Example #1
0
        public float3 ScreenPosition(WorldRenderer wr)
        {
            var xy = wr.ScreenPxPosition(pos) + wr.ScreenPxOffset(offset) - (0.5f * scale * sprite.Size.XY).ToInt2();

            // HACK: The z offset needs to be applied somewhere, but this probably is the wrong place.
            return(new float3(xy, sprite.Offset.Z + wr.ScreenZPosition(pos, 0) - 0.5f * scale * sprite.Size.Z));
        }
Example #2
0
        public Rectangle ScreenBounds(WorldRenderer wr, WPos pos, WVec offset, float scale)
        {
            var xy = wr.ScreenPxPosition(pos) + wr.ScreenPxOffset(offset);
            var cb = CurrentSequence.Bounds;

            return(Rectangle.FromLTRB(
                       xy.X + (int)(cb.Left * scale),
                       xy.Y + (int)(cb.Top * scale),
                       xy.X + (int)(cb.Right * scale),
                       xy.Y + (int)(cb.Bottom * scale)));
        }
Example #3
0
        public Rectangle ScreenBounds(WPos pos, WorldRenderer wr, float scale)
        {
            var r      = Model.AggregateBounds;
            var offset = OffsetFunc != null?OffsetFunc() : WVec.Zero;

            var xy = wr.ScreenPxPosition(pos) + wr.ScreenPxOffset(offset);

            return(Rectangle.FromLTRB(
                       xy.X + (int)(r.Left * scale),
                       xy.Y + (int)(r.Top * scale),
                       xy.X + (int)(r.Right * scale),
                       xy.Y + (int)(r.Bottom * scale)));
        }
Example #4
0
 public void Render(WorldRenderer wr)
 {
     if (this.Actor == null)
     {
     }
     else
     {
         if (this.Actor.Info.Name == "refinery")
         {
             var xy = wr.ScreenPxPosition(pos) + wr.ScreenPxOffset(offset) - (0.5f * scale * sprite.Size.XY).ToInt2();
             //Console.WriteLine("x: " + xy.X + " y: " + xy.Y + " | offX:" + sprite.Offset.X + " offY:" + sprite.Offset.Y +" |SpriteRenderable " + this.Actor.Info.Name + " owner:" + this.Actor.Owner);
         }
         // Console.WriteLine("SpriteRenderable " + this.Actor.Info.Name + " owner:" + this.Actor.Owner);
     }
     Game.Renderer.WorldSpriteRenderer.DrawSprite(sprite, ScreenPosition(wr), palette, scale * sprite.Size);
 }
Example #5
0
 float2 ScreenPosition(WorldRenderer wr)
 {
     return(wr.ScreenPxPosition(pos) + wr.ScreenPxOffset(offset) - (0.5f * scale * sprite.size).ToInt2());
 }
Example #6
0
        float3 ScreenPosition(WorldRenderer wr)
        {
            var xy = wr.ScreenPxPosition(pos) + wr.ScreenPxOffset(offset) - (0.5f * scale * sprite.Size.XY).ToInt2();

            return(new float3(xy, wr.ScreenZPosition(pos, 0) - 0.5f * scale * sprite.Size.Z));
        }
Example #7
0
 float2 ScreenPosition(WorldRenderer wr)
 {
     return wr.ScreenPxPosition(pos) + wr.ScreenPxOffset(offset) - (0.5f * scale * sprite.Size).ToInt2();
 }
Example #8
0
        float3 ScreenPosition(WorldRenderer wr)
        {
            var xy = wr.ScreenPxPosition(pos) + wr.ScreenPxOffset(offset) - (0.5f * scale * sprite.Size.XY).ToInt2();

            // HACK: The z offset needs to be applied somewhere, but this probably is the wrong place.
            return new float3(xy, sprite.Offset.Z + wr.ScreenZPosition(pos, 0) - 0.5f * scale * sprite.Size.Z);
        }