Functional level generation + moving the submarine
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@@ -7,7 +7,13 @@ using Microsoft.Xna.Framework.Input;
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namespace Subsurface
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{
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[Flags]
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public enum Alignment { CenterX = 1, Left = 2, Right = 4, CenterY = 8, Top = 16, Bottom = 32 }
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public enum Alignment
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{
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CenterX = 1, Left = 2, Right = 4, CenterY = 8, Top = 16, Bottom = 32 ,
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TopRight = (Top | Right), TopLeft = (Top | Left), TopCenter = (CenterX | Top),
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Center = (CenterX | CenterY),
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BottomRight = (Bottom | Right), BottomLeft = (Bottom | Left), BottomCenter = (CenterX | Bottom)
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}
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class GUIMessage
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@@ -258,15 +264,15 @@ namespace Subsurface
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public static void Draw(float deltaTime, SpriteBatch spriteBatch, Camera cam)
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{
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//spriteBatch.DrawString(font,
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// "FPS: " + (int)Game1.frameCounter.AverageFramesPerSecond
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// + " - render: "+Game1.renderTimeElapsed,
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// new Vector2(10, 10), Color.White);
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spriteBatch.DrawString(font,
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"FPS: " + (int)Game1.frameCounter.AverageFramesPerSecond
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+ " - render: " + Game1.renderTimeElapsed,
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new Vector2(10, 10), Color.White);
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//spriteBatch.DrawString(font,
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// "Physics: " + Game1.world.UpdateTime
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// + " - bodies: " + Game1.world.BodyList.Count,
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// new Vector2(10, 30), Color.White);
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spriteBatch.DrawString(font,
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"Physics: " + Game1.world.UpdateTime
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+ " - bodies: " + Game1.world.BodyList.Count,
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new Vector2(10, 30), Color.White);
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if (Character.Controlled != null && cam!=null) Character.Controlled.DrawHud(spriteBatch, cam);
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