Ejemplo n.º 1
0
        /// <summary>
        /// Render the Entity.
        /// </summary>
        /// <param name="offsetX">Offset x.</param>
        /// <param name="offsetY">Offset y.</param>
        /// <param name="tileOffsetX">Tile offset x.</param>
        /// <param name="tileOffsetY">Tile offset y.</param>
        /// <param name="TileWidth">Tile width.</param>
        /// <param name="TileHeight">Tile height.</param>
        public void Render(float offsetX, float offsetY, float tileOffsetX, float tileOffsetY)
        {
            if (sprite == null || CurrentMap == null)
            {
                return;
            }

            bool shouldFlipX = sprite.ShouldFlipX;

            RectangleF rect = GetTileRectangle(offsetX, offsetY, tileOffsetX, tileOffsetY);

            rect.Width  = sprite.MaxWidth;
            rect.Height = sprite.MaxHeight;

            RectangleF tileRectangle = new RectangleF(0, 0, TileSizeX * CurrentMap.TileWidth, TileSizeY * CurrentMap.TileHeight);

            rect.X -= (rect.Width * 0.5f - tileRectangle.Width * 0.5f);
            rect.Y -= (rect.Height * 0.5f - tileRectangle.Height * 0.5f);

            if (sprite.CurrentFrame != null)
            {
                sprite.CurrentFrame.texture.RenderOnScreen(rect, shouldFlipX, false);
            }

            if (DebugOptions.ShowUnitFrames)
            {
                WWTexture.RenderRectangle(rect, Color.Blue);
            }
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Returns a rectangle encompassing (in screen coordinates) the bounding box of the entity
        /// </summary>
        internal RectangleF GetTileRectangle(float offsetX, float offsetY, float tileOffsetX, float tileOffsetY)
        {
            int startTileX = ((int)tileOffsetX / CurrentMap.TileWidth);
            int startTileY = ((int)tileOffsetY / CurrentMap.TileHeight);

            RectangleF rect = new RectangleF();

            rect.X      = offsetX + (X - startTileX) * CurrentMap.TileWidth;  // - (TileWidth / 2);
            rect.Y      = offsetY + (Y - startTileY) * CurrentMap.TileHeight; // - (TileHeight / 2);
            rect.Width  = TileSizeX * CurrentMap.TileWidth;
            rect.Height = TileSizeY * CurrentMap.TileHeight;
            return(rect);
        }