public virtual void Draw(GameTime gameTime, SpriteBatch spriteBatch) { if (sprite != null && visible) { spriteBatch.Draw(sprite, position, null, Color.White, 0, Vector2.Zero, new Vector2(1, spriteScale), SpriteEffects.None, 0); } }
public virtual void Draw(SpriteBatch spriteBatch) { float left = Position.X + (EdgeTexture.Height / 2.0f); float top = Position.Y + (EdgeTexture.Height / 2.0f); float right = left + Dimensions.X - EdgeTexture.Height; float bottom = top + Dimensions.Y - EdgeTexture.Height; RenderTools.Line(spriteBatch, EdgeTexture, new Vector2(left, top), new Vector2(right, top), 1.0f, EdgeTint, RenderDepth); RenderTools.Line(spriteBatch, EdgeTexture, new Vector2(left, top), new Vector2(left, bottom), 1.0f, EdgeTint, RenderDepth); RenderTools.Line(spriteBatch, EdgeTexture, new Vector2(left, bottom), new Vector2(right, bottom), 1.0f, EdgeTint, RenderDepth); RenderTools.Line(spriteBatch, EdgeTexture, new Vector2(right, top), new Vector2(right, bottom), 1.0f, EdgeTint, RenderDepth); if (CornerTexture != null) { spriteBatch.Draw(CornerTexture, new Vector2(left, top), null, EdgeTint, 0.0f, new Vector2(CornerTexture.Width, CornerTexture.Height) / 2.0f, 1.0f, SpriteEffects.None, RenderDepth - 0.005f); spriteBatch.Draw(CornerTexture, new Vector2(right, top), null, EdgeTint, MathHelper.PiOver2, new Vector2(CornerTexture.Width, CornerTexture.Height) / 2.0f, 1.0f, SpriteEffects.None, RenderDepth - 0.005f); spriteBatch.Draw(CornerTexture, new Vector2(right, bottom), null, EdgeTint, MathHelper.Pi, new Vector2(CornerTexture.Width, CornerTexture.Height) / 2.0f, 1.0f, SpriteEffects.None, RenderDepth - 0.005f); spriteBatch.Draw(CornerTexture, new Vector2(left, bottom), null, EdgeTint, MathHelper.Pi * 1.5f, new Vector2(CornerTexture.Width, CornerTexture.Height) / 2.0f, 1.0f, SpriteEffects.None, RenderDepth - 0.005f); } if (BackgroundTexture != null) { Rectangle area = new Rectangle((int)left, (int)top, (int)(right - left),(int)(bottom - top)); spriteBatch.Draw(BackgroundTexture, area, null, BackgroundTint, 0.0f, Vector2.Zero, SpriteEffects.None, RenderDepth + 0.005f); } }
public static void RenderPolygone(SpriteBatch spriteBatch, Texture2D texture, Polygon polygon, int lineThickness, Color color) { for (int i = 0; i < polygon.Points.Count; ++i) { RenderLine(spriteBatch, texture, polygon.Points[i], polygon.Edges[i], 1, lineThickness, color); } }
public override void Draw(SpriteBatch spriteBatch) { base.Draw(spriteBatch); Site.Draw(spriteBatch); if (MyProjectile != null && MyProjectile.ProjectileState != Projectile.PROJECTILE_STATE.STILL) MyProjectile.Draw(spriteBatch); }
public void debugDraw(SpriteBatch spritebatch, Texture2D texture) { foreach (Node nod in nodes){ Vector2 adjustedPos = new Vector2(nod.Position.X - texture.Width/2, nod.Position.Y - texture.Height/2); spritebatch.Draw (texture, adjustedPos, Color.White); } }
public override void Draw(SpriteBatch spriteBatch) { base.Draw(spriteBatch); foreach (Bullet bullet in bulletList) bullet.Draw(spriteBatch); }
public void Draw(SpriteBatch spriteBatch) { foreach (Item item in itemList) { item.Draw(spriteBatch); } }
