/// <summary> /// Draws the sprite of a gameobject /// </summary> /// <param name="rand"></param> /// <param name="spriteBatch"></param> /// <param name="camera">The active camera</param> public virtual void Draw(Point offset, Random rand, SpriteBatch spriteBatch, GraphicsDevice graphics, Camera camera, Color color) { if (sprite != "") { SpriteHandler.Draw(sprite, rand, spriteBatch, camera, new Vector2(position.X + offset.X, position.Y + offset.Y), new Vector2(1, 1), angle, Origin - position, color, 1f, SpriteEffects.None, 0.5f); } }
public void Draw(Point offset, Random rand, SpriteBatch spriteBatch, Camera camera) { position += movement; angle += rotation; switch (type) { case Type.idle: if (hp > 0) { SpriteHandler.Draw(sprite, rand, spriteBatch, camera, position + offset.ToVector2() - new Vector2(SpriteHandler.sprites[sprite].width / 2 * scale, SpriteHandler.sprites[sprite].height / 2 * scale), scale, angle, position, color, 0f, SpriteEffects.None, 0.50f); } if (SpriteHandler.sprites[sprite].animationEnd) { hp = 0; } break; case Type.text: hp--; spriteBatch.DrawString(font, text, position, color, angle, position, scale, SpriteEffects.None, 0.50f); break; default: break; } }
public void Draw(Random rand, SpriteBatch spriteBatch, Camera camera) { if (timer > 0) { SpriteHandler.Draw(sprite, rand, spriteBatch, camera, Vector2.Zero, 1f, 0f, Vector2.Zero, color, Opacity, SpriteEffects.None, 0); } }
/// <summary> /// Draws the light of a gameobject /// </summary> /// <param name="rand"></param> /// <param name="spriteBatch"></param> /// <param name="camera">The active camera</param> public virtual void DrawLight(Point offset, Random rand, SpriteBatch spriteBatch, Camera camera) { if (spriteLight != null) { SpriteHandler.Draw(spriteLight, rand, spriteBatch, camera, new Vector2(position.X + offset.X, position.Y + offset.Y), SpriteEffects.None, 0.5f); } }
public override void Draw(Point offset, Random rand, SpriteBatch spriteBatch, GraphicsDevice graphics, Camera camera, Color color) { if (direction < 0) { spriteEffect = SpriteEffects.FlipHorizontally; } else { spriteEffect = SpriteEffects.None; } Vector2 drawPos = new Vector2(Origin.X - SpriteHandler.sprites[spr_idle].width / 2, Rectangle.Bottom - height) + textureOffset; rightHand.Draw(this, rand, spriteBatch, graphics, camera, false); switch (state) { case State.idle: SpriteHandler.Draw(spr_idle, rand, spriteBatch, camera, drawPos, 1f, 0f, Vector2.Zero, Color.White, 1, spriteEffect, 0.5f); break; case State.running: SpriteHandler.sprites[spr_running].speed = Math.Abs(movement.X) * .035f; SpriteHandler.Draw(spr_running, rand, spriteBatch, camera, drawPos, 1f, 0f, Vector2.Zero, Color.White, 1, spriteEffect, 0.5f); break; case State.dash: SpriteHandler.Draw(spr_dash, rand, spriteBatch, camera, drawPos, 1f, 0f, Vector2.Zero, Color.White, 1, spriteEffect, 0.5f); break; case State.back: SpriteHandler.Draw(spr_back, rand, spriteBatch, camera, drawPos, 1f, 0f, Vector2.Zero, Color.White, 1, spriteEffect, 0.5f); break; case State.jump: SpriteHandler.Draw(spr_jump, rand, spriteBatch, camera, drawPos, 1f, 0f, Vector2.Zero, Color.White, 1, spriteEffect, 0.5f); break; case State.fall: SpriteHandler.Draw(spr_fall, rand, spriteBatch, camera, drawPos, 1f, 0f, Vector2.Zero, Color.White, 1, spriteEffect, 0.5f); break; case State.stall: SpriteHandler.Draw(spr_stall, rand, spriteBatch, camera, drawPos, 1f, 0f, Vector2.Zero, Color.White, 1, spriteEffect, 0.5f); break; default: break; } leftHand.Draw(this, rand, spriteBatch, graphics, camera, true); if (SpriteHandler.sprites["Energy_lIdle"].currentFrame != SpriteHandler.sprites[spr_idle].currentFrame) { SpriteHandler.sprites["Energy_lIdle"].currentFrame = SpriteHandler.sprites[spr_idle].currentFrame; } if (SpriteHandler.sprites["Energy_rIdle"].currentFrame != SpriteHandler.sprites[spr_idle].currentFrame) { SpriteHandler.sprites["Energy_rIdle"].currentFrame = SpriteHandler.sprites[spr_idle].currentFrame; } }
