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C# Canvas.FillRect方法代码示例

本文整理汇总了C#中Canvas.FillRect方法的典型用法代码示例。如果您正苦于以下问题:C# Canvas.FillRect方法的具体用法?C# Canvas.FillRect怎么用?C# Canvas.FillRect使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Canvas的用法示例。


在下文中一共展示了Canvas.FillRect方法的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Draw

        public override void Draw(Canvas canvas)
        {
            canvas.State.ColorTint = Theme.ForegroundColour;
            canvas.DrawRect(X, Y, w, h);
            canvas.FillRect(X, Y, w, topWidth);
            canvas.State.ColorTint = Theme.BackgroundColour;
            canvas.FillRect(X + 1, Y + topWidth + 1, W - 2, h - topWidth - 2);

            base.Draw(canvas);
        }
开发者ID:generatives,项目名称:Magic-Game,代码行数:10,代码来源:Window.cs

示例2: Draw

 public override void Draw(Canvas canvas)
 {
     text.Draw(canvas);
     Vector2 realCaretPosition = text.getPositionFromCaret(caretPosition);
     Vector2 characterSize = canvas.MeasureText("A");
     canvas.State.ColorTint = Theme.ForegroundColour;
     canvas.DrawRect(X, Y, W, H);
     canvas.FillRect(realCaretPosition.X, realCaretPosition.Y, characterSize.X, characterSize.Y);
 }
开发者ID:generatives,项目名称:Magic-Game,代码行数:9,代码来源:TextBox.cs

示例3: Canvas

		void ICmpRenderer.Draw(IDrawDevice device)
		{
			Profile.BeginMeasure(@"ProfileRenderer");
			Canvas canvas = new Canvas(device);
			canvas.CurrentState.SetMaterial(new BatchInfo(DrawTechnique.Alpha, ColorRgba.White, null));
			
			bool anyTextReport = this.textReportPerf || this.textReportStat;
			bool anyGraph = this.drawGraphs && this.counterGraphs.Count > 0;

			// Determine geometry
			int areaWidth = (int)device.TargetSize.X - 20;
			if (anyGraph && anyTextReport)
				areaWidth = (areaWidth - 10) / 2;
			Rect textReportRect = new Rect(
				10, 
				10, 
				anyTextReport ? areaWidth : 0, 
				(int)device.TargetSize.Y - 20);
			Rect graphRect = new Rect(
				anyTextReport ? (textReportRect.MaximumX + 10) : 10, 
				10, 
				anyGraph ? areaWidth : 0, 
				(int)device.TargetSize.Y - 20);

			// Text Reports
			if (anyTextReport)
			{
				// Update Report
				IEnumerable<ProfileCounter> counters = Profile.GetUsedCounters();
				if (!this.textReportPerf) counters = counters.Where(c => !(c is TimeCounter));
				if (!this.textReportStat) counters = counters.Where(c => !(c is StatCounter));
				if (this.textReport == null || (Time.MainTimer - this.textReportLast).TotalMilliseconds > this.updateInterval)
				{
					string report = Profile.GetTextReport(counters, this.textReportOptions | ReportOptions.FormattedText);

					if (this.textReport == null)
					{
						this.textReport = new FormattedText();
						this.textReport.Fonts = new[] { Font.GenericMonospace8 };
					}
					this.textReport.MaxWidth = (int)textReportRect.W;
					this.textReport.SourceText = report;
					this.textReportLast = Time.MainTimer;
				}

				// Draw Report
				canvas.DrawTextBackground(textReport, textReportRect.X, textReportRect.Y);
				canvas.DrawText(textReport, ref textReportTextVert, ref textReportIconVert, textReportRect.X, textReportRect.Y);
			}

			// Counter Graphs
			if (anyGraph)
			{
				// Mark graph cache as unused
				foreach (GraphCacheEntry entry in this.graphCache.Values)
				{
					entry.WasUsed = false;
				}

				int space = 5;
				int graphY = (int)graphRect.Y;
				int graphH = MathF.Min((int)(graphRect.H / this.counterGraphs.Count) - space, (int)graphRect.W / 2);
				foreach (string counterName in this.counterGraphs)
				{
					ProfileCounter counter = Profile.GetCounter<ProfileCounter>(counterName);
					if (counter == null) return;

