public override void Draw(SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2)) { MapSprite.draw(sprite_batch, draw_offset - (loc + draw_vector())); Text.draw(sprite_batch, draw_offset - (loc + draw_vector())); Rank.draw(sprite_batch, draw_offset - (loc + draw_vector())); Affinity.draw(sprite_batch, draw_offset - (loc + draw_vector())); }
public override void draw(SpriteBatch sprite_batch) { if (Mode == Staff_Target_Mode.Torch) { return; } sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); Window.draw(sprite_batch); Target_Sprite.draw(sprite_batch); foreach (TextSprite label in StatLabels) { label.draw(sprite_batch); } foreach (TextSprite stat in Stats) { stat.draw(sprite_batch); } foreach (Status_Icon_Sprite icon in Status_Icons) { icon.draw(sprite_batch); } Name.draw(sprite_batch); sprite_batch.End(); }
public override void Draw(SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2)) { GlowingLine.draw(sprite_batch, draw_offset - loc); MapSprite.draw(sprite_batch, draw_offset - loc); Name.draw(sprite_batch, draw_offset - loc); }
private void draw_leader_data(SpriteBatch sprite_batch, Vector2 offset) { sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); // Team leader // Background UnitBg.draw(sprite_batch, offset); // Labels Lv_Label.draw(sprite_batch, offset); Hp_Label.draw(sprite_batch, offset); Hp_Slash.draw(sprite_batch, offset); RatingLabel.draw(sprite_batch, offset); sprite_batch.End(); // Data Face.draw(sprite_batch, offset); sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); Leader_Name.draw(sprite_batch, offset); Lvl.draw(sprite_batch, offset); Hp.draw(sprite_batch, offset); Hp_Max.draw(sprite_batch, offset); Rating.draw(sprite_batch, offset); LeaderWeapon.draw(sprite_batch, offset); Map_Sprite.draw(sprite_batch, offset); sprite_batch.End(); }
public override void draw(SpriteBatch sprite_batch) { sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); Unit_Window.draw(sprite_batch); Unit_Sprite.draw(sprite_batch); Unit_Name.draw(sprite_batch); sprite_batch.End(); base.draw(sprite_batch); }
private void DrawPlayerCursor(SpriteBatch spriteBatch) { if (active && Items.ActiveNode != null) { Vector2 cursorOffset = new Vector2( (this.index % Columns) * 8, (this.index / Columns) * 16); PlayerCursor.draw(spriteBatch, -(loc + cursorOffset + text_draw_vector())); } }
protected void draw_map_objects(SpriteBatch sprite_batch, Vector2 offset) { sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); Lord_Sprite.draw(sprite_batch, offset); // Minimap Minimap_Backing.draw(sprite_batch); Minimap.draw(sprite_batch); ViewArea.draw( sprite_batch, -(Offset + Constants.WorldMap.WORLDMAP_MAP_OFFSET - Constants.WorldMap.WORLDMAP_MAP_SPRITE_OFFSET) * Minimap.scale); sprite_batch.End(); }
public override void draw(SpriteBatch sprite_batch) { sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); Window.draw(sprite_batch); Unit_Sprite.draw(sprite_batch); Name.draw(sprite_batch); Hp_Label.draw(sprite_batch); Slash.draw(sprite_batch); Hp.draw(sprite_batch); MaxHp.draw(sprite_batch); sprite_batch.End(); }
public void draw(SpriteBatch sprite_batch) { Window.draw(sprite_batch, -loc); Labels.draw(sprite_batch, -loc); Chapter.draw(sprite_batch, -loc); Lord_Lvl.draw(sprite_batch, -loc); Mode.draw(sprite_batch, -loc); Unit_Count.draw(sprite_batch, -loc); Gold.draw(sprite_batch, -loc); Counter.draw(sprite_batch, -loc); Lord_Sprite.draw(sprite_batch, -loc); Left_Arrow.draw(sprite_batch, -loc); Right_Arrow.draw(sprite_batch, -loc); }
