public void DrawSelectBox(ExtendedSpriteBatch mybatch) { if (needsToDraw) { mybatch.DrawRectangle(selectionBox, Color.White); } }
public virtual void DrawObject(ExtendedSpriteBatch myBatch) { SetAbsoluteRadarPos(myBatch.GraphicsDevice.Viewport.Width, myBatch.GraphicsDevice.Viewport.Height); if (this.texture != null) { myBatch.Draw(this.texture, this.AbsoluteRadarPos, null, Color.Brown, RadarRot, new Vector2(this.texture.Width / 2, this.texture.Height / 2), 0.08f, SpriteEffects.None, 0f); } }
public override void DrawObject(ExtendedSpriteBatch myBatch) { SetAbsoluteRadarPos(myBatch.GraphicsDevice.Viewport.Width, myBatch.GraphicsDevice.Viewport.Height); if (this.texture != null) { myBatch.Draw(this.texture, this.AbsoluteRadarPos, null, Color.DarkRed, RadarRot, new Vector2(this.texture.Width / 2, this.texture.Height / 2), 0.005f * radius * RadarObject.RadarZoom, SpriteEffects.None, 0f); } }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new ExtendedSpriteBatch(GraphicsDevice); RadarUnit.UnitTexture = Content.Load <Texture2D>("arrow_without_border"); RadarPlayer.PlayerTexture = Content.Load <Texture2D>("arrow"); RadarSpell.SpellTexture = Content.Load <Texture2D>("donut"); myMap = WoWMap.Arena_BE(this); // TODO: use this.Content to load your game content here }
public override void DrawObject(ExtendedSpriteBatch myBatch) { SetAbsoluteRadarPos(myBatch.GraphicsDevice.Viewport.Width, myBatch.GraphicsDevice.Viewport.Height); if (this.texture != null) { myBatch.Draw(this.texture, this.AbsoluteRadarPos, null, this.drawColor, RadarRot, new Vector2(this.texture.Width / 2, this.texture.Height / 2), 0.08f, SpriteEffects.None, 0f); if (selected) { myBatch.DrawRectangle(new Rectangle((int)this.AbsoluteRadarPos.X - 15, (int)this.AbsoluteRadarPos.Y - 15, 30, 30), Color.Chartreuse); } } }
/// <summary> /// Draws every visualizable element. /// </summary> public void Draw(ExtendedSpriteBatch spriteBatch, AutomaticTurnGame game) { float interpolate = 1.0f; if (Interpolate) { interpolate = game.InterpolationPercentage; } foreach (IVisualizable visualizable in _visualizable) { visualizable.Draw(spriteBatch, interpolate); } }
public void Draw(ExtendedSpriteBatch spriteBatch) { Visualizer.Instance.Draw(spriteBatch, _turnGame); }
public override void Draw(GameTime gameTime, GraphicsDevice device, SpriteBatch spriteBatch, GameInfo info) { ExtendedSpriteBatch.DrawLine(spriteBatch, ObjectManager.GetWhitePixel(info.graphicsDevice), RenderPosition + PointOneOffset, RenderPosition + PointTwoOffset, LineColor, LineThickness); base.Draw(gameTime, device, spriteBatch, info); }
/// <summary> /// Called when the renderer should draw itself. /// </summary> public abstract void Draw(ExtendedSpriteBatch spriteBatch, float percentage);
public void Draw(ExtendedSpriteBatch spriteBatch) { foreach (var screen in Screens) { screen.Draw(spriteBatch); } }