Exemple #1
0
        public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch a_sb, DRAWLAYER a_layer)
        {
            base.Draw(a_sb, a_layer);

            if (m_drawEfftiveRadius)
                DrawCircle(a_sb, m_pos.X, m_pos.Y, m_effectiveRadius * m_scale, 36);

        }      
Exemple #2
0
        public virtual void Draw(SpriteBatch a_sb, DRAWLAYER a_layer)
        {

            List<Texture2D> spriteList = new List<Texture2D>();

            m_spriteManager.Draw(a_sb, a_layer);

            if (m_drawCollision)
                DrawCircle(a_sb, m_pos.X, m_pos.Y, (int)(m_radius * m_scale), 36);
            
        }
Exemple #3
0
        public void Draw(SpriteBatch a_sb, DRAWLAYER a_layer)
        {
            //draw the desired state based on the draw order set in game1.cs
            //states are selected by name!
            switch (a_layer)
            {
                case DRAWLAYER.DRAWLAYER_BACKGROUND:
                    foreach(SpriteState spriteState in m_spriteStates)
                    {
                        if (spriteState.m_name == "background")
                        {                            
                            spriteState.Draw(a_sb, 1.0f);
                        }
                    }
                    break;
                case DRAWLAYER.DRAWLAYER_BEHIND:
                    foreach (SpriteState spriteState in m_spriteStates)
                    {
                        if (spriteState.m_name == "behind")
                        {                           
                            spriteState.Draw(a_sb, 0.8f);
                        }
                    }
                    break;
                case DRAWLAYER.DRAWLAYER_MAIN:
                    foreach (SpriteState spriteState in m_spriteStates)
                    {
                        if (spriteState.m_name == "main")
                        {                            
                            spriteState.Draw(a_sb, 0.05f);
                        }
                    }
                    break;
                case DRAWLAYER.DRAWLAYER_PLAYER:
                    foreach (SpriteState spriteState in m_spriteStates)
                    {
                        if (spriteState.m_name == "player")
                        {
                            spriteState.Draw(a_sb, 0.02f);
                        }
                    }
                    break;
                case DRAWLAYER.DRAWLAYER_INFRONT:
                    foreach (SpriteState spriteState in m_spriteStates)
                    {
                        if (spriteState.m_name == "front")
                        {                            
                            spriteState.Draw(a_sb, 0.0f);
                        }
                    }
                    break;
                case DRAWLAYER.DRAWLAYER_OTHER:
                    foreach (SpriteState spriteState in m_spriteStates)
                    {
                        spriteState.Draw(a_sb, 0.0f);
                        
                    }
                    break;
                default:
                    Console.WriteLine("error finding draw layer");
                    break;
            }


        }
		public FrameTypeLayersLayer()
		{
			this.levelField = DRAWLAYER.ARTWORK;
		}
Exemple #5
0
        public override void Draw(SpriteBatch a_sb, DRAWLAYER a_layer)
        {
            base.Draw(a_sb, a_layer);

            //DrawLine(a_sb, m_pos, m_curPlanet.m_pos);
        }
 public FrameTypeLayersLayer()
 {
     this.levelField = DRAWLAYER.ARTWORK;
 }