					// Create or retrieve graph cache entry
					GraphCacheEntry cache = null;
					if (!this.graphCache.TryGetValue(counterName, out cache))
					{
						cache = new GraphCacheEntry();
						cache.GraphValues = new float[ProfileCounter.ValueHistoryLen];
						cache.GraphColors = new ColorRgba[ProfileCounter.ValueHistoryLen];
						this.graphCache[counterName] = cache;
					}
					cache.WasUsed = true;

					float cursorRatio = 0.0f;
					if (counter is TimeCounter)
					{
						TimeCounter timeCounter = counter as TimeCounter;
						for (int i = 0; i < ProfileCounter.ValueHistoryLen; i++)
						{
							float factor = timeCounter.ValueGraph[i] / Time.MsPFMult;
							cache.GraphValues[i] = factor * 0.75f;
							cache.GraphColors[i] = ColorRgba.Lerp(ColorRgba.White, ColorRgba.Red, factor);
						}
						canvas.CurrentState.ColorTint = ColorRgba.Black.WithAlpha(0.5f);
						canvas.FillRect(graphRect.X, graphY, graphRect.W, graphH);
						canvas.CurrentState.ColorTint = ColorRgba.White;
						canvas.DrawHorizontalGraph(cache.GraphValues, cache.GraphColors, ref cache.VertGraph, graphRect.X, graphY, graphRect.W, graphH);
						cursorRatio = (float)timeCounter.ValueGraphCursor / (float)ProfileCounter.ValueHistoryLen;
					}
					else if (counter is StatCounter)
					{
						StatCounter statCounter = counter as StatCounter;
						for (int i = 0; i < ProfileCounter.ValueHistoryLen; i++)
						{
							cache.GraphValues[i] = (float)(statCounter.ValueGraph[i] - statCounter.MinValue) / statCounter.MaxValue;
//.........这里部分代码省略.........
开发者ID:KETMGaming,项目名称:duality,代码行数:101,代码来源:ProfileRenderer.cs

示例4: DrawTestImageRow

		private void DrawTestImageRow(Canvas c, int baseX, int baseY)
		{
			Vector2[] polygon = new Vector2[]
			{ 
				new Vector2(0.0f, 0.0f), 
				new Vector2(50.0f, 0.0f), 
				new Vector2(50.0f, 45.0f), 
				new Vector2(5.0f, 50.0f), 
			};

			int x = baseX;
			int y = baseY;

			// Outline Shapes
			c.PushState();
			{
				c.DrawCircle(x, y, 25);
				x += 100;

				c.DrawCircleSegment(x, y, 25, 0.0f, MathF.RadAngle30 * 4, true);
				x += 100;

				c.DrawLine(x, y , x + 50, y + 25);
				c.DrawDashLine(x, y + 25, x + 50, y + 50);
				c.DrawThickLine(x, y + 50, x + 50, y + 75, 3);
				x += 100;

				c.DrawOval(x, y, 50, 50);
				x += 100;

				c.DrawOvalSegment(x, y, 50, 50, 0.0f, MathF.RadAngle30 * 4, true);
				x += 100;

				c.DrawPolygon(polygon, x, y);
				x += 100;

				c.DrawRect(x, y, 50, 50);
				x += 100;

				c.DrawText("Hello World", x, y, drawBackground: true);
				x = baseX;
				y += 100;
			}
			c.PopState();

			// Filled Shapes
			c.PushState();
			{
				c.FillCircle(x, y, 25);
				x += 100;

				c.FillCircleSegment(x, y, 0, 25, MathF.RadAngle30 * 0, MathF.RadAngle30 * 4);
				c.FillCircleSegment(x, y, 0, 25, MathF.RadAngle30 * 5, MathF.RadAngle30 * 9, 10);
				x += 100;

				c.FillThickLine(x, y + 25, x + 50, y + 50, 3);
				x += 100;

				c.FillOval(x, y, 50, 50);
				x += 100;

				c.FillOvalSegment(x, y, 0, 50, 50, MathF.RadAngle30 * 0, MathF.RadAngle30 * 4);
				c.FillOvalSegment(x, y, 0, 50, 50, MathF.RadAngle30 * 5, MathF.RadAngle30 * 9, 10);
				x += 100;

				c.FillPolygon(polygon, x, y);
				x += 100;

				c.FillRect(x, y, 50, 50);
				x = baseX;
				y += 100;
			}
			c.PopState();
		}
开发者ID:KSLcom,项目名称:duality,代码行数:74,代码来源:CanvasTest.cs

