internal override void Draw(Xna.Framework.Graphics.SpriteBatch ssb) { Rectangle screen = new Rectangle(0, 0, TDVBasicGame.Width, TDVBasicGame.Height); Rectangle dirtSource = new Rectangle(0, 0, TDVBasicGame.Width, TDVBasicGame.Height); dirtSource.Offset(dirtOffset); ssb.Draw(dirt, screen, dirtSource, Color.White); ssb.Draw(current_vignette, screen, vignette2.Bounds, Color.White); ssb.Draw(frame, screen, frame.Bounds, Color.White); frameNum++; if (frameNum % FRAME_DIVISOR == 0) { shakeOffset = rnd.Next(6) - 6; dirtOffset.X = rnd.Next(dirt.Width - TDVBasicGame.Width); dirtOffset.Y = rnd.Next(dirt.Height - TDVBasicGame.Height); if (frameNum % BULB_DIVISOR == 0) { if (rnd.Next(10) == 1) { current_vignette = vignette; } else { current_vignette = vignette2; } } } }
internal override void Draw(Xna.Framework.Graphics.SpriteBatch SharedSpriteBatch) { // Draw Bones using painters algorithm cartooner.DrawLongBone(skeleton.Joints, JointType.Spine, JointType.ShoulderCenter, textures.hairBottomTexture, 1.3f); // Neck and hairBottom cartooner.DrawLongBone(skeleton.Joints,JointType.ShoulderCenter, JointType.Head, textures.hairDoTexture,1.5f); // Head (pigtails and ribbons) }
internal override void Draw(Xna.Framework.Graphics.SpriteBatch SharedSpriteBatch) { // Draw Bones using painters algorithm // DS uncommented the waist to fill in abdominal gap cartooner.DrawCharacterPart(skeleton.Joints, JointType.Spine, JointType.HipCenter, textures.waistTexture); // Waist // DS commented out drawing the small pelvis joints // this.DrawCharacterPart(skeleton.Joints, JointType.HipCenter, JointType.HipLeft, this.partTexture); // this.DrawCharacterPart(skeleton.Joints, JointType.HipCenter, JointType.HipRight, this.partTexture); /* left of screen and left arm of player, NOT stage left */ cartooner.DrawCharacterPart(skeleton.Joints, JointType.ShoulderRight, JointType.ElbowRight, textures.upperArmRightTexture); // Upper Arm Right cartooner.DrawCharacterPart(skeleton.Joints, JointType.ShoulderLeft, JointType.ElbowLeft, textures.upperArmLeftTexture); // Upper Arm Left cartooner.DrawCharacterPart(skeleton.Joints, JointType.ShoulderCenter, JointType.ShoulderRight, textures.shoulderRightTexture); // Shoulder Right cartooner.DrawCharacterPart(skeleton.Joints, JointType.ShoulderCenter, JointType.ShoulderLeft, textures.shoulderLeftTexture); // Shoulder Left cartooner.DrawCharacterPart(skeleton.Joints, JointType.KneeRight, JointType.AnkleRight, textures.lowerLegRightTexture); // Lower Leg Right cartooner.DrawCharacterPart(skeleton.Joints, JointType.HipRight, JointType.KneeRight, textures.upperLegRightTexture); // Upper Leg Right //cartooner.DrawCharacterPart(skeleton.Joints, JointType.AnkleRight, JointType.FootRight, cartooner.footRightTexture); // Foot Right cartooner.DrawCharacterPart(skeleton.Joints, JointType.KneeLeft, JointType.AnkleLeft, textures.lowerLegLeftTexture); //Lower Leg Left cartooner.DrawCharacterPart(skeleton.Joints, JointType.HipLeft, JointType.KneeLeft, textures.upperLegLeftTexture); // Upper Leg Left //cartooner.DrawCharacterPart(skeleton.Joints, JointType.AnkleLeft, JointType.FootLeft, cartooner.partTexture); // Foot Left cartooner.DrawSkirtBone(skeleton.Joints, textures); // Skirt cartooner.DrawCharacterPart(skeleton.Joints, JointType.ShoulderCenter, JointType.Spine, textures.torsoTexture); // Torso // cartooner.DrawCharacterPart(skeleton.Joints, JointType.WristRight, JointType.HandRight, cartooner.rightHandTexture); // Right hand cartooner.DrawShortBone(skeleton.Joints, JointType.ElbowRight, JointType.WristRight, JointType.ShoulderRight, textures.lowerArmRightTexture, 0.93f); // Lower Arm Right // cartooner.DrawCharacterPart(skeleton.Joints, JointType.WristLeft, JointType.HandLeft, cartooner.partTexture); // Left hand cartooner.DrawShortBone(skeleton.Joints, JointType.ElbowLeft, JointType.WristLeft, JointType.ShoulderLeft, textures.lowerArmLeftTexture, 0.93f); // Lower Arm Left cartooner.DrawLongBone(skeleton.Joints, JointType.ShoulderCenter, JointType.Head, textures.headTexture,1.7f); // head accessories (pony tails, hat, bangs, etc }