protected override void DoRender()
        {
            for (int x = Math.Max(0, BoundsX); x <= Math.Min(_map.Width - 1, BoundsWidth); x++)
            {
                for (int y = Math.Max(0, BoundsY); y <= Math.Min(_map.Height - 1, BoundsHeight); y++)
                {
                    if (_map.IsVisible(x, y) || Game.HideFov)
                    {
                        Tile   tile       = _map.GetTile(x, y);
                        Sprite tileSprite = tile.Sprite;

                        if (!string.IsNullOrWhiteSpace(tile.Animation))
                        {
                            tileSprite = _tileAnimations[tile.Animation].Sprite;
                        }

                        Color color = _lightingManager.GetLitColor(tile.Color.Blend(Color.SlateGray, 0.85f));

                        Draw.Sprite(tileSprite, new Vector2(x * Game.SpriteWidth, y * Game.SpriteHeight), color);

                        Prop prop = _map.GetProp(x, y);
                        if (prop != null)
                        {
                            Draw.Sprite(prop.Sprite, new Vector2(x * Game.SpriteWidth, y * Game.SpriteHeight), _lightingManager.GetLitColor(prop.Color.Blend(Color.SlateGray, 0.85f)));
                        }
                    }
                    else if (_map.IsVisited(x, y) && !Game.HideFov)
                    {
                        Tile   tile       = _map.GetTile(x, y);
                        Sprite tileSprite = tile.Sprite;
                        Color  color      = Color.FromNonPremultiplied(50, 50, 50, 255).Darken(1f - _lightingManager.Brightness);

                        if (!string.IsNullOrWhiteSpace(tile.Animation))
                        {
                            tileSprite = _tileAnimations[tile.Animation].Sprite;
                        }

                        if (tileSprite != null)
                        {
                            Draw.Sprite(tileSprite, new Vector2(x * Game.SpriteWidth, y * Game.SpriteHeight), color);
                        }

                        Prop prop = _map.GetProp(x, y);
                        if (prop != null)
                        {
                            Draw.Sprite(prop.Sprite, new Vector2(x * Game.SpriteWidth, y * Game.SpriteHeight), color);
                        }
                    }
                }
            }
        }
Exemple #2
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        protected override void DoRender()
        {
            if (!Game.ShowRain)
            {
                return;
            }

            for (int x = Math.Max(0, BoundsX); x <= Math.Min(_map.Width - 1, BoundsWidth); x++)
            {
                for (int y = Math.Max(0, BoundsY); y <= Math.Min(_map.Height - 1, BoundsHeight); y++)
                {
                    if (_map.IsVisible(x, y) || Game.HideFov)
                    {
                        Draw.Sprite(_rain.Sprite, new Vector2(x * Game.SpriteWidth, y * Game.SpriteHeight), _lightingManager.GetLitColor(Color.DarkSlateGray * 0.9f, Color.Black));
                    }
                    else if (_map.IsVisited(x, y) && !Game.HideFov)
                    {
                        Draw.Sprite(_rain.Sprite, new Vector2(x * Game.SpriteWidth, y * Game.SpriteHeight), Color.FromNonPremultiplied(79, 79, 79, 255).Darken(1f - _lightingManager.Brightness) * 0.7f);
                    }
                }
            }
        }
        protected override void DoRender()
        {
            foreach (Creature creature in _creatures)
            {
                if (!InCameraBounds(creature.X, creature.Y))
                {
                    continue;
                }

                if (!Game.HideFov && !_map.IsVisible(creature.X, creature.Y))
                {
                    continue;
                }

                Sprite sprite = creature.Sprite;
                Draw.Sprite(sprite, new Vector2(creature.RenderX, creature.RenderY - creature.RenderZ), _lightingManager.GetLitColor(creature.Color), creature.SpriteEffect);
                //batch.Draw(sprite.Texture, new Vector2(creature.RenderX, creature.RenderY), sprite.Bounds, LitColor(creature.Color, Color.White), 0f, sprite.Origin, 1f, creature.SpriteEffect, 0);
            }
        }