public Draw ( |
||
gameTime | ||
spriteBatch | ||
position | Vector2 | |
spriteEffects | SpriteEffects | |
return | void |
/// <summary> /// Draws the animated enemy. /// </summary> public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { // Stop running when the game is paused, before turning around, or if the possessing player is idle. if (!Level.Player.IsAlive || Level.ReachedExit || Level.TimeRemaining == TimeSpan.Zero || waitTime > 0 || this.direction == FaceDirection.Idle) { if (isNearest || possessed) { sprite.PlayAnimation(evilIdleAnimation); spriteGlow.PlayAnimation(evilIdleAnimationGlow); } else { sprite.PlayAnimation(idleAnimation); } } else { if (isNearest || possessed) { sprite.PlayAnimation(evilRunAnimation); spriteGlow.PlayAnimation(evilRunAnimationGlow); } else { sprite.PlayAnimation(runAnimation); } } if (!player.IsOnGround && monsterType == MonsterType.Lantern) { sprite.PlayAnimation(evilJumpAnimation); } // Draw facing the way the enemy is moving. SpriteEffects flip = direction > 0 ? SpriteEffects.FlipHorizontally : SpriteEffects.None; if (isNearest) { spriteGlow.Draw(gameTime, spriteBatch, Position, flip); sprite.Draw(gameTime, spriteBatch, Position, flip); } else { sprite.Draw(gameTime, spriteBatch, Position, flip); } }
/// <summary> /// Draws the knife /// </summary> public override void Draw(GameTime gameTime, SpriteBatch spriteBatch) { if (canAttack || attacking) { sprite.Draw(gameTime, spriteBatch, Position, Flip); } }
/// <summary> /// Draws the animated player. /// </summary> public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { Vector2 drawPosn = GetDrawPosn(); sprite.Draw(spriteBatch, drawPosn); spriteBatch.Draw(BoundImage, new Vector2(BoundingRectangle.X, BoundingRectangle.Y), Color.White); }
/// <summary> /// Draws the animated enemy. /// </summary> public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { #if ZUNE Vector2 screenOffset = new Vector2(16, 80); #elif IPHONE Vector2 screenOffset = new Vector2(40, 80); #else Vector2 screenOffset = new Vector2(0, 0); #endif // Stop running when the game is paused or before turning around. if (!Level.Player.IsAlive || Level.ReachedExit || Level.TimeRemaining == TimeSpan.Zero || waitTime > 0) { sprite.PlayAnimation(idleAnimation); } else { sprite.PlayAnimation(runAnimation); } // Draw facing the way the enemy is moving. SpriteEffects flip = direction > 0 ? SpriteEffects.FlipHorizontally : SpriteEffects.None; sprite.Draw(gameTime, spriteBatch, Position + screenOffset, flip); }
/// <summary> /// Draws the animated enemy. /// </summary> public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { // Stop running when the game is paused or before turning around. if (!IsAlive) { sprite.PlayAnimation(dieAnimation); } else if (!Level.Player.IsAlive || Level.ReachedExit || Level.TimeRemaining == TimeSpan.Zero || waitTime > 0) { sprite.PlayAnimation(idleAnimation); } else { sprite.PlayAnimation(runAnimation); } // Draw facing the way the enemy is moving. SpriteEffects flip = direction > 0 ? SpriteEffects.FlipHorizontally : SpriteEffects.None; sprite.Draw(gameTime, spriteBatch, Position, flip, Color.White); }
public override void Draw(SpriteBatch spriteBatch, GameTime gameTime) { var enemyScreenLocation = new Vector2(); enemyScreenLocation.X = MapLocation.X - Camera.Location.X; enemyScreenLocation.Y = MapLocation.Y - Camera.Location.Y; sprite.Draw(gameTime, spriteBatch, enemyScreenLocation + new Vector2(Constants.SpriteWidth / 2, Constants.SpriteHeight / 2), SpriteEffects.None, 0); }
