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C# SpriteBatch.Begin方法代码示例

本文整理汇总了C#中Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin方法的典型用法代码示例。如果您正苦于以下问题:C# SpriteBatch.Begin方法的具体用法?C# SpriteBatch.Begin怎么用?C# SpriteBatch.Begin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Microsoft.Xna.Framework.Graphics.SpriteBatch的用法示例。


在下文中一共展示了SpriteBatch.Begin方法的15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: ReflectionRender

 public override void ReflectionRender(SpriteBatch spriteBatch)
 {
     if (this.txTexture == RenderMaster.txNullTex)
     {
         return;
     }
     this.txToUse = this.txTexture;
     if (this.dentxAlternateTextures.ContainsKey(RenderMaster.enCurrentPass))
     {
         this.txToUse = this.dentxAlternateTextures[RenderMaster.enCurrentPass];
     }
     if (base.xEffectWrapper == null)
     {
         spriteBatch.Draw(this.txToUse, Utility.Vector2_ToInts(this.xTransform.v2Pos - this.v2OffsetRenderPos) - Utility.Vector2_ToInts(this.xCamera.v2TopLeft * this.v2ParallaxFactor), null, this.cColor * this.fAlpha, this.fRotation, new Vector2(this.v2Offset.X, (float)this.txTexture.Height - this.v2Offset.Y), this.v2Scale, this.enSpriteEffect | SpriteEffects.FlipVertically, 0f);
         return;
     }
     spriteBatch.End();
     foreach (KeyValuePair<string, float> kvp in this.dsfFloatShaderParameters)
     {
         base.xEffectWrapper.xEffect.Parameters[kvp.Key].SetValue(kvp.Value);
     }
     spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, null, base.xEffectWrapper.xEffect);
     spriteBatch.Draw(this.txToUse, Utility.Vector2_ToInts(this.xTransform.v2Pos - this.v2OffsetRenderPos) - Utility.Vector2_ToInts(this.xCamera.v2TopLeft * this.v2ParallaxFactor), null, this.cColor * this.fAlpha, this.fRotation, new Vector2(this.v2Offset.X, (float)this.txTexture.Height - this.v2Offset.Y), this.v2Scale, this.enSpriteEffect | SpriteEffects.FlipVertically, 0f);
     spriteBatch.End();
     spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, null);
 }
开发者ID:ancientgods,项目名称:SoG,代码行数:26,代码来源:StaticRenderComponent.cs

示例2: Draw

        public void Draw(SpriteBatch spriteBatch, GameTime gameTime)
        {
            this.Stopwatch.Reset();
            this.Stopwatch.Start();
            GameManager.Graphics.GraphicsDevice.Clear(CurrentState.BackgroundColor);

            foreach (Camera camera in Cameras)
            {
                GameManager.currentDrawCamera = camera;
                GameManager.Graphics.GraphicsDevice.Viewport = camera.Viewport;

                spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.LinearClamp, null, null, null, camera.GetTransformMatrix());
                this.CurrentState.Draw(spriteBatch);
                spriteBatch.End();

            #if(DEBUG)
                spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.LinearClamp, null, null, null, camera.GetTransformMatrix());
                DrawCollisionQuad(spriteBatch);
                spriteBatch.End();

                this.Stopwatch.Stop();
                DebugInfo.AddDebugItem("Draw", this.Stopwatch.ElapsedMilliseconds + " ms");
                DebugInfo.AddDebugItem("FPS", "" + Math.Round(1 / gameTime.ElapsedGameTime.TotalSeconds));

                spriteBatch.Begin();
                DebugInfo.Draw(spriteBatch);
                spriteBatch.End();

            #endif
                Node.ResetDrawDepth();

            }
        }
开发者ID:broding,项目名称:bunkerhunter,代码行数:33,代码来源:Core.cs

示例3: Draw

        public override void Draw(SpriteBatch spriteBatch)
        {
            base.Draw(spriteBatch);

