public GameView(SpriteBatch spriteBatch, Texture2D texture, Camera camera) { this.spriteBatch = spriteBatch; this.texture = texture; this.cam = camera; splitterSystem = new SplitterSystem(modelStartPosition); }
public void Draw(SpriteBatch spriteBatch, Camera camera, Texture2D texture) { for (int i = 0; i < MAX_PARTICLES; i++) { particles[i].Draw(spriteBatch, camera, texture); } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); texture = Content.Load<Texture2D>("spark"); cam = new View.Camera(400,400); view = new View.GameView(spriteBatch, texture, cam); // TODO: use this.Content to load your game content here }
internal void Draw(SpriteBatch spriteBatch, Camera camera, Texture2D texture) { Vector2 viewPosition = camera.GetVisualPositions(position); Vector2 visualRadius = camera.GetVisualPositions(radius); Rectangle rect = new Rectangle((int)viewPosition.X, (int)viewPosition.Y, (int)visualRadius.X, (int)visualRadius.Y); float t = timeLivedSeconds/maxLifeTime; if (t > 1.0) { t = 1.0f; } float endValue = 0.0f; float startValue = 1.0f; float visibility = endValue * t + (1.0f - t) * startValue; Color color = new Color(visibility, visibility, visibility, visibility); spriteBatch.Draw(texture, rect, color); }