public virtual void draw(TileDrawInfo drawInfo, SpriteBatch spriteBatch) { switch (drawInfo.tilePart) { case TilePart.STRUCTURE: foreach (Drawable structure in structures) { adjustedDepthDraw(structure, drawInfo, spriteBatch); } break; case TilePart.SURFACE: if (surface == null) { break; } adjustedDepthDraw(surface, drawInfo, spriteBatch); break; case TilePart.LEFTFACE: if (leftFace == null) { break; } adjustedDepthDraw(leftFace, drawInfo, spriteBatch); break; case TilePart.RIGHTFACE: if (rightFace == null) { break; } adjustedDepthDraw(rightFace, drawInfo, spriteBatch); break; } }
public void Draw(SpriteBatch spriteBatch) { spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); dungeonMap.Draw(spriteBatch); player.MapDraw(spriteBatch); spriteBatch.End(); }
public void AllDraw(SpriteBatch spriteBatch) { for (int i = 0; i < Backgrounds.Count; i++) { Backgrounds[i].Draw(spriteBatch); } }
public RenderingExplosion(ContentManager Content) : base(Content) { spriteBatch = Content.ServiceProvider.GetService(typeof(SpriteBatch)) as SpriteBatch; explosionTexture = Content.Load<Texture2D>("TroopTexture/explosion"); stateGame = Content.ServiceProvider.GetService(typeof(StateGame)) as StateGame; }
public void Draw(SpriteBatch spriteBatch) { if (active) { pickupAnimation.Draw(spriteBatch); } }
public void Draw(SpriteBatch spriteBatch) { foreach (Creep c in creepWave) { c.Draw(spriteBatch); } }
public override void DrawObjects(GraphicsDevice graphicDevice, SpriteBatch spriteBatch, ContentManager content) { graphicDevice.Clear(Color.CornflowerBlue); SpriteFont newFont = content.Load<SpriteFont>(@"Fonts/Text"); spriteBatch.Begin(); this.controlScreenBackgroundPosition = new Vector2(0, 0); spriteBatch.Draw(this.controlScreenBackgroundTexture, this.controlScreenBackgroundPosition, Color.White); if (this.controlScreenItems.Count < 1) { // Back planket and text; this.buttonPosition = new Vector2(840, 660); this.controlScreenItems.Add(new MenuItems(this.button, this.buttonPosition, "Back", newFont, false)); } this.controlScreenItems[this.selectedEntry].Selected = true; foreach (var item in this.controlScreenItems) { item.DrawMenuItems(spriteBatch, new Color(248, 218, 127)); } this.DrawCursor(spriteBatch); spriteBatch.End(); }
public void draw(SpriteBatch spriteBatch) { foreach (Laser baseProjectile in m_LaserArray) { baseProjectile.draw(spriteBatch); } }
public C_Maps() { //init stuff here m_mousePosition = Vector2.Zero; m_font1 = null; m_spriteBatch = null; }
public void DrawFlagScore(SpriteBatch spriteBatch, GameTime gameTime, float stoppingHeight) { scoreOrigin = ScoreFont.MeasureString(scoreText) / GameValues.ScoreSpriteScoreOriginOffset; spriteBatch.DrawString(ScoreFont, scoreText, new Vector2(Position.X, Position.Y - GameValues.ScoreSpriteDrawFlagScoreYOffset), Color.White, 0, scoreOrigin, 0.4f, SpriteEffects.None, 0f); if (Position.Y > stoppingHeight) { Position = new Vector2(Position.X, Position.Y - GameValues.ScoreSpriteDrawFlagScoreDropOffet); } else if (Position.Y <= stoppingHeight) { //Position.Y = stoppingHeight; Position = new Vector2(Position.X, stoppingHeight); if (scoreBuffer <= 0) { scoreBuffer = GameValues.ScoreSpriteScoreBuffer; ScoringOn = !ScoringOn; } else { scoreBuffer--; } } }