        //TODO: Add your Draw logic here
                spriteBatch.Begin(SpriteSortMode.Texture, BlendState.Additive);
            EntityManager.Draw(spriteBatch);
            spriteBatch.End();

            spriteBatch.Begin(0, BlendState.Additive);

            spriteBatch.DrawString(Art.Font, "Lives: " + PlayerStatus.Lives, new Vector2(5), Color.White);
            drawRightAlignedString("Score: " + PlayerStatus.Score, 5, Color.White);
            drawRightAlignedString("Multiplier: " + PlayerStatus.Multiplier, 35, Color.White);


            if (PlayerStatus.IsGameOver)
            {
                string text = "Game Over\n" +
                    "Your Score: " + PlayerStatus.Score + "\n" +
                    "High Score: " + PlayerStatus.HighScore;

                drawCentertAlignedString(text, Color.White);
            }

            // draw the custom mouse cursor
            spriteBatch.Draw(Art.Pointer, Input.MousePosition, Color.White);

            spriteBatch.End();
        }
开发者ID:Nianmi,项目名称:SpaceFighter,代码行数:30,代码来源:PlayScreen.cs

示例4: Draw

        public void Draw(SpriteBatch batch)
        {
            if (enabled && render)
            {
                Main.graphics.GraphicsDevice.SetRenderTarget(swapTarget);
                Main.graphics.GraphicsDevice.Clear(Color.Transparent);
                batch.End();
                batch.Begin();
                batch.Draw(visualGridSprites[focus], Main.screenRect, Color.White);

                for (int i = 0; i < width; i++)
                    for (int j = 0; j < height; j++)
                    {
                        if (grid[i, j].inhabitants.Count > 0)
                        {
                            batch.Draw(Main.sprites["filledGrid"], new Rectangle((int)(i * gridSize.X), (int)(j * gridSize.Y), (int)gridSize.X, (int)gridSize.Y), (grid[i, j].inhabitants[0] as IDrawableGridAsset).gridColor);
                        }

                    }
                batch.End();
                batch.Begin();

                Main.graphics.GraphicsDevice.SetRenderTarget(null);
                visualGrid = new DrawableAsset<RenderTarget2D>(new Vector2(Main.windowSize.X / 2, Main.windowSize.Y / 2), new Vector2(0, -1), Main.windowSize, swapTarget);
                visualGrid.Draw(batch);
            }
        }
开发者ID:alexander-jones,项目名称:Kinect-Snake,代码行数:27,代码来源:VisualGrid.cs

示例5: Draw

        public void Draw(SpriteBatch spriteBatch)
        {
            //Draw all the Lights we have added to LightingManager.LightTarget
            LightingManager.BeginDrawMainTarget();

            spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, null, null, null, null, Camera.Get_Transformation());

            mapManager.DrawBackground(spriteBatch);
            mapManager.DrawMiddle(spriteBatch);
            mapManager.DrawForeground(spriteBatch);

            EnemyManager.Draw(spriteBatch);

            if (Player != null)
                Player.Draw(spriteBatch);
            spriteBatch.End();

            LightingManager.EndDrawingMainTarget();

            LightingManager.DrawLitScreen();

            spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, null, null, null, null, Camera.Get_Transformation());
            Camera.Draw(spriteBatch);
            spriteBatch.End();
        }
开发者ID:nian0601,项目名称:MobileGame,代码行数:25,代码来源:GameManager.cs

示例6: Draw

        public override void Draw(SpriteBatch batch)
        {
            batch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, camera.Transform);

            world.Map.Draw(batch);

            world.BulletManager.Draw(batch);

            world.Player.Draw(batch);

            foreach (var enemy in world.Enemies)
            {
                enemy.Draw(batch);
            }

            foreach (var power in world.Powers)
            {
                power.Draw(batch);
            }

            batch.End();

            batch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, hudCamera.Transform);
            hud.Render(batch);
            batch.End();
        }
开发者ID:ThaH3lper,项目名称:AD_Project,代码行数:26,代码来源:GameScene.cs

示例7: Draw

        public override void Draw(GameTime gameTime)
        {
            if (starting)
                return;
            SpriteBatch spriteBatch = new SpriteBatch(Game.GraphicsDevice); // draw pulsing success/failure
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
            Rectangle playerRegion = player.GetRegion();
            Rectangle relative = player.GetRelativeRegion();
            spriteBatch.Draw(fadeTexture, player.GetRegion(), player.GetRelativeRegion(), puzzleSuccess?(new Color(64, 255, 64, fadeAlpha)):(new Color(255, 69, 0, fadeAlpha)));
            spriteBatch.End();

            base.Draw(gameTime); // draw status bars over fade

            if (!puzzleSuccess)
                return;

