public override void Draw(GameTime gameTime, RenderEngine renderer) { if (IsFaceUp && Collection.Count > 0) { renderer.AddRenderTask(Collection[0].Art, Position, Size, Color4.White); } else if (!IsFaceUp) { renderer.AddRenderTask(CardInfo.CardBack, Position, Size, Color4.White); } base.Draw(gameTime, renderer); }
public override void Draw(GameTime gameTime, RenderEngine renderer) { if (texture != null) { Vector2 position = Position; renderer.AddRenderTask(texture, position, Size, Color4.White, -1f); } }
public override void Draw(GameTime gameTime, RenderEngine renderer) { if (Card == null) { return; } float rotation = (Card.IsTapped) ? 1.571f : 0f; if (IgnoreCardStates) { renderer.AddRenderTask(Card.Art, Position, Size, 0f, new Vector2(0.5f, 0.5f), Color4.White); } else if (Hovered) { renderer.AddOutlineTask(Card.Art, Position, Size, HoveredColor, rotation, new Vector2(0.5f, 0.5f), OutlineHovered); } else if (Card.IsValidTarget) { renderer.AddOutlineTask(Card.Art, Position, Size, HighlightedColor, rotation, new Vector2(0.5f, 0.5f), OutlineHighlighted); } else { renderer.AddRenderTask(Card.Art, Position, Size, rotation, new Vector2(0.5f, 0.5f), Color4.White); } //If the card is face down, add a half-transparent card back texture over it if (Card.IsFaceDown && !IgnoreCardStates) { if (Hovered) { Color4 outlineColor = (Card.IsValidTarget) ? OutlineHighlighted : OutlineHovered; renderer.AddOutlineTask(CardInfo.CardBack, Position, Size, new Color4(1f, 1f, 1f, 0.85f), rotation, new Vector2(0.5f, 0.5f), outlineColor, -0.1f); } else { renderer.AddRenderTask(CardInfo.CardBack, Position, Size, rotation, new Vector2(0.5f, 0.5f), new Color4(1f, 1f, 1f, 0.85f), -0.1f); } } base.Draw(gameTime, renderer); }
public override void Draw(GameTime gameTime, RenderEngine renderer) { //Draw each fill texture for individual elements foreach (Control child in Children) { Color4 color = (child.Hovered) ? HighlightColor : BackgroundColor; renderer.AddRenderTask(fillTexture, child.Position, child.Size, color, -2f); } base.Draw(gameTime, renderer); }
public override void Draw(GameTime gameTime, RenderEngine renderer) { renderer.AddRenderTask(backgroundTexture, Position, Size, Color4.White); //Overwrite base.Draw() bool ignoreFirstMain = (mainCounter == 1); foreach (TextBox textBox in Children) { if (textBox.Text != gameState.CurrentPhase.ToString()) { textBox.TextColor = Color4.Black; textBox.Draw(gameTime, renderer); } else { if (gameState.CurrentPhase.ToString() == Phases.Main.ToString()) { //Convoluted way to keep track of both main phases if (ignoreFirstMain) { ignoreFirstMain = false; textBox.TextColor = Color4.Black; textBox.Draw(gameTime, renderer); continue; } else { ignoreFirstMain = true; textBox.TextColor = Color4.White; textBox.Draw(gameTime, renderer); } } textBox.TextColor = Color4.White; textBox.Draw(gameTime, renderer); } } }
public override void Draw(GameTime gameTime, RenderEngine renderer) { renderer.AddRenderTask(playfieldTexture, Vector2.Zero, Color4.White, 1f); base.Draw(gameTime, renderer); }
public override void Draw(GameTime gameTime, RenderEngine renderer) { renderer.AddRenderTask(symbol, Position + textureOffset, Color4.White, -0.5f); base.Draw(gameTime, renderer); }
public override void Draw(GameTime gameTime, RenderEngine renderer) { renderer.AddRenderTask(textBox.Texture, this.Position, textBox.Size, textBox.TextColor, -3f); }
public override void Draw(GameTime gameTime, RenderEngine renderer) { renderer.AddRenderTask(texture, Position, Size, textColor, -1f); base.Draw(gameTime, renderer); }