public void Render(SpriteBatch spriteBatch) { SmoothScroll(); int xLoop = (int)(drawArea.Width / tileSize.X); if (xLoop >= tiles.Length) xLoop = tiles.Length; for (int x = 0; x < xLoop; x++) { int yLoop = (int)(drawArea.Height / tileSize.Y); if (yLoop >= tiles[x].Length) yLoop = tiles[x].Length; for (int y = 0; y < yLoop; y++) { float xpos = ((x * tileSize.X) + drawOffset.X) + drawArea.X; float ypos = ((y * tileSize.Y) + drawOffset.Y) + drawArea.Y; if (tileOffset.X < 0) tileOffset.X = 0; if (tileOffset.Y < 0) tileOffset.Y = 0; if ((tileOffset.Y + y) >= tiles[x].Length) tileOffset.Y = MaxOffset('Y', x); if ((tileOffset.X + x) >= tiles.Length) tileOffset.X = MaxOffset('X', 0); tiles[x + tileOffset.X][y + tileOffset.Y].Prepare(new Vector2(xpos, ypos), false); tiles[x + tileOffset.X][y + tileOffset.Y].Render(spriteBatch); } } }
public override void Draw(SpriteBatch sprite) { if (Config.statusGry != GameState.menu) { while (pozycja.X < Config.rozmiarPlanszy.X) { pozycja.Y = 0; if (Camera.CzyWWidoku(this)) Rysuj(sprite, teksturaPodstawowa, Camera.PozycjaWgKamery(pozycja), wielkoscObiektu); pozycja.Y = Config.rozmiarPlanszy.Y; if (Camera.CzyWWidoku(this)) Rysuj(sprite, teksturaPodstawowa, Camera.PozycjaWgKamery(pozycja), wielkoscObiektu); pozycja.X += teksturaPodstawowa.Width + 20; } pozycja = new Vector2(0, 0); while (pozycja.Y < Config.rozmiarPlanszy.Y) { pozycja.X = 0; if (Camera.CzyWWidoku(this)) Rysuj(sprite, teksturaPodstawowa, Camera.PozycjaWgKamery(pozycja), wielkoscObiektu); pozycja.X = Config.rozmiarPlanszy.X; if (Camera.CzyWWidoku(this)) Rysuj(sprite, teksturaPodstawowa, Camera.PozycjaWgKamery(pozycja), wielkoscObiektu); pozycja.Y += teksturaPodstawowa.Height + 20; } pozycja = new Vector2(0, 0); } }
public void Draw(SpriteBatch spriteBatch) { if (this.tupianwenzi.IsShowing) { this.tupianwenzi.Draw(spriteBatch); } }
public Human(Game game, SpriteBatch screenSpriteBatch, PlayerSide playerSide) : base(game, screenSpriteBatch) { string idleTextureName = ""; this.playerSide = playerSide; if (playerSide == PlayerSide.Left) { catapultPosition = new Vector2(140, 332); idleTextureName = "Textures/Catapults/Blue/blueIdle/blueIdle"; } else { catapultPosition = new Vector2(600, 332); spriteEffect = SpriteEffects.FlipHorizontally; idleTextureName = "Textures/Catapults/Red/redIdle/redIdle"; } Catapult = new Catapult(game, screenSpriteBatch, idleTextureName, catapultPosition, spriteEffect, playerSide == PlayerSide.Left ? false : true, true); }
public void Draw(GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects) { if (Animation == null) { throw new NotSupportedException("No animation is currently playing."); } time += (float)gameTime.ElapsedGameTime.TotalSeconds; while (time > Animation.frameTime) { time -= Animation.frameTime; if (Animation.isLooping) { frameIndex = (frameIndex + 1) % Animation.FrameCount; } else { frameIndex = Math.Min(frameIndex + 1, Animation.FrameCount - 1); } } Rectangle source = new Rectangle(FrameIndex * Animation.FrameWidth, 0, Animation.FrameWidth, Animation.FrameHeight); spriteBatch.Draw(animation.texture, position, source, Color.White, 0.0f, Vector2.Zero, 0.5f, SpriteEffects.None, 0.0f); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); sounds.Add(new SoundPlayer(@"./Content/Sound/s1.wav")); sounds.Add(new SoundPlayer(@"./Content/SampleBMS/1A#6.wav")); }
