public void Render(Renderer renderer) { foreach (Tile tile in TileDictionary.Select(tilePair => tilePair.Value)) { tile.Render(renderer); } }
public void Render(Renderer renderer) { _background.Render(renderer); _backgroundLayer.Render(renderer); _enemyList.ForEach(x => x.Render(renderer)); _playerCharacter.Render(renderer); }
public void Render(Renderer renderer) { if (Dead) { return; } renderer.DrawSprite(_sprite); }
public ChipEngine(GraphicsDevice device, ContentManager content) { this.content = content; graphicsDevice = device; ClearWorld(); renderer = new Renderer(assetManager, graphicsDevice); }
public void Render(Renderer renderer) { foreach (Block block in blocks) { block.SetPosition(new Vector(level.grid[block.gridPosX, block.gridPosY].X, level.grid[block.gridPosX, block.gridPosY].Y, 0)); block.Render(renderer); } }
public void Render(Renderer renderer) { if (activeEffects.Count > 0) { foreach (Effect effect in activeEffects) { effect.Render(renderer); } } }
public void Render(Renderer renderer) { _background.Render(renderer); _backgroundLayer.Render(renderer); _enemyManager.Render(renderer); _playerCharacter.Render(renderer); _bulletManager.Render(renderer); _effectsManager.Render(renderer); renderer.Render(); }
public MapObject(ObjectDescriptor descriptor, ResourceManager resources, Renderer renderer, Vector position) { SpriteDescriptor spriteDesc = resources.GetSpriteDescriptor(descriptor.Sprites[descriptor.DefaultSprite]); sprite = new Sprite(spriteDesc, resources); Position = new Vector(position); DisplayPosition = new Vector(position); this.renderer = renderer; sprite.PlayAnimation(spriteDesc.DefaultAnimation, true); Name = descriptor.Name; ExtraProperties = new Dictionary<string, string>(); }
public MapEditorState(Game game, EditorModel model) : base(game) { this.model = model; model.AddListener(this); display = game.Display; renderer = display.Renderer; input = game.Input; model.Display = display; model.Zoom = display.Zoom; }
public void Render(Renderer renderer) { _background.Render(renderer); _backgroundLayer.Render(renderer); // _enemyList.ForEach(x => x.Render(renderer)); _enemyManager.Render(renderer); _playerCharacter.Render(renderer); _bulletManager.Render(renderer); renderer.Render(); _effectsManager.Render(renderer); renderer.Render(); }
//Construct a game object. Set controller to null if the object should be static. public GameObject(Game game, Vector position, Vector velocity, Dictionary<string, Sprite> sprites, string defaultSprite, IController controller, Dictionary<string, BoundingPolygon> boundingPolygons) { this.game = game; this.boundingPolygons = boundingPolygons; Sprites = sprites; CurrentSprite = sprites[defaultSprite]; Velocity = velocity; Position = position; this.renderer = game.Display.Renderer; this.controller = controller; //boundingPolygon.MoveTo(Position.X, Position.Y); CanCollide = true; SetupStates(); }
public void Render(Renderer renderer) { renderer.SetDrawingColor(red, green, blue, alpha); renderer.Render(this); }
public ParticleEngine(Texture texture, int maxParticles, Renderer renderer) { this.maxParticles = maxParticles; this.texture = texture; this.renderer = renderer; }
public void Render(Renderer renderer) { renderer.DrawSprite(_background); }
public void Render(Renderer renderer) { Render_Debug(0, 1, 0, .65, .65); renderer.DrawSprite(_sprite); }
public void Render(Renderer renderer) { _effects.ForEach(x => renderer.DrawSprite(x)); }
public void Render(Renderer renderer) { _players.ForEach(x => x.Render(renderer)); }
internal void Render(Renderer renderer) { _bullets.ForEach(x => x.Render(renderer)); }
internal void Render(Renderer renderer) { renderer.DrawSprite(_sprite); }
public void Render(Renderer renderer) { renderer.DrawText(label); }
public void Render(Renderer renderer) { renderer.DrawSprite(_phagocyte); }
public void Render(Renderer renderer) { renderer.DrawSprite(sprite); //renderer.DrawBoundingBox(sprite); }
public void Render(Renderer renderer) { _enemies.ForEach(x => x.Render(renderer)); }
public void Render(Renderer renderer) { _buttons.ForEach(x => x.Render(renderer)); }
public void Render(Renderer renderer) { renderer.DrawSprite(_sprite); // Render_Debug(); }
public void DrawOutline(Renderer renderer) { foreach (Block block in outlineBlocks) { block.Render(renderer); } }
public void Render(Renderer renderer) { renderer.DrawSprite(_spaceship); }
public void Render(Renderer renderer) { // Draw level outline DrawOutline(renderer); RenderGrid(renderer); minoManager.Render(renderer); effectsManager.Render(renderer); scoreboard.Render(renderer); renderer.Render(); }
internal void Render(Renderer renderer) { _missiles.ForEach(x => x.Render(renderer)); _enemyMissiles.ForEach(x => x.Render(renderer)); }
public void RenderGrid(Renderer renderer) { for (int i = 0; i < 10; i++) { for (int j = 2; j < 22; j++) { if (grid[i, j].Filled) { grid[i, j].GetBlock().Render(renderer); } } } }