public override void Render(GameTime gameTime, SpriteBatch _spriteBatch) { foreach (Vector2 position in Game1.CalculateRenderPosition(Game1.getWithinField(Position))) { BehaviourUtil.RenderCircle(_spriteBatch, position, 5, Color.Black); } }
public override void Render(GameTime gameTime, SpriteBatch _spriteBatch) { List <Vector2> randomVecList = Game1.CalculateRenderPosition(Position); foreach (Vector2 position in Game1.CalculateRenderPosition(Position)) { Game1.FishSprites.RenderFish((float)gameTime.TotalGameTime.TotalSeconds + AnimationOfset, _spriteBatch, velocity, position, TextureNumber); BehaviourStateMachine.Render(gameTime, _spriteBatch, position); } }
public void Render(GameTime gameTime, SpriteBatch _spriteBatch) { if (Settings.RenderGrid && active) { foreach (Vector2 position in Game1.CalculateRenderPosition(Conections[0].Middle)) { BehaviourUtil.RenderVectorPrecise(_spriteBatch, drawvector, position, Length, color); } } }
public override void Render(GameTime gameTime, SpriteBatch _spriteBatch) { if (Settings.RenderObstacles) { Vector2 topleft = new Vector2(Position.X, Position.Y); foreach (Vector2 position in Game1.CalculateRenderPosition(topleft)) { BehaviourUtil.RenderCircle(_spriteBatch, position, Radius, Color.Green); } } }
public override void Render(GameTime gameTime, SpriteBatch _spriteBatch) { foreach (Vector2 position in Game1.CalculateRenderPosition(Position)) { Game1.SharkSprites.RenderFish((float)gameTime.TotalGameTime.TotalSeconds + AnimationOfset, _spriteBatch, velocity, position, TextureNumber); BehaviourStateMachine.Render(gameTime, _spriteBatch, position); if (Settings.RenderBehaviour) { foreach (SteeringBehaviour behaviour in steeringBehaviours) { //behaviour.Render(gameTime, _spriteBatch, position); } //BehaviourUtil.RenderVector(_spriteBatch, velocity, position, 0.01, Color.Red); } } }