Example #1
0
        //--------
        // D R A W
        //--------
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.SetRenderTarget(MainTarget);  GraphicsDevice.Clear(Color.TransparentBlack);


            quadBatch.Begin(tex, BlendState.AlphaBlend);
            quadBatch.DrawTail(tailRec, Color.White, mpos, bones, 1f);
            quadBatch.End();

            // DRAW MAINTARGET TO BACKBUFFER
            GraphicsDevice.SetRenderTarget(null); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, SamplerState.LinearWrap, DepthStencilState.None, RasterizerState.CullNone); spriteBatch.Draw(MainTarget, desktopRect, Color.White); spriteBatch.End();
            base.Draw(gameTime);
        }
Example #2
0
        // D R A W
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.TransparentBlack);
            quadBatch.Begin(tex, BlendState.NonPremultiplied);

            // draw character first
            quadBatch.Draw(pixel, screenpos - new Vector2(4, 4), new Vector2(0.5f, 0.5f), 9.5f, player_body.Rotation, Color.Red);
            // draw grass
            grassChain[0].Draw(gras1, 1.2f, 0f, 10f, 20f, rotate_base: true);
            grassChain[1].Draw(gras2, 1f, 0f, 0f, 30f, rotate_base: false);
            grassChain[2].Draw(gras3, 1.3f, 0f, 20f, 40f, rotate_base: true);
            // draw big grass as foreground
            quadBatch.Draw(BigGrass, new Vector2(300, 600 - 20), Color.White);

            quadBatch.End();

            base.Draw(gameTime);
        }