public override void Draw(SpriteBatch spriteBatch) { if (input.IsMoving) { if (input.RotationDeg <= 90 || input.RotationDeg > 270) { Textures.Draw(spriteBatch, "player_left", GameObject.Position, layerDepth); } else { Textures.Draw(spriteBatch, "player_left", GameObject.Position, layerDepth, 0, SpriteEffects.FlipHorizontally); } } else { if (input.RotationDeg > 180) { Textures.Draw(spriteBatch, "player_down", GameObject.Position, layerDepth); } else { Textures.Draw(spriteBatch, "player_up", GameObject.Position, layerDepth); } } }
public override void Draw(SpriteBatch spriteBatch) { Textures.Draw(spriteBatch, currentTexture(), GameObject.Position, layerDepth: 1f, rotation: rotation, sfx: this.sfx); if (Settings.DEBUG_CELL_HEALTH) { health.DrawHealth(); } /* * spriteBatch.Draw( * currentTexture(), * GameObject.Position, * null, // Source rectangle * Color.White, * 0f, // rotation * cellOrigin, // Origin * 1f, // scale * SpriteEffects.None, * 1f // layer depth * ); */ }
public override void Draw(SpriteBatch spriteBatch) { Textures.Draw(spriteBatch, textureName, GameObject.Position, layerDepth: LayerDepth, rotation: rotation, sfx: sfx); }
public override void Draw(SpriteBatch spriteBatch) { Textures.Draw(spriteBatch, sprite, GameObject.Position, depth, 0, SpriteEffects.None); }
public override void Draw(SpriteBatch spriteBatch) { SpriteEffects gunSfx = SpriteEffects.None; float gunAngleAdjustment = 0.0f; if (input == null) { Textures.Draw( spriteBatch, sprite, GameObject.Position, 0.3f, // behind player, on ground gunAngleAdjustment, gunSfx); return; } float gunDepth = 0.1f; //in front of player Vector2 gunOffset = new Vector2(8, 4); if (!input.IsMoving) { if (input.RotationDeg <= 180) { gunDepth = 0.3f; gunOffset = new Vector2(8, -6); } } // gun adj if (input.RotationDeg <= 90 || input.RotationDeg > 270) { gunSfx = SpriteEffects.FlipHorizontally; gunAngleAdjustment = MathHelper.ToRadians(90); if (input.RotationDeg <= 90) { // aiming top-left if (input.IsMoving) { gunOffset = new Vector2(-8, 4); } else { gunOffset = new Vector2(-8, -4); } } else { //aiming top-right gunOffset = new Vector2(-8, 4); } } Textures.Draw(spriteBatch, sprite, GameObject.Position + gunOffset, gunDepth, input.Rotation + gunAngleAdjustment, gunSfx); }
public override void Draw(SpriteBatch spriteBatch) { Textures.Draw(spriteBatch, "small_bullet", GameObject.Position + offset, 0.05f); }
protected override void Draw(GameTime Time) { Performance.Draw(Time); GraphicsDevice.Clear(Color.CornflowerBlue); Profiler.Start("Game Draw"); switch (State) { #region MainMenu case States.MainMenu: Globe.Batches[0].Draw(Textures.Get("cog"), Screen.ViewportBounds); break; #endregion #region MapEditor case States.MapEditor: Globe.Batches[0].Begin(SpriteSortMode.BackToFront, Camera.View); Map.Draw(); Globe.Batches[0].End(); Globe.Batches[0].DrawRectangle(new Rectangle(16, (int)((Screen.ViewportHeight / 2f) - (11 * Tile.Height)), 52, (22 * Tile.Height)), (Color.Gray * .75f), (Color.Black * .75f)); Vector2 UIPos = new Vector2(32, 0); for (int i = -10; i <= 20; i++) { float Opacity = (1 - (Math.Abs(i) * .05f)); UIPos.Y = ((Screen.ViewportHeight / 2f) + (i * (Tile.Height + 5))); ushort ID = (ushort)Math.Max(0, Math.Min(ushort.MaxValue, (EditorForeTile + i))); if ((ID > 0) && (ID <= Mod.Fore.Values.Count)) { if (Textures.Exists("Tiles.Fore." + ID)) { Textures.Draw(("Tiles.Fore." + ID), UIPos, null, (Color.White * Opacity), 0, Origin.Center, 1); } if (Mod.Fore[ID].Frames > 0) { if (Mod.Fore[ID].Animation == null) { Mod.Fore[ID].Animation = new Animation(("Tiles.Fore." + ID + "-"), Mod.Fore[ID].Frames, true, Mod.Fore[ID].Speed); } else { Mod.Fore[ID].Animation.Update(Time); } Textures.Draw(Mod.Fore[ID].Animation.Texture(), UIPos, null, (Color.White * Opacity), 0, Origin.Center, 1); } } } UIPos = new Vector2(52, 0); for (int i = -10; i <= 20; i++) { float Opacity = (1 - (Math.Abs(i) * .05f)); UIPos.Y = ((Screen.ViewportHeight / 2f) + (i * (Tile.Height + 5))); ushort ID = (ushort)Math.Max(0, Math.Min(ushort.MaxValue, (EditorBackTile + i))); if ((ID > 0) && (ID <= Mod.Back.Values.Count)) { if (Textures.Exists("Tiles.Back." + ID)) { Textures.Draw(("Tiles.Back." + ID), UIPos, null, (Color.White * Opacity), 0, Origin.Center, 1); } if (Mod.Back[ID].Frames > 0) { if (Mod.Back[ID].Animation == null) { Mod.Back[ID].Animation = new Animation(("Tiles.Back." + ID + "-"), Mod.Back[ID].Frames, true, Mod.Back[ID].Speed); } else { Mod.Back[ID].Animation.Update(Time); } Textures.Draw(Mod.Back[ID].Animation.Texture(), UIPos, null, (Color.White * Opacity), 0, Origin.Center, 1); } } } break; #endregion #region Game case States.Game: Globe.Batches[0].Begin(SpriteSortMode.BackToFront, Camera.View); Map.Draw(); for (byte i = 0; i < Players.Length; i++) { if (Players[i] != null) { Players[i].Draw(); } } Globe.Batches[0].End(); break; #endregion } Profiler.Stop("Game Draw"); //Performance.Draw(Fonts.Get("Default/ExtraSmall"), new Vector2(5, (Screen.ViewportHeight - 35)), Origin.None, Color.White, Color.Black); //Profiler.Draw(430); Batch.EndAll(); base.Draw(Time); }