Example #1
0
        protected void draw_hud(SpriteBatch sprite_batch)
        {
            sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
            if (Hit_Spark != null)
            {
                Hit_Spark.draw(sprite_batch);
            }
            Vector2 number_vector = (Layer_3_Shake + Platform_1_Shake + Platform_2_Shake) * 0.5f + Pan_Vector;

            foreach (var number in HitNumbers)
            {
                number.draw(sprite_batch, new Vector2((int)number_vector.X, (int)number_vector.Y));
            }
            sprite_batch.End();
            if (HUD != null)
            {
                HUD.draw(sprite_batch, Layer_5_Shake);
            }
            sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
            if (Miss_Spark != null)
            {
                Miss_Spark.draw(sprite_batch, Pan_Vector);
            }
            if (NoDamage_Spark != null)
            {
                NoDamage_Spark.draw(sprite_batch, Pan_Vector);
            }
            sprite_batch.End();
            if (Exp_Gauge != null)
            {
                sprite_batch.GraphicsDevice.ScissorRectangle = fix_rect_to_screen(Exp_Gauge.scissor_rect());
                if (sprite_batch.GraphicsDevice.ScissorRectangle.Width > 0 && sprite_batch.GraphicsDevice.ScissorRectangle.Width > 0)
                {
                    sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, Exp_Gauge.raster_state);
                    Exp_Gauge.draw(sprite_batch);
                    sprite_batch.End();
                }
            }
            Effect battle_shader = Global.effect_shader();

            if (Battler_1_Sprite != null)
            {
                Battler_1_Sprite.draw_fg_effects(sprite_batch, battle_shader, Pan_Vector);
            }
            if (Battler_2_Sprite != null)
            {
                Battler_2_Sprite.draw_fg_effects(sprite_batch, battle_shader, Pan_Vector);
            }

            draw_skill_gain_popup(sprite_batch);
            draw_wlvl_popup(sprite_batch);
            draw_wbreak_popup(sprite_batch);
        }