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); }
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); }
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; }
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); }