private void Render(double frameTime) { // Animate _states.CallAnimate((float)frameTime); // Render _graphics.Render(); }
public override void Render(GameEngine engine, GraphicsRenderer renderer, GameTime gameTime, CoreAbstractEntity entity, ClientMapTile onTile, float drawX, float drawY) { // TODO: Temporary testing ClientPlayerUnit unit = (ClientPlayerUnit)entity; SpriteAnimation animation = unit.Textures.GetAnimation(PlayerUnitAnimationType.Idle); Vector2 position = unit.ScreenPosition; Color factionColor = unit.Player.FactionColor; float height = ClientMapTile.TILE_HEIGHT / 4 + unit.SpriteSize.Height - onTile.HeightOffset; renderer.Render(animation, position.X, position.Y, offsetY: -height, mask: factionColor); }
/// <summary> /// Function to perform the rendering for the application. /// </summary> /// <returns><b>true</b> to continue rendering, <b>false</b> to stop.</returns> private bool Idle() { _renderer.Render(_sourceTexture, _outputView); return(true); }