Example #1
0
        public override void Draw(/*SpriteBatch spriteBatch*/)
        {
            // make the size of the black hole pulsate
            float scale = 1 + 0.1f * (float)Math.Sin(10 * GameRoot.ElapsedTime);

            CustomRenderer.Draw(image, Position, color, Orientation, Size / 2f, scale, 0);
        }
        /// <summary>
        /// Draw the particles.
        /// </summary>
        public void Draw(/*SpriteBatch spriteBatch*/)
        {
            for (int i = 0; i < particleList.Count; i++)
            {
                var particle = particleList[i];

                Vector2 origin = new Vector2(particle.Texture.Width / 2, particle.Texture.Height / 2);
                CustomRenderer.Draw(particle.Texture, particle.Position, particle.Tint, particle.Orientation, origin, particle.Scale, 0);
            }
        }
Example #3
0
        public override void Draw(/*SpriteBatch spriteBatch*/)
        {
            if (timeUntilStart > 0)
            {
                // Draw an expanding, fading-out version of the sprite as part of the spawn-in effect.
                float factor = timeUntilStart / 60f;    // decreases from 1 to 0 as the enemy spawns in
                CustomRenderer.Draw(image, Position, Color.White * factor, Orientation, Size / 2f, 2 - factor, 0);
            }

            base.Draw();
        }
Example #4
0
 public virtual void Draw(/*SpriteBatch spriteBatch*/)
 {
     CustomRenderer.Draw(image, Position, color, Orientation, Size / 2, 1.0f, 0);
     //spriteBatch.Draw(image, Position, null, color, Orientation, Size / 2f, 1f, 0, 0);
 }