示例5: Canvas

		void ICmpRenderer.Draw(IDrawDevice device)
		{
			// Create a buffer to cache and re-use vertices. Not required, but will boost performance.
			if (this.buffer == null) this.buffer = new CanvasBuffer();

			// Create a Canvas to auto-generate vertices from high-level drawing commands.
			Canvas canvas = new Canvas(device, this.buffer);
			canvas.State.TextFont = this.font;

			// If the game is over or won, display "game over" screen
			if (this.gameOver || this.gameWin)
			{
				// Various animation timing variables.
				float animOffset = this.gameWin ? 0.0f : 2500.0f;
				float animTime = this.gameWin ? 10000.0f : 4500.0f;
				float blendDurationRatio = this.gameWin ? 0.6f : 0.5f;
				float textOffsetRatio = this.gameWin ? 0.2f : 0.0f;

				float timeSinceGameOver = (float)Time.MainTimer.TotalMilliseconds - this.lastTimeAnyAlive;
				float gameOverAnimProgress = MathF.Clamp((timeSinceGameOver - animOffset) / animTime, 0.0f, 1.0f);
				float controlInfoAnimProgress = MathF.Clamp(((timeSinceGameOver - animOffset) - animTime - 2000.0f) / 2000.0f, 0.0f, 1.0f);
				float blendAnimProgress = MathF.Clamp(gameOverAnimProgress / blendDurationRatio, 0.0f, 1.0f);
				float textAnimProgress = MathF.Clamp((gameOverAnimProgress - blendDurationRatio - textOffsetRatio) / (1.0f - blendDurationRatio - textOffsetRatio), 0.0f, 1.0f);

				if (this.blendMaterial != null && blendAnimProgress > 0.0f)
				{
					canvas.PushState();

					if (this.gameOver)
					{
						// Set up our special blending Material and specify the threshold to blend to
						this.blendMaterial.SetUniform("threshold", 1.0f - blendAnimProgress);
						canvas.State.SetMaterial(this.blendMaterial);
						canvas.State.ColorTint = ColorRgba.Black;

						// Specify a texture coordinate rect so it spans the entire screen repeating itself, instead of being stretched
						if (this.blendMaterial.MainTexture != null)
						{
							Random rnd = new Random((int)this.lastTimeAnyAlive);
							Vector2 randomTranslate = rnd.NextVector2(0.0f, 0.0f, canvas.State.TextureBaseSize.X, canvas.State.TextureBaseSize.Y);
							canvas.State.TextureCoordinateRect = new Rect(
								randomTranslate.X, 
								randomTranslate.Y, 
								device.TargetSize.X / canvas.State.TextureBaseSize.X, 
								device.TargetSize.Y / canvas.State.TextureBaseSize.Y);
						}
					}
					else
					{
						// If we won, simply fade to white
						canvas.State.SetMaterial(new BatchInfo(DrawTechnique.Add, ColorRgba.White));
						canvas.State.ColorTint = ColorRgba.White.WithAlpha(blendAnimProgress);
					}

					// Fill the screen with a rect of our Material
					canvas.FillRect(0, 0, device.TargetSize.X, device.TargetSize.Y);

					canvas.PopState();
				}

				if (this.font != null && textAnimProgress > 0.0f)
				{
					canvas.PushState();

					// Determine which text to draw to screen and where to draw it
					string gameOverText = this.gameWin ? "is it over..?" : "darkness...";
					Vector2 fullTextSize = canvas.MeasureText(gameOverText);
					Vector2 textPos = device.TargetSize * 0.5f - fullTextSize * 0.5f;
					gameOverText = gameOverText.Substring(0, MathF.RoundToInt(gameOverText.Length * textAnimProgress));

					// Make sure not to draw inbetween pixels, so the text is perfectly sharp.
					textPos.X = MathF.Round(textPos.X);
					textPos.Y = MathF.Round(textPos.Y);