public void Draw(SpriteBatch spriteBatch) { var player = ((SceneMap)SceneManager.Instance.GetCurrentScene()).Player; // Draw the hearts for (var i = 0; i < player.HP; i++) { spriteBatch.Draw(TextureRegion.Texture, _position + _hearthSpritePosition + (Vector2.UnitX * i * (_heartSprite.Width + 2)), _heartSprite, Color.White); } // Draw the lives for (var i = 0; i < player.Lives; i++) { spriteBatch.Draw(TextureRegion.Texture, _position + _lifeSpritePosition + (Vector2.UnitX * i * (_lifeSprite.Width + 2)), _lifeSprite, Color.White); } // Draw the ammo spriteBatch.Draw(TextureRegion.Texture, _position + _gunSpritePosition, _gunSprite, Color.White); spriteBatch.DrawString(SceneManager.Instance.GameFont, player.Ammo.ToString(), _position + _gunSpritePosition + (Vector2.UnitX * (_gunSprite.Width + 2)), _ammoTextColor); // Draw the coins spriteBatch.Draw(TextureRegion.Texture, _coinsPosition, _coinSprite, Color.White); spriteBatch.DrawString(SceneManager.Instance.GameFont, player.Coins.ToString(), _coinsPosition + new Vector2(_coinSprite.Width + 3, 1), _coinsTextColor); }
public void Draw(SpriteBatch spriteBatch) { foreach (Sprite star in stars) { star.Draw(spriteBatch); } }
public virtual void Draw(SpriteBatch spriteBatch, GameTime gameTime) { Vector2 _position2 = new Vector2(_position.X, _position.Y + 150); Vector2 _position3 = new Vector2(_position.X, _position.Y + 300); if (pause) { spriteBatch.Draw(_texture, Vector2.Zero, Color.White); if (jouerIn) spriteBatch.Draw(jouer, _position, Color.Blue); else spriteBatch.Draw(jouer, _position, Color.White); if (OptionIn) spriteBatch.Draw(options, _position2, Color.Blue); else spriteBatch.Draw(options, _position2, Color.White); if (QuitterIn) spriteBatch.Draw(quitter, _position3, Color.Blue); else spriteBatch.Draw(quitter, _position3, Color.White); } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here }
public void Draw(SpriteBatch spriteBatch) { if (id == 0) // if id if air then return return; spriteBatch.Draw(Sprite.sprite.tileSet,bound, tile[index],color,0.0f,Vector2.Zero,effect,0f); }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); map = new Map(); map.Load(Content); }
public override void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(background, drawRect, Color.White); spriteBatch.End(); spriteBatch.Begin(); GraphicsDevice g = spriteBatch.GraphicsDevice; Viewport defaultViewport = g.Viewport; Viewport drawViewport = defaultViewport; drawViewport.X = drawRect.X; drawViewport.Y = drawRect.Y; drawViewport.Width = drawRect.Width; drawViewport.Height = drawRect.Height; g.Viewport = drawViewport; GraphicsDevice graphics = spriteBatch.GraphicsDevice; graphics.DepthStencilState = DepthStencilState.Default; if (model != null) { model.Draw(camera, info); } g.Viewport = defaultViewport; if (isConflict) { spriteBatch.Draw(ngTexture, drawRect, Color.White); } }