            // draw success plus
            if (this.countUpdates > 60)
            {
                spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, this.matrix);
                spriteBatch.Draw(plusTexture, new Vector2(), player.ColorOf());
                spriteBatch.End();
            }

            Game.GraphicsDevice.ScissorRectangle = this.drawRegion;

            RasterizerState rs = new RasterizerState(); // draw success chevron
            rs.ScissorTestEnable = true;
            spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, rs);
            spriteBatch.Draw(chevronTexture, chevronPosition + displacement, null, player.ColorOf(), player.ClockwiseAngle(), new Vector2(42,35), 1.0f, SpriteEffects.None, 0);
            spriteBatch.End();
        }
开发者ID:TAMUCC-cosc3325-team2,项目名称:TheTeamGame,代码行数:32,代码来源:Transition.cs

示例8: Render

        public override void Render(SpriteBatch spriteBatch)
        {
            View view = player.View;

            int x = view.ScreenX + view.Width - MaxTextLength - MaxNameLength - Margin;
            int y = view.ScreenY + Margin;

            bool alreadyStarted = true;
            try {
                spriteBatch.End();
            } catch (InvalidOperationException) {
                alreadyStarted = false;
            }

            spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Immediate, SaveStateMode.None);

            foreach (Resource resource in player.Resources) {
                drawText(resource.Type + ": ", font, x, y, spriteBatch);
                drawText(resource.Quantity.ToString(), font, x + MaxNameLength, y, spriteBatch);
                y += Margin + TextHeight;
            }

            spriteBatch.End();

            if (alreadyStarted)
                spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.BackToFront, SaveStateMode.None);
        }
开发者ID:cpetosky,项目名称:o2d-lib,代码行数:27,代码来源:RucksackInterface.cs

示例9: Draw

        public void Draw(SpriteBatch sb)
        {
            sb.Begin();
            sb.Draw(gameOverText, new Rectangle(0, 0, 1920, 1080), Color.White * gameOverOpacity);
            sb.End();

            if (titleButtonPosition != null && titleButtonPosition.Y > 0)
            {
                sb.Begin();
                sb.Draw(buttonTexture, new Rectangle(530, 780, 870, 100), c);
                sb.End();

                sb.Begin();
                sb.Draw(buttonTexture, new Rectangle(525, 775, 870, 100), Color.White);
                sb.End();

                sb.Begin();
                sb.Draw(buttonTexture, new Rectangle(525, 775, 870, 100), c);
                sb.End();

                sb.Begin();
                sb.DrawString(font, "RETURN TO TITLE SCREEN", titleButtonPosition, Color.White);
                sb.End();
            }
        }
开发者ID:Siryu,项目名称:Dinosaur-Laser-Assault,代码行数:25,代码来源:Death.cs

示例10: Draw

        public void Draw(SpriteBatch sb)
        {
            sb.Begin();
            sb.Draw(pauseBackground, new Rectangle(0, 0, 1920, 1080), c);
            sb.End();

            sb.Begin();
            sb.Draw(resumeButton, new Rectangle(565, 490, 800, 100), c);
            sb.Draw(titleButton, new Rectangle(565, 615, 800, 100), c);
            sb.Draw(quitButton, new Rectangle(565, 740, 800, 100), c);
            sb.End();

            if (highlightedData != null)
            {
                sb.Begin();
                sb.Draw(highlightedOption, highlightedData, Color.White);
                sb.End();
            }

            sb.Begin();
            sb.Draw(resumeButton, new Rectangle(560, 485, 800, 100), c);
            sb.Draw(titleButton, new Rectangle(560, 610, 800, 100), c);
            sb.Draw(quitButton, new Rectangle(560, 735, 800, 100), c);
            sb.End();

            sb.Begin();
            sb.Draw(pauseText, new Rectangle(0, 20, 1920, 1080), Color.White);
            sb.End();
        }
开发者ID:Siryu,项目名称:Dinosaur-Laser-Assault,代码行数:29,代码来源:PauseScreen.cs