					// Draw the text to screen
					canvas.State.ColorTint = this.gameWin ? ColorRgba.Black : ColorRgba.White;
					canvas.DrawText(gameOverText, textPos.X, textPos.Y);

					canvas.PopState();
				}

				if (controlInfoAnimProgress > 0.0f)
				{
					Vector2 infoBasePos = device.TargetSize * 0.5f + new Vector2(0.0f, device.TargetSize.Y * 0.25f);
					if (this.controlInfoMouseKeyboard != null)
					{
						canvas.PushState();

						Vector2 texSize = this.controlInfoMouseKeyboard.Res.MainTexture.Res.Size * 0.5f;

						canvas.State.SetMaterial(this.controlInfoMouseKeyboard);
						canvas.State.ColorTint = ColorRgba.White.WithAlpha(controlInfoAnimProgress);
						canvas.FillRect(
							infoBasePos.X - texSize.X * 0.5f,
							infoBasePos.Y - texSize.Y - 10,
							texSize.X,
							texSize.Y);

						canvas.PopState();
					}
//.........这里部分代码省略.........
开发者ID:ChrisLakeZA,项目名称:duality,代码行数:101,代码来源:GameOverScreen.cs

示例6: OnCollectBackgroundDrawcalls

		protected internal override void OnCollectBackgroundDrawcalls(Canvas canvas)
		{
			base.OnCollectBackgroundDrawcalls(canvas);
			canvas.State.SetMaterial(new BatchInfo(DrawTechnique.Alpha, this.BgColor.WithAlpha(0.75f)));
			canvas.FillRect(0, 0, canvas.DrawDevice.TargetSize.X, canvas.DrawDevice.TargetSize.Y);
		}
开发者ID:ChrisLakeZA,项目名称:duality,代码行数:6,代码来源:BackPlateCamViewLayer.cs

示例7: DrawTileHighlights

        private static void DrawTileHighlights(Canvas canvas, ICmpTilemapRenderer renderer, Point2 origin, IReadOnlyGrid<bool> highlight, ColorRgba fillTint, ColorRgba outlineTint, TileHighlightMode mode, List<Vector2[]> outlineCache = null)
        {
            if (highlight.Width == 0 || highlight.Height == 0) return;

            // Generate strippled line texture if not available yet
            if (strippledLineTex == null)
            {
                PixelData pixels = new PixelData(8, 1);
                for (int i = 0; i < pixels.Width / 2; i++)
                    pixels[i, 0] = ColorRgba.White;
                for (int i = pixels.Width / 2; i < pixels.Width; i++)
                    pixels[i, 0] = ColorRgba.TransparentWhite;

                using (Pixmap pixmap = new Pixmap(pixels))
                {
                    strippledLineTex = new Texture(pixmap,
                        TextureSizeMode.Default,
                        TextureMagFilter.Nearest,
                        TextureMinFilter.Nearest,
                        TextureWrapMode.Repeat,
                        TextureWrapMode.Repeat,
                        TexturePixelFormat.Rgba);
                }
            }

            BatchInfo defaultMaterial = new BatchInfo(DrawTechnique.Alpha, canvas.State.Material.MainColor);
            BatchInfo strippleMaterial = new BatchInfo(DrawTechnique.Alpha, canvas.State.Material.MainColor, strippledLineTex);
            bool uncertain = (mode & TileHighlightMode.Uncertain) != 0;
            bool selection = (mode & TileHighlightMode.Selection) != 0;

            Component component = renderer as Component;
            Transform transform = component.GameObj.Transform;
            Tilemap tilemap = renderer.ActiveTilemap;
            Tileset tileset = tilemap != null ? tilemap.Tileset.Res : null;
            Vector2 tileSize = tileset != null ? tileset.TileSize : Tileset.DefaultTileSize;
            Rect localRect = renderer.LocalTilemapRect;

            // Determine the object's local coordinate system (rotated, scaled) in world space
            Vector2 worldAxisX = Vector2.UnitX;
            Vector2 worldAxisY = Vector2.UnitY;
            MathF.TransformCoord(ref worldAxisX.X, ref worldAxisX.Y, transform.Angle, transform.Scale);
            MathF.TransformCoord(ref worldAxisY.X, ref worldAxisY.Y, transform.Angle, transform.Scale);

