public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(Tex, Pos, Color.White); if (InvWindow.Shown == false) { InvBar.Draw(spriteBatch); } if (InvWindow.Shown == true) { InvWindow.Draw(spriteBatch); } }
private void DrawWindow(WindowTypes windowType) { //colony toolbar if (windowType == WindowTypes.resources) { resourcesWindow.Draw(); } if (windowType == WindowTypes.structures) { structuresWindow.Draw(); } //personal toolbar if (windowType == WindowTypes.inventory) { inventoryWindow.Draw(); } if (windowType == WindowTypes.blueprints) { blueprintWindow.Draw(); } }
public void DrawInventory() { InventoryWindow.Draw(); InventoryWindow.PrintItems(GameSession.Player); }
public override void Draw(SpriteBatch spriteBatch) { ScreenService.Instance.GraphicsDevice.Viewport = ScreenService.Instance.DefaultScreenCamera.CurrentViewport; spriteBatch.Begin( SpriteSortMode.FrontToBack, // this is also the order for building the screen. null, SamplerState.PointClamp, null, null, null, ScreenService.Instance.DefaultScreenCamera.TransformMatrix); base.Draw(spriteBatch); if (!Images.Any()) { Messages.Add("no image received from server"); } foreach (var img in Images.ToList()) { img.Draw(spriteBatch); } if (!InventoryImages.Any()) { Messages.Add("no inventory image received from server"); } foreach (var img in InventoryImages.ToList()) { img.Draw(spriteBatch); } MultiplayerText.Draw(spriteBatch); HealthImage.Draw(spriteBatch); SpeedImage.Draw(spriteBatch); StrenghImage.Draw(spriteBatch); DialogImage.Draw(spriteBatch); CursorImage.Draw(spriteBatch); //LerpMouseImage.Draw(spriteBatch); if (InfoWindow?.IsVisible == true) { InfoWindow?.Draw(spriteBatch); } if (DialogWindow?.IsVisible == true) { DialogWindow?.Draw(spriteBatch); } if (InventoryWindow?.IsVisible == true) { InventoryWindow.Draw(spriteBatch); } if (CharacterWindow?.IsVisible == true) { MoneyCount.Draw(spriteBatch); CharacterWindow?.Draw(spriteBatch); } if (CharacterWindow?.IsVisible == true) { CharacterWindow?.Draw(spriteBatch); } if (ChatWindow?.IsVisible == true) { ChatWindow?.Draw(spriteBatch); } spriteBatch.End(); }