public void Draw() { if (_collisionLocation != null) { _collision?.Draw((Vector2)_collisionLocation); } _sprite.Draw(_location); }
public void Draw() { _background?.Draw(Vector2.Zero); foreach (var roomDrawable in _room.Drawables) { roomDrawable.Draw(); } }
private void DrawExtraItem(ISprite sprite, Vector2 location8_16) { var drawLocation = new Vector2(location8_16.X, location8_16.Y); if (sprite != null && sprite.Width > 8) { drawLocation.X -= 4; } sprite?.Draw(drawLocation + GridLocation + _location); }
public void Draw() { Background.Draw(_location); CursorGrid.Draw(CursorSize * _cursorPosition.ToVector2() + GridLocation + _location); _selectedItem?.Draw(_location + SelectedItemLocation); var dungeonManager = (DungeonManager)_agent.DungeonManager; var currentRoom = _agent.DungeonManager.CurrentRoom.ToVector2(); var visitedRooms = dungeonManager.VisitedRooms; if (dungeonManager.CurrentRoomMapped) { PlayerMapDot.Draw(MapGridCoverSize * currentRoom + MapGridLocation + _location); } for (var row = 0; row < visitedRooms.Length; row++) { for (var col = 0; col < visitedRooms[row].Length; col++) { if (!visitedRooms[row][col]) { RoomCover.Draw(MapGridCoverSize * new Vector2(col, row) + MapGridLocation + _location); } } } if (_agent.Player.Inventory.HasMap) { Map.Draw(MapLocation + _location); } if (_agent.Player.Inventory.HasCompass) { Compass.Draw(CompassLocation + _location); } if (_agent.Player.Inventory.HasArrow) { Arrow.Draw(ArrowLocation + GridLocation + _location); } if (_agent.Player.Inventory.HasBow) { Bow.Draw(BowLocation + GridLocation + _location); } if (_agent.Player.Inventory.HasBoomerang) { Boomerang.Draw(BoomerangLocation + GridLocation + _location); } if (_agent.Player.Inventory.BombCount >= 1) { Bomb.Draw(BombLocation + GridLocation + _location); } }
public void Draw(Vector2 location) { if (!Enabled) { _sprite?.Draw(location); } else { if (_hidden) { return; } SpriteBatch.Draw(_opaque ? OpaqueMaskTexture : TransparentMaskTexture, location + new Vector2(0, _yOffset), null, Color.Black, 0f, Vector2.Zero, new Vector2(Width, Height), SpriteEffects.None, 0f); } }
public virtual void Draw() { _drawnSprite?.Draw(Location.ToVector2()); }
public void Draw(SpriteBatch spriteBatch) { sprite.Draw(spriteBatch, this.Location); }
public void Draw(SpriteBatch spriteBatch, Vector2 location) { pipeSprite.Draw(spriteBatch, location, Color.White); }
protected override void OnDraw(int time, SpriteBatch spriteBatch) { textSprite.Draw(time, spriteBatch, textDestination); coinSprite.Draw(time, spriteBatch, coinDestination); oneUpSprite.Draw(time, spriteBatch, oneUpDestination); }
public void Draw(SpriteBatch spriteBatch) { sprite.Draw(spriteBatch); }
protected override void OnDraw(int time, SpriteBatch spriteBatch) { startSprite.Draw(time, spriteBatch, startDestinationRect); titleSprite.Draw(time, spriteBatch, titleDestinationRect); menuSprite.Draw(time, spriteBatch, menuDestinationRect); }
public void Draw(ISprite sprite, int x, int y, Microsoft.Xna.Framework.Graphics.SpriteEffects facing) { if(sprite != null) sprite.Draw(x-xPos, y, facing); }
//Draws the sprite attached to the state public void Draw(SpriteBatch spriteBatch, Color color) { sprite.Draw(spriteBatch, color, link.Position); }
public void Draw() { _sprite?.Draw(_location.ToVector2()); }
public void Draw(SpriteBatch spriteBatch, Vector2 location) { sprite.Draw(spriteBatch, location); //foreach (var fb in fireballs) // fb.Draw(spriteBatch, fb.Position); }
public override void Draw(SpriteBatch spriteBatch, Vector2 location) { smoothPlatformBlockSprite.Draw(spriteBatch, location, Color.White); }
public void Draw(SpriteBatch spriteBatch) { blockSprite.Draw(spriteBatch, BlockPhysics.Position); }
public void Draw(SpriteBatch spritebatch) => sprite.Draw(spritebatch);
public void Draw(Vector2 position, ISprite enemySprite) { enemySprite.Draw(position); }
public void Draw(SpriteBatch spriteBatch) { sprite.Draw(spriteBatch, body.BottomCenter, facingRight); }
public void Draw() { _background?.Draw(Vector2.Zero); Scene?.Draw(); }
public void Draw(SpriteBatch spriteBatch) { MySprite.Draw(spriteBatch, Location); }
/// <inheritdoc/> public void Draw() { sprite.Draw(Physics.Location, spriteTint, Physics.Depth); }
public void Draw() { _sprite?.Draw(_drawLocation); }
public void Draw(SpriteBatch spriteBatch, Vector2 location) { sprite.Draw(spriteBatch, location); }
public void Draw(SpriteBatch spriteBatch, Vector2 position) { sprite.Draw(spriteBatch, position); }
public void Draw() { _sprite.Draw(_location); }
public void Draw(int time, SpriteBatch spriteBatch) { sprite?.Draw(time, spriteBatch, new Rectangle(Boundary.Location, Boundary.Size)); }
public void Draw(SpriteBatch spriteBatch) { itemSprite.Draw(spriteBatch, DestinationRectangle); }
public void Draw(SpriteBatch spriteBatch) { //Draw current item sprite.Draw(spriteBatch); }
public void Draw(SpriteBatch spriteBatch, Vector2 cameraLoc) { sprite.Draw(spriteBatch, cameraLoc); }