            Vector2 localOriginPos = tileSize * origin;
            Vector2 worldOriginPos = localOriginPos.X * worldAxisX + localOriginPos.Y * worldAxisY;

            canvas.PushState();
            {
                // Configure the canvas so our shapes are properly rotated and scaled
                canvas.State.TransformHandle = -localRect.TopLeft;
                canvas.State.TransformAngle = transform.Angle;
                canvas.State.TransformScale = new Vector2(transform.Scale);

                // Fill all highlighted tiles that are currently visible
                {
                    canvas.State.SetMaterial(defaultMaterial);
                    canvas.State.ColorTint = fillTint * ColorRgba.White.WithAlpha(selection ? 0.2f : 0.375f);

                    // Determine tile visibility
                    Vector2 worldTilemapOriginPos = localRect.TopLeft;
                    MathF.TransformCoord(ref worldTilemapOriginPos.X, ref worldTilemapOriginPos.Y, transform.Angle, transform.Scale);
                    TilemapCulling.TileInput cullingIn = new TilemapCulling.TileInput
                    {
                        // Remember: All these transform values are in world space
                        TilemapPos = transform.Pos + new Vector3(worldTilemapOriginPos) + new Vector3(worldOriginPos),
                        TilemapScale = transform.Scale,
                        TilemapAngle = transform.Angle,
                        TileCount = new Point2(highlight.Width, highlight.Height),
                        TileSize = tileSize
                    };
                    TilemapCulling.TileOutput cullingOut = TilemapCulling.GetVisibleTileRect(canvas.DrawDevice, cullingIn);
                    int renderedTileCount = cullingOut.VisibleTileCount.X * cullingOut.VisibleTileCount.Y;

                    // Draw all visible highlighted tiles
                    {
                        Point2 tileGridPos = cullingOut.VisibleTileStart;
                        Vector2 renderStartPos = worldOriginPos + tileGridPos.X * tileSize.X * worldAxisX + tileGridPos.Y * tileSize.Y * worldAxisY;;
                        Vector2 renderPos = renderStartPos;
                        Vector2 tileXStep = worldAxisX * tileSize.X;
                        Vector2 tileYStep = worldAxisY * tileSize.Y;
                        int lineMergeCount = 0;
                        int totalRects = 0;
                        for (int tileIndex = 0; tileIndex < renderedTileCount; tileIndex++)
                        {
                            bool current = highlight[tileGridPos.X, tileGridPos.Y];
                            if (current)
                            {
                                // Try to merge consecutive rects in the same line to reduce drawcalls / CPU load
                                bool hasNext = (tileGridPos.X + 1 < highlight.Width) && ((tileGridPos.X + 1 - cullingOut.VisibleTileStart.X) < cullingOut.VisibleTileCount.X);
                                bool next = hasNext ? highlight[tileGridPos.X + 1, tileGridPos.Y] : false;
                                if (next)
                                {
                                    lineMergeCount++;
                                }
                                else
                                {
                                    totalRects++;
                                    canvas.FillRect(
                                        transform.Pos.X + renderPos.X - lineMergeCount * tileXStep.X,
                                        transform.Pos.Y + renderPos.Y - lineMergeCount * tileXStep.Y,
//.........这里部分代码省略.........
开发者ID:SirePi,项目名称:duality,代码行数:101,代码来源:TilemapEditorCamViewState.cs

示例8: Canvas

        void ICmpRenderer.Draw(IDrawDevice device)
        {
            Canvas canvas = new Canvas(device);

            if (device.IsScreenOverlay)
            {
                // Testbed text
                Vector2 nameSize = this.name.Measure().Size;
                Vector2 descSize = this.desc.Measure().Size;
                Vector2 ctrlSize = this.controls.Measure().Size;
                Vector2 statsSize = this.stats.Measure().Size;
                canvas.PushState();
                // Text background
                canvas.CurrentState.SetMaterial(new BatchInfo(DrawTechnique.Alpha, ColorRgba.White));
                canvas.CurrentState.ColorTint = ColorRgba.Black.WithAlpha(0.5f);
                canvas.FillRect(10, 10, MathF.Max(nameSize.X, descSize.X, ctrlSize.X) + 20, nameSize.Y + descSize.Y + 10 + ctrlSize.Y + 10);
                canvas.FillRect(10, DualityApp.TargetResolution.Y - 20 - statsSize.Y, statsSize.X + 20, statsSize.Y + 10);
                // Caption / Name
                canvas.CurrentState.ColorTint = ColorRgba.White.WithAlpha(0.85f);
                canvas.DrawText(this.name, 20, 15);
                // Description, Controls, Stats
                canvas.CurrentState.ColorTint = ColorRgba.White.WithAlpha(0.65f);
                canvas.DrawText(this.desc, 20, 15 + nameSize.Y);
                canvas.DrawText(this.controls, 20, 15 + nameSize.Y + descSize.Y + 10);
                canvas.DrawText(this.stats, 20, DualityApp.TargetResolution.Y - 15 - statsSize.Y);
                canvas.PopState();

