public override void draw(SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2)) { if (texture != null) { if (visible) { Vector2 offset = draw_vector() - draw_offset; sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); int x = 0; // Left sprite_batch.Draw(texture, (loc + offset + new Vector2(x, 0)), new Rectangle(32, 0, 48, 41), tint, angle, this.offset, scale, mirrored ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Z); x += 48; // Center while (x + 16 <= Width) { sprite_batch.Draw(texture, (loc + offset + new Vector2(x, 0)), new Rectangle(80, 0, 8, 41), tint, angle, this.offset, scale, mirrored ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Z); x += 8; } // Right sprite_batch.Draw(texture, (loc + offset + new Vector2(x, 0)), new Rectangle(88, 0, 16, 41), tint, angle, this.offset, scale, mirrored ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Z); sprite_batch.End(); // Miniface Face.draw(sprite_batch, -(loc + offset)); sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); // Affinity Affinity_Icon.draw(sprite_batch, -(loc + offset)); // Labels Lvl_Label.draw(sprite_batch, -(loc + offset)); Exp_Label.draw(sprite_batch, -(loc + offset)); // Data Name.draw(sprite_batch, -(loc + offset)); Lvl.draw(sprite_batch, -(loc + offset)); Exp.draw(sprite_batch, -(loc + offset)); draw_hp(sprite_batch, draw_offset); sprite_batch.End(); } } }
public override void draw(SpriteBatch sprite_batch) { base.draw(sprite_batch); if (!(Offscreen && Y_Move_List.Count == 0 && X_Move_List.Count == 0)) { sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); Affinity_Icon.draw(sprite_batch, -new Vector2(32, 16)); Exp_Gauge.draw(sprite_batch); sprite_batch.End(); Inventory.draw(sprite_batch); sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); Stats.draw(sprite_batch); sprite_batch.End(); } }
public override void Draw(SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2)) { base.Draw(sprite_batch, draw_offset); Aid_Icon.draw(sprite_batch, draw_offset - (loc + draw_vector())); }
public override void Draw(SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2)) { OptionsIcon.draw(sprite_batch, draw_offset - (loc + draw_vector())); Label.draw(sprite_batch, draw_offset - (loc + draw_vector())); }
public override void Draw(SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2)) { SkillIcon.draw(sprite_batch, draw_offset - (loc + draw_vector())); Gauge.draw(sprite_batch, draw_offset - (loc + draw_vector())); }