public override void draw(SpriteBatch sprite_batch) { sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); Window.draw(sprite_batch); Target_Sprite.draw(sprite_batch); foreach (TextSprite label in Stat_Labels) { label.draw(sprite_batch); } foreach (TextSprite stat in Stats) { stat.draw(sprite_batch); } Name.draw(sprite_batch); sprite_batch.End(); }
public override void draw(SpriteBatch sprite_batch) { if (Visible) { sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); Window.draw(sprite_batch); Name.draw(sprite_batch); Target_Sprite.draw(sprite_batch); if (Global.game_map.icons_visible) { Rescue_Icon.draw(sprite_batch); } foreach (Status_Item item in Items) { item.draw(sprite_batch); } sprite_batch.End(); } }
public override void draw(SpriteBatch sprite_batch) { if (mode != 1) { sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); Window.draw(sprite_batch); Target_Window.draw(sprite_batch); Unit_Sprite.draw(sprite_batch); Target_Sprite.draw(sprite_batch); Name1.draw(sprite_batch); Name2.draw(sprite_batch); Aid_Label.draw(sprite_batch); Con_Label.draw(sprite_batch); Aid_Value.draw(sprite_batch); Con_Value.draw(sprite_batch); Hand.draw(sprite_batch); if (Global.game_map.icons_visible) { Rescue_Icon.draw(sprite_batch); } sprite_batch.End(); } }
public override void Draw(SpriteBatch sprite_batch) { Vector2 offset = new Vector2(0, Offset.Y); sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); Background.draw(sprite_batch); // Draw Windows // // Page // Pages[page].draw(sprite_batch, Offset); if (Delay > 0 && changing_page) { if (Direction == 6 ^ Delay < 12) { Pages[(page + 1 + Pages.Count) % Pages.Count].draw(sprite_batch, Offset - new Vector2(PAGE_SPACING + 320, 0)); } else { Pages[(page - 1 + Pages.Count) % Pages.Count].draw(sprite_batch, Offset + new Vector2(PAGE_SPACING + 320, 0)); } } //if (changing_page) // Background.draw(sprite_batch, new Color(Bg_Alpha, Bg_Alpha, Bg_Alpha, Bg_Alpha)); // Top Panel // // Page Arrows Left_Page_Arrow.draw(sprite_batch, offset); Right_Page_Arrow.draw(sprite_batch, offset); Face_Bg.draw(sprite_batch, offset); if (Input.ControlScheme == ControlSchemes.Touch) { CancelButton.Draw(sprite_batch); } sprite_batch.End(); Face.draw(sprite_batch, offset); sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); Top_Panel.draw(sprite_batch, offset); Platform.draw(sprite_batch, offset); //LvLabel.draw(sprite_batch, offset); //HpLabel.draw(sprite_batch, offset); //Lv_Hp_Labels_Other.draw(sprite_batch, offset); //foreach (RightAdjustedText stat in Lv_Hp_Values) // stat.draw(sprite_batch, offset); foreach (TextSprite label in Battle_Stat_Labels) { label.draw(sprite_batch, offset); } Map_Sprite.draw(sprite_batch, offset); foreach (var node in TopPanelNodes) { node.Draw(sprite_batch, offset); } if (Global.game_map.icons_visible) { Rescue_Icon.draw(sprite_batch, offset); } if (changing_unit) { Color bg_tint = Background.tint; Background.tint = new Color(Bg_Alpha, Bg_Alpha, Bg_Alpha, Bg_Alpha); Background.draw(sprite_batch); Background.tint = bg_tint; } Black_Screen.draw(sprite_batch); sprite_batch.End(); sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); if (Help_Window != null) //Debug { StatusCursors[page].draw(sprite_batch, offset); } sprite_batch.End(); if (Help_Window != null) { Help_Window.draw(sprite_batch); } }
public void draw(SpriteBatch sprite_batch, Vector2 offset) { Unit_Sprite.draw(sprite_batch, offset - (loc + draw_vector())); }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2)) { base.Draw(sprite_batch, draw_offset); MapSprite.draw(sprite_batch, draw_offset - (loc + draw_vector())); }