public void Draw(SpriteBatch spriteBatch, Vector2 draw_offset = default(Vector2))
        {
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            Window.draw(spriteBatch, draw_offset - this.loc);

            Label.draw(spriteBatch, draw_offset - this.loc);
            Count.draw(spriteBatch, draw_offset - this.loc);
            spriteBatch.End();
        }
        public void draw(SpriteBatch spriteBatch, Vector2 draw_offset = default(Vector2))
        {
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            Window.draw(spriteBatch, draw_offset - this.loc);
            MapSprite.Draw(spriteBatch, draw_offset - this.loc);
            Level.draw_multicolored(spriteBatch, draw_offset - this.loc);
            Identifier.draw(spriteBatch, draw_offset - this.loc);
            Build.draw(spriteBatch, draw_offset - this.loc);
            Mission.draw(spriteBatch, draw_offset - this.loc);
            spriteBatch.End();

            Inventory.draw(spriteBatch, draw_offset - this.loc);
        }
Exemple #3
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        protected override void draw_window(SpriteBatch sprite_batch)
        {
            UnitWindow.draw(sprite_batch);
            DrawStatsWindow(sprite_batch);

            DrawHeader(sprite_batch);

            sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            ChooseUnitWindow.draw(sprite_batch);
            ChooseUnitLabel.draw(sprite_batch, -ChooseUnitWindow.loc);
            sprite_batch.End();

            sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            RButton.Draw(sprite_batch, -new Vector2(0, 20));
            sprite_batch.End();
        }
Exemple #4
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 public override void draw(SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2))
 {
     if (visible)
     {
         sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
         if (Window != null)
         {
             Window.draw(sprite_batch, -(loc + draw_vector()));
         }
         else
         {
             draw_panel(sprite_batch, Width);
         }
         Text.draw(sprite_batch, -(loc + draw_vector()));
         sprite_batch.End();
     }
 }