public override void Render(GameTime gameTime, SpriteBatch _spriteBatch)
 {
     foreach (Vector2 position in Game1.CalculateRenderPosition(Game1.getWithinField(Position)))
     {
         BehaviourUtil.RenderCircle(_spriteBatch, position, 5, Color.Black);
     }
 }
        public override void Render(GameTime gameTime, SpriteBatch _spriteBatch)
        {
            List <Vector2> randomVecList = Game1.CalculateRenderPosition(Position);

            foreach (Vector2 position in Game1.CalculateRenderPosition(Position))
            {
                Game1.FishSprites.RenderFish((float)gameTime.TotalGameTime.TotalSeconds + AnimationOfset, _spriteBatch, velocity, position, TextureNumber);
                BehaviourStateMachine.Render(gameTime, _spriteBatch, position);
            }
        }
Example #3
0
 public void Render(GameTime gameTime, SpriteBatch _spriteBatch)
 {
     if (Settings.RenderGrid && active)
     {
         foreach (Vector2 position in Game1.CalculateRenderPosition(Conections[0].Middle))
         {
             BehaviourUtil.RenderVectorPrecise(_spriteBatch, drawvector, position, Length, color);
         }
     }
 }
 public override void Render(GameTime gameTime, SpriteBatch _spriteBatch)
 {
     if (Settings.RenderObstacles)
     {
         Vector2 topleft = new Vector2(Position.X, Position.Y);
         foreach (Vector2 position in Game1.CalculateRenderPosition(topleft))
         {
             BehaviourUtil.RenderCircle(_spriteBatch, position, Radius, Color.Green);
         }
     }
 }
        public override void Render(GameTime gameTime, SpriteBatch _spriteBatch)
        {
            foreach (Vector2 position in Game1.CalculateRenderPosition(Position))
            {
                Game1.SharkSprites.RenderFish((float)gameTime.TotalGameTime.TotalSeconds + AnimationOfset, _spriteBatch, velocity, position, TextureNumber);
                BehaviourStateMachine.Render(gameTime, _spriteBatch, position);

                if (Settings.RenderBehaviour)
                {
                    foreach (SteeringBehaviour behaviour in steeringBehaviours)
                    {
                        //behaviour.Render(gameTime, _spriteBatch, position);
                    }
                    //BehaviourUtil.RenderVector(_spriteBatch, velocity, position, 0.01, Color.Red);
                }
            }
        }