                // Mouse cursor
                canvas.DrawCross(DualityApp.Mouse.X, DualityApp.Mouse.Y, 5.0f);
            }
            else
            {
                // Mouse joint, if existing
                if (this.mouseJoint != null)
                {
                    Vector3 jointBegin = this.mouseJoint.BodyA.GameObj.Transform.GetWorldPoint(new Vector3(this.mouseJoint.LocalAnchor, -0.01f));
                    Vector3 jointEnd = new Vector3(this.mouseJoint.WorldAnchor, -0.01f);
                    canvas.CurrentState.ColorTint = ColorRgba.Red.WithAlpha(0.5f);
                    canvas.DrawLine(jointBegin.X, jointBegin.Y, jointBegin.Z, jointEnd.X, jointEnd.Y, jointEnd.Z);
                }
            }
        }
开发者ID:Andrea,项目名称:dualityTechDemos,代码行数:42,代码来源:Testbed.cs

示例9: DrawVertexHandles

 private void DrawVertexHandles(Canvas canvas, Vector2[] polyVert, float colliderAlpha,Transform bodyTransform)
 {
     foreach (Vector2 vertex in polyVert)
     {
         bool vertexSelected = IsSelected(v => (v.ActualObject as Vector2?) == vertex);
         float vertexAlpha = colliderAlpha*(vertexSelected ? 1.0f : 0.5f);
         ColorRgba color = this.VertexColor.WithAlpha(vertexAlpha);
         canvas.State.SetMaterial(new BatchInfo(DrawTechnique.Alpha, color));
         float z = bodyTransform.Pos.Z;
         float size = VertexSize/GetScaleAtZ(z);
         Vector2 position = bodyTransform.GetWorldPoint(vertex);
         canvas.FillRect(position.X - size/2, position.Y - size/2, z, size, size);
         canvas.DrawRect(position.X - size/2, position.Y - size/2, z, size, size);
     }
 }
开发者ID:BraveSirAndrew,项目名称:duality,代码行数:15,代码来源:RigidBodyShapeCamViewLayer.cs

示例10: Canvas

		void ICmpRenderer.Draw(IDrawDevice device)
		{
			// Create a buffer to cache and re-use vertices. Not required, but will boost performance.
			if (this.buffer == null) this.buffer = new CanvasBuffer();

			// Create a Canvas to auto-generate vertices from high-level drawing commands.
			Canvas canvas = new Canvas(device, this.buffer);
			canvas.State.SetMaterial(new BatchInfo(DrawTechnique.Alpha, ColorRgba.White));
			canvas.State.TextFont = this.font;

			// Retrieve players
			if (this.playerOne == null)
				this.playerOne = Scene.Current.FindComponents<Player>().Where(p => p.Id == PlayerId.PlayerOne).FirstOrDefault();
			if (this.playerTwo == null)
				this.playerTwo = Scene.Current.FindComponents<Player>().Where(p => p.Id == PlayerId.PlayerTwo).FirstOrDefault();

			// Is someone playing using mouse / keyboard? Display a mouse cursor then
			if (Player.AlivePlayers.Any(p => p.InputMethod == InputMethod.MouseAndKeyboard))
			{
				canvas.FillCircle(DualityApp.Mouse.X, DualityApp.Mouse.Y, 2.0f);
			}

			// Is any player alive? Keep that value in mind, won't change here anyway.
			bool isAnyPlayerAlive = Player.IsAnyPlayerAlive;

