Example #1
0
        /*protected void draw_layer_battlers(SpriteBatch sprite_batch, int layer) //Debug
         * {
         *
         *  if (Active_Battler == 2)
         *  {
         *      if (Battler_1_Sprite != null && Battler_1_Sprite.layer == layer) Battler_1_Sprite.draw_lower(sprite_batch, offset + p1_shake, battle_shader);
         *      if (Battler_2_Sprite != null && Battler_2_Sprite.layer == layer) Battler_2_Sprite.draw_lower(sprite_batch, offset + p2_shake, battle_shader);
         *      if (Battler_1_Sprite != null && Battler_1_Sprite.layer == layer) Battler_1_Sprite.draw(sprite_batch, offset + p1_shake, battle_shader);
         *      if (Battler_2_Sprite != null && Battler_2_Sprite.layer == layer) Battler_2_Sprite.draw(sprite_batch, offset + p2_shake, battle_shader);
         *      if (Battler_1_Sprite != null && Battler_1_Sprite.layer == layer) Battler_1_Sprite.draw_upper(sprite_batch, offset + p1_shake, battle_shader);
         *      if (Battler_2_Sprite != null && Battler_2_Sprite.layer == layer) Battler_2_Sprite.draw_upper(sprite_batch, offset + p2_shake, battle_shader);
         *  }
         *  else
         *  {
         *      if (Battler_2_Sprite != null && Battler_2_Sprite.layer == layer) Battler_2_Sprite.draw_lower(sprite_batch, offset + p2_shake, battle_shader);
         *      if (Battler_1_Sprite != null && Battler_1_Sprite.layer == layer) Battler_1_Sprite.draw_lower(sprite_batch, offset + p1_shake, battle_shader);
         *      if (Battler_2_Sprite != null && Battler_2_Sprite.layer == layer) Battler_2_Sprite.draw(sprite_batch, offset + p2_shake, battle_shader);
         *      if (Battler_1_Sprite != null && Battler_1_Sprite.layer == layer) Battler_1_Sprite.draw(sprite_batch, offset + p1_shake, battle_shader);
         *      if (Battler_2_Sprite != null && Battler_2_Sprite.layer == layer) Battler_2_Sprite.draw_upper(sprite_batch, offset + p2_shake, battle_shader);
         *      if (Battler_1_Sprite != null && Battler_1_Sprite.layer == layer) Battler_1_Sprite.draw_upper(sprite_batch, offset + p1_shake, battle_shader);
         *  }
         * }*/

        protected void draw_battler_lower_effects(SpriteBatch sprite_batch)
        {
            Effect battle_shader = Global.effect_shader();

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