/// <summary> /// Draws all of the space's sprites, then if it's occupied, its occupant's sprites. /// </summary> /// <param name="batch">Main game spritebatch.</param> /// <param name="drawPos">Top left corner from which to draw</param> public void draw(SpriteBatch batch, Vector2 drawPos) { spaceSprite.Draw(batch, new Rectangle((int)drawPos.X, (int)drawPos.Y, (int)ConstantHolder.HexagonGrid_HexSizeX, spaceSprite.SpriteSizeY), Color.White); for (int i = 0; i < 3; ++i) { walls[i].Draw(batch, drawPos); } if (isOccupied) { CurrentActor.Draw(batch, drawPos + new Vector2(ConstantHolder.HexagonGrid_HexSizeX / 2, ConstantHolder.HexagonGrid_HexSizeY)); } }
/// <summary> /// Draws all of the space's sprites, then if it's occupied, its occupant's sprites. /// </summary> /// <param name="batch">Main game spritebatch.</param> /// <param name="drawPos">Top left corner from which to draw</param> public void draw(SpriteBatch batch, Vector2 drawPos) { spaceSprite.Draw(batch, new Rectangle((int)drawPos.X, (int)drawPos.Y, (int)ConstantHolder.HexagonGrid_HexSizeX, spaceSprite.SpriteSizeY), availableFlag ? Color.YellowGreen : Color.White); for (int i = 0; i < 3; ++i) { walls[i].Draw(batch, drawPos); } if (isOccupied) { CurrentActor.Draw(batch); } foreach (SpaceProjectile proj in projectilesInSpace) { proj.Draw(batch, drawPos); } }