示例11: draw

        public override void draw(SpriteBatch sb)
        {
            if (m_unitHealth > 0)
            {
                sb.Begin();
                sb.Draw(m_baseTexture, m_position, null, Color.White, 0, m_origin, 0.5f, SpriteEffects.None, 0);
                sb.End();

                sb.Begin();

                foreach (Bullet curB in bullets)
                {
                    curB.draw(sb);
                }

                sb.Draw(m_texture, m_position, null, Color.White, m_rotation, m_origin, 0.5f, SpriteEffects.None, 0);

                if (m_displayInfo)
                {
                    drawDisplayInfo(sb);
                }

                sb.End();
            }
        }
开发者ID:CarbonBasedDudeform,项目名称:2D-Zombie-Survival-RTS,代码行数:25,代码来源:SentryGun.cs

示例12: Draw

        public override void Draw(SpriteBatch batch)
        {
            int tilesWide = (int)(currentLayer.LayerTexture.Width / map.TileDimensions.Width);
            int tilesHigh = (int)(currentLayer.LayerTexture.Height / map.TileDimensions.Height);

            batch.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied);
            batch.Draw (backgroundTexture, new Rectangle (0, 0, Moxy.ScreenWidth, Moxy.ScreenHeight), null, Color.Black);
            batch.End();

            batch.Begin (SpriteSortMode.Texture, BlendState.AlphaBlend);

            for (int x = 0; x < tilesWide; x++)
            {
                for (int y = 0; y < tilesHigh; y++)
                {
                    var tileID = (y * tilesWide) + x;
                    var tileLocation = new Vector2(x * (map.TileDimensions.Width * scale), y * (map.TileDimensions.Height * scale))
                        + tileDisplayOffset;

                    // Draw the tile at it's respective location
                    batch.Draw (currentLayer.LayerTexture, tileLocation, currentLayer.LayerBounds[tileID], Color.White, 0f, Vector2.Zero, scale, SpriteEffects.None, 1f);

                    // Highlight if it's currently selected
                    if (tileID == mapState.currentTileID)
                        batch.Draw (mapState.highlightTexture, tileLocation, null, Color.White, 0f, Vector2.Zero, scale, SpriteEffects.None, 1f);
                }
            }

            batch.End();
        }
开发者ID:NullSoldier,项目名称:Moxy,代码行数:30,代码来源:TilePickerOverlay.cs

示例13: draw

        public override void draw(SpriteBatch spriteBatch)
        {
            Game1.graphics.GraphicsDevice.Clear(Color.Lerp(Color.DarkGray, Color.White, 0.4f));

            spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, Game1.grayCheckerBoard, Matrix.CreateScale(720, 480, 0));
            spriteBatch.Draw(Game1.globalBlackPixel, Vector2.Zero, Color.White);
            spriteBatch.End();

            spriteBatch.Begin();
            for (int i = 0; i < menuList.Count; i++)
            {
                MBQG.drawGUIBox(spriteBatch, new Vector2((float)(144 + (25 * menuList[i].distanceOut)), 81 + i * 64), 28, 3, (i <= Game1.MagnetBoySaveData.furthestLevelUnlocked) ? Color.Purple : Color.Lerp(Color.Purple, Color.Black, 0.5f), AnimationFactory.DepthLayer3);
                spriteBatch.DrawString(Game1.gameFontText, Game1.levelNames[i], new Vector2((float)(152 + (25 * menuList[i].distanceOut)), 85 + i * 64), Color.Lerp(Color.Black, Color.White, (float)menuList[i].distanceOut));
                if (i <= Game1.MagnetBoySaveData.furthestLevelUnlocked)
                {
                    spriteBatch.DrawString(Game1.gameFontText, "BEST TIME COMPLETED IN " + (Game1.MagnetBoySaveData.levelBestTime(i) / 1000) , new Vector2((float)(168 + (25 * menuList[i].distanceOut)), 106 + i * 64), Color.Lerp(new Color(40, 40, 40), Color.DarkGray, (float)menuList[i].distanceOut));
                }
                else
                {
                    spriteBatch.DrawString(Game1.gameFontText, "LOCKED", new Vector2((float)(168 + (25 * menuList[i].distanceOut)), 106 + i * 64), Color.Lerp(new Color(40, 40, 40), Color.DarkGray, (float)menuList[i].distanceOut));
                }
            }

