public override void Draw(GameTime GameTime) { LightingEngine LE = (LightingEngine)Renderer.GetRenderEffect("LightingEngine"); if (!Opened) { Renderer.Draw(GeneralManager.Textures["Entities/" + GetName() + "Closed"], Position, Color.White, Fixture.Body.Rotation, new Vector2(Position.Width / 2, Position.Height / 2)); LE.DrawNormal(GeneralManager.Textures["Entities/" + GetName() + "Closed" + "_normal"], Position, null, Fixture.Body.Rotation, new Vector2(Position.Width / 2, Position.Height / 2)); } else { Renderer.Draw(GeneralManager.Textures["Entities/" + GetName() + "Open"], Position, Color.White, Fixture.Body.Rotation, new Vector2(Position.Width / 2, Position.Height / 2)); LE.DrawNormal(GeneralManager.Textures["Entities/" + GetName() + "Open" + "_normal"], Position, null, Fixture.Body.Rotation, new Vector2(Position.Width / 2, Position.Height / 2)); } }
public override void Draw(GameTime GameTime) { LightingEngine LE = (LightingEngine)Renderer.GetRenderEffect("LightingEngine"); Renderer.Draw(GeneralManager.Textures["Entities/" + GetName()], Position, Color.White, Fixture.Body.Rotation, new Vector2(Position.Width / 2, Position.Height / 2)); LE.DrawNormal(GeneralManager.Textures["Entities/" + GetName() + "_normal"], Position, null, Fixture.Body.Rotation, new Vector2(Position.Width / 2, Position.Height / 2)); base.Draw(GameTime); //We must do it, if we want to draw highlight on Entity }
public override void Draw(GameTime GameTime) { LightingEngine LE = (LightingEngine)Renderer.GetRenderEffect("LightingEngine"); Renderer.Draw(GeneralManager.Textures["Particles/" + GetName()], Position, Color.White, Fixture.Body.Rotation, new Vector2(Position.Width / 2, Position.Height / 2), 10); LE.DrawNormal(GeneralManager.Textures["Particles/" + GetName() + "_normal"], Position, null, Fixture.Body.Rotation, new Vector2(Position.Width / 2, Position.Height / 2), 10); base.Draw(GameTime); }
/// <summary> /// Draw method /// </summary> /// <param name="gameTime">Time that passed since last Update loop</param> public void Draw(GameTime gameTime) { if (!Isolated && IsVisible) { Rectangle r = new Rectangle(position.X, position.Y, position.Width, position.Height); Renderer.Draw(GeneralManager.Textures[texName], r, Color.White, Z); LightingEngine LE = (LightingEngine)Renderer.GetRenderEffect("LightingEngine"); LE.DrawNormal(GeneralManager.Textures[normName], r); } }