Esempio n. 1
0
        /// <summary>
        /// A very verbose asset drawer.
        /// </summary>
        /// <param name="b"></param>
        /// <param name="npc"></param>
        /// <param name="position"></param>
        /// <param name="sourceRectangle"></param>
        /// <param name="color"></param>
        /// <param name="alpha"></param>
        /// <param name="origin"></param>
        /// <param name="scale"></param>
        /// <param name="effects"></param>
        /// <param name="layerDepth"></param>
        public override void draw(SpriteBatch b, ExtendedNPC npc, Vector2 position, Rectangle sourceRectangle, Color color, float alpha, Vector2 origin, float scale, SpriteEffects effects, float layerDepth)
        {
            //Class1.ModMonitor.Log(sourceRectangle.ToString());
            Vector2 generalOffset = new Vector2(0, 1 * Game1.tileSize); //Puts the sprite at the correct positioning.

            position -= new Vector2(0, 0.25f * Game1.tileSize);
            float smallOffset = 0.001f;
            float tinyOffset  = 0.0001f;
            //Class1.ModMonitor.Log((position - generalOffset).ToString());
            float num = Math.Max(0.0f, (float)(Math.Ceiling(Math.Sin(Game1.currentGameTime.TotalGameTime.TotalMilliseconds / 600.0 + (double)npc.DefaultPosition.X * 20.0)) / 4.0));

            this.body.draw(b, npc, position - generalOffset, sourceRectangle, StandardColorCollection.colorMult(color, this.drawColors.bodyColor), alpha, origin, scale * Game1.pixelZoom, effects, layerDepth + smallOffset);
            this.eyes.draw(b, npc, position - generalOffset, sourceRectangle, StandardColorCollection.colorMult(color, this.drawColors.eyeColor), alpha, origin, scale * Game1.pixelZoom, effects, layerDepth + smallOffset + (tinyOffset * 1));
            this.hair.draw(b, npc, position - generalOffset, sourceRectangle, StandardColorCollection.colorMult(color, this.drawColors.hairColor), alpha, origin, scale * Game1.pixelZoom, effects, layerDepth + smallOffset + (tinyOffset * 2));

            if (num > 0.0f)
            {
                Vector2 shirtOffset = new Vector2((1 * Game1.tileSize) / 4, (1 * Game1.tileSize) / 4);
                this.shirt.draw(b, npc, position - generalOffset, sourceRectangle, StandardColorCollection.colorMult(color, this.drawColors.shirtColor), alpha, new Vector2(0.5f, 1), scale * Game1.pixelZoom + num, effects, layerDepth + smallOffset + (tinyOffset * 3));
            }
            else
            {
                this.shirt.draw(b, npc, position - generalOffset, sourceRectangle, StandardColorCollection.colorMult(color, this.drawColors.shirtColor), alpha, origin, scale * Game1.pixelZoom, effects, layerDepth + smallOffset + (tinyOffset * 3));
            }
            this.pants.draw(b, npc, position - generalOffset, sourceRectangle, StandardColorCollection.colorMult(color, this.drawColors.bottomsColor), alpha, origin, scale * Game1.pixelZoom, effects, layerDepth + smallOffset + (tinyOffset * 4));
            this.shoes.draw(b, npc, position - generalOffset, sourceRectangle, StandardColorCollection.colorMult(color, this.drawColors.shoesColor), alpha, origin, scale * Game1.pixelZoom, effects, layerDepth + smallOffset + (tinyOffset * 5));
            foreach (var accessory in this.accessories)
            {
                accessory.draw(b, npc, position - generalOffset, sourceRectangle, color, alpha, origin, scale, effects, layerDepth + 0.0006f);
            }
        }
Esempio n. 2
0
 /// <summary>
 /// Used to draw the sprite to the screen.
 /// </summary>
 /// <param name="b"></param>
 /// <param name="screenPosition"></param>
 /// <param name="layerDepth"></param>
 /// <param name="xOffset"></param>
 /// <param name="yOffset"></param>
 /// <param name="c"></param>
 /// <param name="flip"></param>
 /// <param name="scale"></param>
 /// <param name="rotation"></param>
 /// <param name="characterSourceRectOffset"></param>
 public override void draw(SpriteBatch b, Vector2 screenPosition, float layerDepth, int xOffset, int yOffset, Color c, bool flip = false, float scale = 1f, float rotation = 0.0f, bool characterSourceRectOffset = false)
 {
     // b.Draw(this.currentSprite.Texture, screenPosition, new Rectangle?(new Rectangle(this.currentSprite.sourceRect.X + xOffset, this.currentSprite.sourceRect.Y + yOffset, this.currentSprite.sourceRect.Width, this.currentSprite.sourceRect.Height)), c, rotation, characterSourceRectOffset ? new Vector2((float)(this.currentSprite.spriteWidth / 2), (float)((double)this.currentSprite.spriteHeight * 3.0 / 4.0)) : Vector2.Zero, scale, flip || this.currentSprite.currentAnimation != null && this.currentSprite.currentAnimation[this.currentSprite.currentAnimationIndex].flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None, layerDepth);
     this.body.draw(b, screenPosition, layerDepth, xOffset, yOffset, StandardColorCollection.colorMult(c, this.drawColors.bodyColor), flip, scale, rotation, characterSourceRectOffset);
     this.hair.draw(b, screenPosition, layerDepth, xOffset, yOffset, StandardColorCollection.colorMult(c, this.drawColors.hairColor), flip, scale, rotation, characterSourceRectOffset);
     this.eyes.draw(b, screenPosition, layerDepth, xOffset, yOffset, StandardColorCollection.colorMult(c, this.drawColors.eyeColor), flip, scale, rotation, characterSourceRectOffset);
     this.shirt.draw(b, screenPosition, layerDepth, xOffset, yOffset, StandardColorCollection.colorMult(c, this.drawColors.shirtColor), flip, scale, rotation, characterSourceRectOffset);
     this.pants.draw(b, screenPosition, layerDepth, xOffset, yOffset, StandardColorCollection.colorMult(c, this.drawColors.bottomsColor), flip, scale, rotation, characterSourceRectOffset);
     this.shoes.draw(b, screenPosition, layerDepth, xOffset, yOffset, StandardColorCollection.colorMult(c, this.drawColors.shoesColor), flip, scale, rotation, characterSourceRectOffset);
     foreach (var accessory in this.accessories)
     {
         accessory.draw(b, screenPosition, layerDepth, xOffset, yOffset, c, flip, scale, rotation, characterSourceRectOffset);
     }
 }