コード例 #1
0
        public void UpdateParallax(Camera2D _camera)
        {
            Matrix pos = _camera.GetParallaxMatrix(_speed);
            if (_camera.IsPlayerFollow)
            {
                _position.X = -pos.M41 - (int)-pos.M41 % _width;
                _position2.X = _position.X + _width;
            }
            else
            {
                if (-pos.M41 > _position2.X + -_camera.Translation.X &&
                    -pos.M41 < _position2.X + _width)
                    _position.X = _position2.X + _width;
                else
                    _position.X = _position2.X - _width;

                if (-pos.M41 > _position.X + -_camera.Translation.X &&
                    -pos.M41 < _position.X + _width)
                    _position2.X = _position.X + _width;
                else
                    _position2.X = _position.X - _width;
            }

            _position.Y = -pos.M42;
            _position2.Y = -pos.M42;
        }
コード例 #2
0
        protected void DrawParallax(SpriteBatch spriteBatch, Camera2D _camera)
        {
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, null, null, null, _camera.GetParallaxMatrix(_speed));

            spriteBatch.Draw(TextureManager.Instance.GetParallax(_textureName), _position, Color.White);
            spriteBatch.Draw(TextureManager.Instance.GetParallax(_textureName), _position2, Color.White);

            spriteBatch.End();
        }
コード例 #3
0
        public void Draw(SpriteBatch spriteBatch, Camera2D pCamera)
        {
            if (_textureName == "") return;

            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, null, null, null, pCamera.GetParallaxMatrix(_speed));

            spriteBatch.Draw(TextureManager.Instance.GetParallax(_textureName), _position, Color.White);
            if(!_isMoving)
                spriteBatch.Draw(TextureManager.Instance.GetParallax(_textureName), _position2, Color.White);

            spriteBatch.End();
        }
 public void Draw(SpriteBatch spriteBatch, Camera2D camera, float pSpeed)
 {
     spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, null, null, null, camera.GetParallaxMatrix(pSpeed));
     foreach (Partikel p in _partikelList)
     {
         _shader.CurrentTechnique.Passes[0].Apply();
         _shader.Parameters["_colorTex"].SetValue(p.DrawColor.ToVector4());
         p.Draw(spriteBatch);
     }
     spriteBatch.End();
 }