public void Draw() { Game1.AddQuad(ref quads[0]); if (!MainGame.HD) { return; } if (!nTop) { Game1.AddQuad(ref quads[1]); } if (!nRight) { Game1.AddQuad(ref quads[2]); } if (!nBottom) { Game1.AddQuad(ref quads[3]); } if (!nLeft) { Game1.AddQuad(ref quads[4]); } }
public override void Draw() { if (!IsAlive()) { return; } reel1Rot += 0.5f; reel2Rot += 0.5f; if (reel1Rot >= 360f) { reel1Rot -= 360f; } if (reel2Rot >= 360f) { reel2Rot -= 360f; } reel1.RotateZ(reel1Rot); reel2.RotateZ(reel2Rot); Game1.AddQuad(ref back); cube.DrawSides(); //Game1.AddQuad(ref reel2); Game1.AddQuad(ref reel1); Game1.AddQuad(ref reel2); cube.DrawTop(); Game1.AddQuad(ref sticker); DrawCol(Editor.colorDebug); }
public void DrawTop() { Game1.AddQuad(ref quads[0]); }
private void DrawLvl1() { // Concider just making the BG 2D. Would save a lot of processing to have the cameras near/far planes smaller. Game1.AddQuad(ref bg); Game1.AddQuad(ref trees); }