protected override void DrawAdditionalContent( ) { foreach (Mob mob in mobs) { EntityRenderer.Draw(mob, map.MobPosition); } }
// These are special public void DrawOthers(DevicePanel d) { int x = entity.Position.X.High; int y = entity.Position.Y.High; int Transparency = (Editor.Instance.EditLayer == null) ? 0xff : 0x32; if (entity.Object.Name.Name.Contains("Setup")) { EntityRenderer renderer = EntityRenderers.Where(t => t.GetObjectName() == "ZoneSetup").FirstOrDefault(); if (renderer != null) { renderer.Draw(d, entity, this, x, y, Transparency); } } else if (entity.Object.Name.Name.Contains("Intro") || entity.Object.Name.Name.Contains("Outro")) { EntityRenderer renderer = EntityRenderers.Where(t => t.GetObjectName() == "Outro_Intro_Object").FirstOrDefault(); if (renderer != null) { renderer.Draw(d, entity, this, x, y, Transparency); } } else { EntityRenderer renderer = EntityRenderers.Where(t => t.GetObjectName() == entity.Object.Name.Name).FirstOrDefault(); if (renderer != null) { renderer.Draw(d, entity, this, x, y, Transparency); } } }
/// <summary> /// Draws the scene in a thread-safe way. /// </summary> public void Draw() { //lock (this) //{ try { renderer.Draw(); } catch (Exception ex) { Console.Error.WriteLine(ex); } //} }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { renderer.Draw(); base.Draw(gameTime); }
public void Draw() { renderer.Draw(); }