			// Draw health and info of player one
			if (this.IsPlayerActive(this.playerOne))
			{
				Ship playerShip = this.playerOne.ControlObject;

				if (playerShip.Active)
				{
					// Draw a health bar when alive
					float health = playerShip.Hitpoints;

					canvas.State.ColorTint = ColorRgba.Black.WithAlpha(0.5f);
					canvas.FillRect(12 - 1, device.TargetSize.Y - 10 - 198 - 1, 16 + 2, 196 + 2);

					canvas.State.ColorTint = this.playerOne.Color;
					canvas.DrawRect(10, device.TargetSize.Y - 10 - 200, 20, 200);
					canvas.FillRect(12, device.TargetSize.Y - 10 - health * 198.0f, 16, health * 196.0f);
				}
				else if (isAnyPlayerAlive && !this.playerOne.HasReachedGoal)
				{
					// Draw a respawn timer when dead
					float respawnPercentage = this.playerOne.RespawnTime / Player.RespawnDelay;
					string respawnText = string.Format("Respawn in {0:F1}", (Player.RespawnDelay - this.playerOne.RespawnTime) / 1000.0f);
					Vector2 textSize = canvas.MeasureText(string.Format("Respawn in {0:F1}", 0.0f));

					canvas.State.ColorTint = ColorRgba.Black.WithAlpha(0.5f);
					canvas.FillRect(10 - 1, device.TargetSize.Y - 10 - textSize.Y - 2, textSize.X + 5, textSize.Y + 8);

					canvas.State.ColorTint = this.playerOne.Color;
					canvas.DrawText(respawnText, 10, device.TargetSize.Y - 10, 0.0f, Alignment.BottomLeft);
					canvas.FillRect(10, device.TargetSize.Y - 10 - textSize.Y, textSize.X * respawnPercentage, 3);
					canvas.FillRect(10, device.TargetSize.Y - 10, textSize.X * respawnPercentage, 3);
				}
			}

			// Draw health and info of player two
			if (this.IsPlayerActive(this.playerTwo))
			{
				Ship playerShip = this.playerTwo.ControlObject;

				if (playerShip.Active)
				{
					// Draw a health bar when alive
					float health = playerShip.Hitpoints;

					canvas.State.ColorTint = ColorRgba.Black.WithAlpha(0.5f);
					canvas.FillRect(device.TargetSize.X - 12 - 16 - 1, device.TargetSize.Y - 10 - 198 - 1, 16 + 2, 196 + 2);

					canvas.State.ColorTint = this.playerTwo.Color;
					canvas.DrawRect(device.TargetSize.X - 10 - 20, device.TargetSize.Y - 10 - 200, 20, 200);
					canvas.FillRect(device.TargetSize.X - 12 - 16, device.TargetSize.Y - 10 - health * 198.0f, 16, health * 196.0f);
				}
				else if (isAnyPlayerAlive && !this.playerTwo.HasReachedGoal)
				{
					// Draw a respawn timer when dead
					float respawnPercentage = this.playerTwo.RespawnTime / Player.RespawnDelay;
					string respawnText = string.Format("{0:F1} to Respawn", (Player.RespawnDelay - this.playerTwo.RespawnTime) / 1000.0f);
					Vector2 textSize = canvas.MeasureText(string.Format("{0:F1} to Respawn", 0.0f));

					canvas.State.ColorTint = ColorRgba.Black.WithAlpha(0.5f);
					canvas.FillRect(device.TargetSize.X - 10 - textSize.X - 3, device.TargetSize.Y - 10 - textSize.Y - 2, textSize.X + 2, textSize.Y + 10);

					canvas.State.ColorTint = this.playerTwo.Color;
					canvas.DrawText(respawnText, device.TargetSize.X - 10, device.TargetSize.Y - 10, 0.0f, Alignment.BottomRight);
					canvas.FillRect(device.TargetSize.X - 10 - textSize.X * respawnPercentage, device.TargetSize.Y - 10 - textSize.Y, textSize.X * respawnPercentage, 3);
					canvas.FillRect(device.TargetSize.X - 10 - textSize.X * respawnPercentage, device.TargetSize.Y - 10, textSize.X * respawnPercentage, 3);
				}
			}
		}
开发者ID:ChrisLakeZA,项目名称:duality,代码行数:93,代码来源:HeadUpDisplay.cs


注:本文中的Canvas.FillRect方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。