            AnimationFactory.drawAnimationFrame(spriteBatch, "xboxButtons", 0, new Vector2(220, 400), AnimationFactory.DepthLayer0);
            spriteBatch.DrawString(Game1.gameFontText, "Begin Level", new Vector2(245, 401), Color.Black);

            AnimationFactory.drawAnimationFrame(spriteBatch, "xboxButtons", 3, new Vector2(425, 400), AnimationFactory.DepthLayer0);
            spriteBatch.DrawString(Game1.gameFontText, "Back", new Vector2(450, 401), Color.Black);
            spriteBatch.End();
        }
开发者ID:FrostTree-Games,项目名称:ZippyPushKid,代码行数:30,代码来源:LevelSelectMenuState.cs

示例14: ConvertToPreMultipliedAlphaGPU

        public static Texture2D ConvertToPreMultipliedAlphaGPU(Texture2D texture)
        {
            // code borrowed from http://jakepoz.com/jake_poznanski__speeding_up_xna.html

            // Set up a render target to hold our final texture which will have premulitplied alpha values
            RenderTarget2D result = new RenderTarget2D(device, texture.Width, texture.Height);

            device.SetRenderTarget(result);
            device.Clear(Color.Black);

            // Multiply each color by the source alpha, and write in just the color values into the final texture
            SpriteBatch spriteBatch = new SpriteBatch(device);
            spriteBatch.Begin(SpriteSortMode.Immediate, blendColor);
            spriteBatch.Draw(texture, texture.Bounds, Color.White);
            spriteBatch.End();

            // Now copy over the alpha values from the PNG source texture to the final one, without multiplying them
            spriteBatch.Begin(SpriteSortMode.Immediate, blendAlpha);
            spriteBatch.Draw(texture, texture.Bounds, Color.White);
            spriteBatch.End();

            // Release the GPU back to drawing to the screen
            device.SetRenderTarget(null);

            return result as Texture2D;
        }
开发者ID:zetaPRIME,项目名称:xybrid,代码行数:26,代码来源:GraphicsManager.cs

示例15: Draw

        public override void Draw(GameTime gameTime, GraphicsDevice graphicsDevice, SpriteBatch spriteBatch)
        {
            if (!end)
            {
                spriteBatch.Begin();
                StringTool.DrawString(spriteBatch, DataSystem.fontCourierNew, "White: " + white.HP.ToString(), new Rectangle(0, 0, 200, 60), StringTool.Alignment.Right, Color.White);
                StringTool.DrawString(spriteBatch, DataSystem.fontCourierNew, "Black: " + black.HP.ToString(), new Rectangle(Util.screenWidth - 200, 0, Util.screenWidth, 60), StringTool.Alignment.Left, Color.White);
                spriteBatch.End();
                graphicsDevice.DepthStencilState = DepthStencilState.Default;

                spriteBatch.Begin();
                white.Draw(camera);
                black.Draw(camera);
                landscape.Draw(gameTime, graphicsDevice, camera);
                spriteBatch.End();
                graphicsDevice.DepthStencilState = DepthStencilState.Default;
            }
            else
            {
                spriteBatch.Begin();
                if (dieSide == 0)
                    StringTool.DrawString(spriteBatch, DataSystem.fontDavida, "Black WIN this battle", new Rectangle(0, 0, Util.screenWidth, Util.screenHeight), StringTool.Alignment.Center, new Color(t * 4, t * 4, t * 4));
                else
                    StringTool.DrawString(spriteBatch, DataSystem.fontDavida, "White WIN this battle", new Rectangle(0, 0, Util.screenWidth, Util.screenHeight), StringTool.Alignment.Center, new Color(t * 4, t * 4, t * 4));
                spriteBatch.End();
                graphicsDevice.DepthStencilState = DepthStencilState.Default;
            }
        }
开发者ID:nguoihocnghe,项目名称:chessbreaklaw,代码行数:28,代码来源:SceneBattle.cs


注:本文中的Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin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。