Ejemplo n.º 1
0
        private void draw_leader_data(SpriteBatch sprite_batch, Vector2 offset)
        {
            sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            // Team leader
            // Background
            UnitBg.draw(sprite_batch, offset);
            // Labels
            Lv_Label.draw(sprite_batch, offset);
            Hp_Label.draw(sprite_batch, offset);
            Hp_Slash.draw(sprite_batch, offset);
            RatingLabel.draw(sprite_batch, offset);
            sprite_batch.End();
            // Data
            Face.draw(sprite_batch, offset);

            sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            Leader_Name.draw(sprite_batch, offset);
            Lvl.draw(sprite_batch, offset);
            Hp.draw(sprite_batch, offset);
            Hp_Max.draw(sprite_batch, offset);
            Rating.draw(sprite_batch, offset);
            LeaderWeapon.draw(sprite_batch, offset);
            Map_Sprite.draw(sprite_batch, offset);
            sprite_batch.End();
        }
Ejemplo n.º 2
0
        public override void draw(SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2))
        {
            if (texture != null)
            {
                if (visible)
                {
                    Vector2 offset = this.offset;
                    // Face Sprite
                    Face_Img.draw(sprite_batch, -draw_vector());

                    sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
                    // Window
                    sprite_batch.Draw(texture, this.loc + draw_vector(),
                                      new Rectangle(0, 32, 135, 71), tint, 0f, offset, 1f,
                                      SpriteEffects.None, Z);
                    // Header
                    sprite_batch.Draw(texture, Header_Loc + draw_vector(),
                                      new Rectangle(3, 0, 129, 23), tint, 0f, Header_Offset, Header_Scale,
                                      SpriteEffects.None, Z);
                    // Bar effects
                    foreach (Spark effect in Bars)
                    {
                        effect.draw(sprite_batch, -draw_vector());
                    }
                    // Class Name
                    Class_Name.loc   = Header_Loc + new Vector2(8, 0);
                    Class_Name.scale = Header_Scale;
                    Class_Name.draw(sprite_batch, -draw_vector());
                    // Lv Label
                    Lv_Label.loc   = Header_Loc + new Vector2(8, 0);
                    Lv_Label.scale = Header_Scale;
                    Lv_Label.draw(sprite_batch, -draw_vector());
                    // Level
                    Level.loc   = Header_Loc + new Vector2(8, 0);
                    Level.scale = Header_Scale;
                    Level.draw(sprite_batch, -draw_vector());
                    // Stat Labels
                    foreach (TextSprite label in Stat_Labels)
                    {
                        label.loc = loc + new Vector2(12, 0);
                        label.draw(sprite_batch, -draw_vector());
                    }
                    // Stat
                    foreach (TextSprite stat in Stats)
                    {
                        stat.loc = loc + new Vector2(0, 0);
                        stat.draw(sprite_batch, -draw_vector());
                    }
                    // Arrow effects
                    foreach (Spark effect in Arrows)
                    {
                        effect.draw(sprite_batch, -draw_vector());
                    }
                    // Stat Gain effects
                    foreach (Stat_Up_Num effect in Stat_Gains)
                    {
                        effect.draw(sprite_batch, -draw_vector());
                    }
                    // Swirl effects
                    foreach (Spark effect in Swirls)
                    {
                        effect.draw(sprite_batch, -draw_vector());
                    }
                    sprite_batch.End();
                }
            }
        }