public void Draw(SpriteBatch spritebatch, Camera camera, Texture2D smokecloud) { float scale = camera.Scale(smokecloud,particlesize); //Coursepress //color fades to 0 spritebatch.Draw(smokecloud, camera.Converttovisualcoords(currentpos, smokecloud), null, color, rotation, randomdirection, scale, SpriteEffects.None, 0); }
public void Draw(SpriteBatch spritebatch, Camera camera, Texture2D smokecloud) { float scale = camera.Scale(particlesize, smokecloud.Width); //Coursepress //color fades to 0 spritebatch.Draw(smokecloud, camera.Converttovisualcoords(currentpos, smokecloud.Width, smokecloud.Height, scale), null, color, rotation, randomdirection, scale, SpriteEffects.None, 0); }
public void Draw(float timeElapsed) { fade -= timeElapsed / maxtime; timealive += timeElapsed; lifepercent = timealive / maxtime; currentsize = shockwaveminsize + lifepercent * shockwavemaxsize; scale = camera.Scale(currentsize, shockwavetexture.Width); Color color = new Color(fade, fade, fade, fade); spritebatch.Draw(shockwavetexture, camera.Converttovisualcoords(currentPos, shockwavetexture.Width, shockwavetexture.Height, scale), null, color, 0, Vector2.Zero, scale, SpriteEffects.None, 0); }
public void Draw(float elapsedtime) { timeElapsed += elapsedtime; float percentAnimated = timeElapsed / animationspeed; int frame = (int)(percentAnimated * totalframes); int frameX = frame % numframesX; int frameY = frame / numframesX; explosionwidth = explosion.Width / numframesX; explosionheight = explosion.Height / numframesY; Rectangle rect = new Rectangle(explosionwidth * frameX, explosionheight * frameY, explosionwidth, explosionheight); spritebatch.Draw(explosion, camera.Converttovisualcoords(currentPos, explosionwidth, explosionheight, scale), rect, Color.White); }
public void Draw() { float scale = camera.Scale(particlesize, spark.Width); spritebatch.Draw(spark, camera.Converttovisualcoords(startpos, spark.Width, spark.Height, scale), null, Color.White, 0, randomdirection, scale, SpriteEffects.None, 0); }