public void Draw(SpriteBatch sb)
        {
#if DEBUG
            hitboxTexture = new Texture2D(sb.GraphicsDevice, 1, 1); // à terme, rendre la texture de hitbox générale?
            hitboxTexture.SetData(new[] { Color.Red });
            sb.Draw(hitboxTexture, HitBox, Color.White * 0.5f);
#endif
            CurrentSprite.Draw(sb, HorizontalFlip);
        }
Esempio n. 2
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 /// <summary>
 /// Override of Character Draw. Drawing a hero may need an offset due to attacking state.
 /// </summary>
 /// <param name="gameTime"></param>
 public override void Draw(GameTime gameTime)
 {
     if (this.State == CharacterState.Attacking)
     {
         SpriteContainer.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);
         CurrentSprite.Draw(SpriteContainer, this.Position);
         SpriteContainer.End();
     }
     else if (this.State == CharacterState.Hit)
     {
         float pulsate = GetPulsingValue(gameTime);
         //float pulsate = (float)Math.Sin(gameTime.TotalGameTime.TotalSeconds * 6) + 1;
         SpriteContainer.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);
         CurrentSprite.Draw(SpriteContainer, this.Position, Color.Red, pulsate);
         SpriteContainer.End();
     }
     else
     {
         base.Draw(gameTime);
     }
 }
Esempio n. 3
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 public virtual void Draw(SpriteBatch spriteBatch)
 {
     CurrentSprite.Position = Position;
     CurrentSprite.Draw(spriteBatch);
 }
Esempio n. 4
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 /// <summary>
 /// Octorok Drawing rotates based on direction
 /// </summary>
 /// <param name="gameTime"></param>
 public override void Draw(GameTime gameTime)
 {
     SpriteContainer.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);
     CurrentSprite.Draw(SpriteContainer, this.Position, this.ObjectDirection);
     SpriteContainer.End();
 }