public void Draw(Point offset, Random rand, SpriteBatch spriteBatch, Camera camera) { if (direction > 0) { SpriteHandler.Draw("door_lamp", rand, spriteBatch, camera, new Vector2(offset.X + rectangle.Right - SpriteHandler.sprites["door_lamp"].width, offset.Y + rectangle.Y - 26), SpriteEffects.None, 0f); } else { SpriteHandler.Draw("door_lamp", rand, spriteBatch, camera, new Vector2(offset.X + rectangle.X, offset.Y + rectangle.Y - 26), SpriteEffects.FlipHorizontally, 0f); } }
public override void Draw(Point offset, Random rand, SpriteBatch spriteBatch, GraphicsDevice graphics, Camera camera, Color color) { if (usePixel) { spriteBatch.Draw(pixel, position - new Vector2(size / 2, size / 2) + offset.ToVector2(), null, color * opacity, 0f, new Vector2(size / 2, size / 2), Scale, SpriteEffects.None, 0f); } else { SpriteHandler.Draw(sprite, rand, spriteBatch, camera, position - new Vector2(16 * Scale * .8f, 16 * Scale * .8f) + offset.ToVector2(), Scale * .8f, 0, Vector2.Zero, color, opacity, SpriteEffects.None, 0f); } }
public override void Draw(Point offset, Random rand, SpriteBatch spriteBatch, Camera camera, float depth) { if (scale == 0) { SpriteHandler.Draw(spriteKey, rand, spriteBatch, camera, position, scaleVector2, angle, new Vector2(SpriteHandler.sprites[spriteKey].width / 2, SpriteHandler.sprites[spriteKey].height / 2), Color.White, 1f, SpriteEffects.None, depth); } else { SpriteHandler.Draw(spriteKey, rand, spriteBatch, camera, position, scale, angle, new Vector2(SpriteHandler.sprites[spriteKey].width / 2, SpriteHandler.sprites[spriteKey].height / 2), Color.White, 1f, SpriteEffects.None, depth); } }
public override void Draw(Point offset, Random rand, SpriteBatch spriteBatch, Camera camera, float depth) { if (delay) { delay = false; } else { SpriteHandler.Draw(sprite, rand, spriteBatch, camera, position, scale, angle, origin, color, opacity, SpriteEffects.None, spriteNum); } }
public override void Draw(Point offset, Random rand, SpriteBatch spriteBatch, GraphicsDevice graphics, Camera camera, Color color) { SpriteHandler.Draw(sprite, rand, spriteBatch, camera, new Vector2(position.X + Rectangle.Width / 2 + offset.X, position.Y + offset.Y + floatOffset), new Vector2(1, 1), angle, Origin - position, color, 1f, SpriteEffects.None, 0.5f); }
public override void DrawLight(Point offset, Random rand, SpriteBatch spriteBatch, Camera camera) { SpriteHandler.Draw(spriteLight, rand, spriteBatch, camera, position - new Vector2(128 * Scale, 128 * Scale), Scale * 2, 0, Vector2.Zero, color, opacity * .6f, SpriteEffects.None, 0f); }
public override void DrawLight(Point offset, Random rand, SpriteBatch spriteBatch, Camera camera) { SpriteHandler.Draw("gradient", rand, spriteBatch, camera, position, scaleLight, angle, new Vector2(128, 128), color, (timer / (startDuration * 1.2f)) * opacityLight, SpriteEffects.None, 0.5f); }
public override void DrawLight(Point offset, Random rand, SpriteBatch spriteBatch, Camera camera) { SpriteHandler.Draw("gradient", rand, spriteBatch, camera, position, scale, 0, origin, color, opacityLight, SpriteEffects.None, 0); }