None, 0);
else
sb.Draw(texture, body.Position,
null,
Color.White, body.Rotation, origin, scale,
SpriteEffects.None, 0f);
}
public int DrawOrder
{
get
{
return this._draworder;
}
set
{
this._draworder = value;
}
}
}
}