Example #1
0
        public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch)
        {
            spriteBatch.BeginCam(camera);

            MapFirst.Draw(spriteBatch, true);
            if (isShown)
            {
                if (Player.pos.X >= 0 && Player.pos.Y >= 0)
                {
                    spriteBatch.Draw(TexturesManager.Tile, Player.pos);
                }
            }
            foreach (Monster entity in Entities.OfType <Monster>())
            {
                entity.Draw(gameTime, spriteBatch);
            }

            Player.Draw(gameTime, spriteBatch);

            MapFirst.Draw(spriteBatch, false);

            foreach (WorldEffect worldEffect in WorldEffects)
            {
                worldEffect.Draw(gameTime, spriteBatch);
            }

            if (gameTime.TotalGameTime.TotalMilliseconds % 10000 < 10)
            {
                i = RandomManager.Next(0, 2);
            }
            Temps.Pluie(spriteBatch, gameTime, MapFirst.Data, i == 1 ? false : true);
            Temps.Neige(spriteBatch, gameTime, MapFirst.Data, i == 2 ? false : true);
            spriteBatch.End();

            spriteBatch.Begin();
            MainGame.cursor.Draw(spriteBatch);
            foreach (Entity entity in Entities)
            {
                entity.DrawUI(gameTime, spriteBatch);
            }
            Player.DrawUI(gameTime, spriteBatch);

            foreach (Window win in Windows)
            {
                win.Draw(gameTime, spriteBatch);
            }

            if (isShown)
            {
                DrawInfo(gameTime, spriteBatch, Color.White);
            }

            spriteBatch.End();
        }
Example #2
0
        public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch)
        {
            spriteBatch.BeginCam(Camera);
            MapFirst.Draw(spriteBatch, true, Player.CanMove ? Player.Position : Player.AstralPosition);

            foreach (Monster entity in Entities.OfType <Monster>())
            {
                entity.Draw(gameTime, spriteBatch);
            }

            Player.Draw(gameTime, spriteBatch);

            MapFirst.Draw(spriteBatch, false, Player.CanMove ? Player.Position : Player.AstralPosition);

            spriteBatch.End();

            spriteBatch.Begin();

            foreach (Entity entity in Entities)
            {
                entity.DrawUI(gameTime, spriteBatch);
            }

            Player.DrawUI(gameTime, spriteBatch);

            foreach (WorldEffect worldEffect in WorldEffects)
            {
                worldEffect.Draw(gameTime, spriteBatch);
            }

            foreach (Window win in Windows)
            {
                win.Draw(gameTime, spriteBatch);
            }

            if (isShown)
            {
                DrawInfo(gameTime, spriteBatch, Color.White);
            }

            spriteBatch.End();
        }