public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { if (!IsEnabled) { return; } spriteBatch.FillRectangle(Color.FromArgb((int)currentAlpha, 0, 0, 0), display); }
/// <summary> /// Draws the Player. /// </summary> /// <param name="spriteBatch">The spriteBatch.</param> /// <param name="gameTime">The GameTime.</param> public override void Draw(SpriteBatch spriteBatch, GameTime gameTime) { if (!_isVisible) return; spriteBatch.DrawTexture(Sprite, Position); //healthbar if (!EnableHPBar) return; spriteBatch.FillRectangle(Color.Red, _healthBarRed); spriteBatch.FillRectangle(Color.Green, _healthBarGreen); }
/// <summary> /// Draws the BlackBlend. /// </summary> /// <param name="spriteBatch">The spriteBatch.</param> /// <param name="gameTime">The GameTime.</param> public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { if (!IsEnabled) return; spriteBatch.FillRectangle(Color.FromArgb(_alpha, 0, 0, 0), _display); }
/// <summary> /// Draws the Minimap. /// </summary> /// <param name="spriteBatch">The spriteBatch.</param> /// <param name="gameTime">The GameTime.</param> public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { if (!Visible) return; spriteBatch.DrawTexture(_minimap, new Vector2(X, Y), 0.4f); foreach (Vector2 enemy in _enemyPositions) { spriteBatch.FillRectangle(Color.Red, new Rectangle(enemy.X, enemy.Y, 5, 5)); } foreach (Vector2 projectile in _projectilePositions) { spriteBatch.FillRectangle(Color.Blue, new Rectangle(projectile.X, projectile.Y, 2, 2)); } spriteBatch.FillRectangle(Color.Green, new Rectangle(_playerPosition.X, _playerPosition.Y, 5, 5)); }