/// <summary> /// Draws the gun /// </summary> public override void Draw(GameTime gameTime, SpriteBatch spriteBatch) { // Draw that sprite. sprite.Draw(gameTime, spriteBatch, Position, Flip); if (isShooting) { Vector2 offset = (Flip == SpriteEffects.None) ? new Vector2(32, 2) : new Vector2(-32, 2); muzzle.Draw(gameTime, spriteBatch, Position + offset, Flip); } }
public override void Draw(GameTime gameTime, SpriteBatch spriteBatch) { if (attacking || charging) { sprite.Draw(gameTime, spriteBatch, this.position, Flip); } explosion.Draw(gameTime, spriteBatch); //basicEffect.CurrentTechnique.Passes[0].Apply(); //game.ScreenManager.GraphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.LineList, vertices, 0, 1); }
public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { var playerScreenLocation = new Vector2(); playerScreenLocation.X = MapLocation.X - Camera.Location.X; playerScreenLocation.Y = MapLocation.Y - Camera.Location.Y; if (IsAttacking) { swordAnimator.Draw(gameTime, spriteBatch, getSwordLocation(playerScreenLocation), SpriteEffects.None, Angle); } sprite.Draw(gameTime, spriteBatch, playerScreenLocation + new Vector2(Constants.SpriteWidth / 2, Constants.SpriteHeight / 2), SpriteEffects.None, Angle); }
/// <summary> /// Draws the animated player. /// </summary> public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { // Flip the sprite to face the way we are moving. if (Velocity.X > 0) { flip = SpriteEffects.FlipHorizontally; } else if (Velocity.X < 0) { flip = SpriteEffects.None; } // Draw that sprite. sprite.Draw(gameTime, spriteBatch, Position, flip); }
/// <summary> /// Draws the gun /// </summary> public override void Draw(GameTime gameTime, SpriteBatch spriteBatch) { // Draw that sprite. sprite.Draw(gameTime, spriteBatch, Position, Flip); if (isShooting) { Vector2 offset = (Flip == SpriteEffects.None) ? new Vector2(12, 0) : new Vector2(-12, 0); muzzle.Draw(gameTime, spriteBatch, Position + offset, Flip); } // Draw call for bullets foreach (HandgunBullet bullet in _bullets) { bullet.Draw(gameTime, spriteBatch); } }
/// <summary> /// Draws the animated player. /// </summary> public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { // Flip the sprite to face the way we are moving. //if (Velocity.X > 0) // flip = SpriteEffects.FlipHorizontally; //else if (Velocity.X < 0) // flip = SpriteEffects.None; // Draw that sprite. //sprite.Draw(gameTime, spriteBatch, Position, flip); int localBoundsWidth = 24; //int localBoundsHeight = 52; int rendX = (int)position.X - localBoundsWidth / 2; int rendY = (int)position.Y - 2 * (int)Tile.Size.Y; Vector2 renderer = new Vector2(rendX, rendY); sprite.Draw(spriteBatch, renderer); spriteBatch.Draw(BoundImage, new Vector2(BoundingRectangle.X, BoundingRectangle.Y), Color.White); }
/// <summary> /// Draws the animated player. /// </summary> public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { // Flip the sprite to face the way we are moving. if (Velocity.X > 0) { flip = SpriteEffects.FlipHorizontally; } else if (Velocity.X < 0) { flip = SpriteEffects.None; } // Calculate a tint color based on power up state. Color color = Color.White; if (IsPoweredUp) { float t = ((float)gameTime.TotalGameTime.TotalSeconds + powerUpTime / MaxPowerUpTime) * 20.0f; int colorIndex = (int)t % poweredUpColors.Length; color = poweredUpColors[colorIndex]; } else if (!IsPoweredDown) { color = Color.White; } if (IsPoweredDown) { float t = ((float)gameTime.TotalGameTime.TotalSeconds + powerDownTime / MaxPowerDownTime) * 20.0f; int colorIndex = (int)t % poweredDownColors.Length; color = poweredDownColors[colorIndex]; } else if (!IsPoweredUp) { color = Color.White; } // Draw that sprite. sprite.Draw(gameTime, spriteBatch, Position, flip, color);//, color); }
/// <summary> /// Draws the animated player. /// </summary> public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { #if ZUNE Vector2 screenOffset = new Vector2(16, 80); #elif IPHONE Vector2 screenOffset = new Vector2(40, 80); #else Vector2 screenOffset = new Vector2(0, 0); #endif // Flip the sprite to face the way we are moving. if (Velocity.X > 0) { flip = SpriteEffects.FlipHorizontally; } else if (Velocity.X < 0) { flip = SpriteEffects.None; } // Draw that sprite. sprite.Draw(gameTime, spriteBatch, Position + screenOffset, flip); }
/// <summary> /// Draws the animated player. /// </summary> public virtual void Draw(GameTime gameTime, SpriteBatch spriteBatch) { // Draw player + ghosts for (int i = 0; i < PlayerPositions.Count; i++) { // Flip the sprite to face the way we are moving. if (PlayerVelocities[i].X > 0) { flips[i] = true; } else if (PlayerVelocities[i].X < 0) { flips[i] = false; } // because animation player is a struct, which is copied by value // when access in a collection, we have to do this or draw will // modify the value without updating the one in the collection AnimationPlayer sprite = sprites[i]; sprite.Draw(gameTime, spriteBatch, playerPositions[i], flips[i] ? SpriteEffects.FlipHorizontally : SpriteEffects.None, i > 0); sprites[i] = sprite; } }
/// <summary> /// Draws the animated player. /// </summary> public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { if (!IsRespawnable) { return; } // Flip the sprite to face the way we are moving. if (Velocity.X > 0) { flip = SpriteEffects.None; } else if (Velocity.X < 0) { flip = SpriteEffects.FlipHorizontally; } // Draw that sprite. Color newColor = Color.White; if (pulseRed) { Color spriteColor = Color.Red; double speed = 30.0; double pulseCycle = Math.Sin(gameTime.TotalGameTime.TotalSeconds * speed) / 2.0 + .5; byte range = 100; byte r = (byte)MathHelper.Clamp(MathHelper.Lerp((float)(spriteColor.R - range), (float)(spriteColor.R + range), (float)pulseCycle), 0, 255); byte g = (byte)MathHelper.Clamp(MathHelper.Lerp((float)(spriteColor.G - range), (float)(spriteColor.G + range), (float)pulseCycle), 0, 255); byte b = (byte)MathHelper.Clamp(MathHelper.Lerp((float)(spriteColor.B - range), (float)(spriteColor.B + range), (float)pulseCycle), 0, 255); newColor.R = r; newColor.G = g; newColor.B = b; } // spriteBatch.DrawString(font, Position.X.ToString(), position, Color.White); sprite.Draw(gameTime, spriteBatch, Position, flip, newColor); // Draw the gun if not rolling if (isAlive) { if (!isRolling) { weapon.Draw(gameTime, spriteBatch); } m_bomb.Draw(gameTime, spriteBatch); } //if the player is offscreen, reset // Calculate the visible range of tiles int left = (int)Math.Floor(level.CurrentLevel.Camera.CameraPosition / Tile.Width); int right = left + spriteBatch.GraphicsDevice.Viewport.Width / Tile.Width; right = Math.Min(right, level.CurrentLevel.Width - 1); Vector2 rightEdge = new Vector2(right, 0.0f) * Tile.Size; Vector2 leftEdge = new Vector2(left, 0.0f) * Tile.Size; if (position.X < leftEdge.X - (3 * Tile.Width) || position.X > rightEdge.X + (3 * Tile.Width)) { level.CurrentLevel.StartNewLife(this, false); } }
public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { sprite.Draw(gameTime, spriteBatch, Position, SpriteEffects.None); }