private void DrawBullets() { foreach (Bullet bullet in battle.Bullets) { Vector2 screenPosition = startOfBattlefieldScreenArea + bullet.Position - GameSettings.TileSize * battle.UpperLeftOfView; spriteBatch.Draw(GameTextureRepo.GetBulletTexture(bullet.BulletType), screenPosition, null, bullet.ShooterTeam.TeamColor, 0.0f, Vector2.Zero, GameSettings.ArtScale * bullet.BulletScale, SpriteEffects.None, 0.5f); } }
public void DrawSingleMech(Mech mech, Vector2 center) { Texture2D mechTexture = GameTextureRepo.GetMechTexture(mech.MechType); spriteBatch.Draw(mechTexture, center, null, mech.MechColor, 0.0f, new Vector2(mechTexture.Width / 2, mechTexture.Height / 2), GameSettings.ArtScale, SpriteEffects.None, 0); Vector2 namePosition = new Vector2(center.X - FontRepo.selectScreenFont.MeasureString(mech.Name).X / 2, center.Y - mechTexture.Height * GameSettings.ArtScale.Y - FontRepo.selectScreenFont.MeasureString(mech.Name).Y); spriteBatch.DrawString(FontRepo.selectScreenFont, mech.Name, namePosition, team.TeamColor); }
private void DrawMechs() { foreach (Mech mech in battle.AllMechs) { if (mech.IsAlive) { Vector2 screenPosition = startOfBattlefieldScreenArea + mech.Position - GameSettings.TileSize * battle.UpperLeftOfView; spriteBatch.Draw(GameTextureRepo.GetMechTexture(mech.MechType), screenPosition, null, mech.MechColor, mech.FacingAngle + mech.ImageFacingOffset, mech.Size / 2, GameSettings.ArtScale, SpriteEffects.None, 0.5f); } } }
public void DrawUnit() { Texture2D mechTexture = GameTextureRepo.GetMechTexture(mech.MechType); Vector2 spriteCenter = GameSettings.Resolution * 0.05f; spriteBatch.Draw(mechTexture, spriteCenter, null, mech.MechColor, 0.0f, Vector2.Zero, GameSettings.ArtScale, SpriteEffects.None, 0); Vector2 namePosition = new Vector2(spriteCenter.X + mechTexture.Width * GameSettings.ArtScale.X / 2 - FontRepo.selectScreenFont.MeasureString(mech.Name).X / 2, spriteCenter.Y + mechTexture.Height * GameSettings.ArtScale.Y); spriteBatch.DrawString(FontRepo.selectScreenFont, mech.Name, namePosition, team.TeamColor); }
public static CollisionObject FromBullet(Bullet bullet) { Texture2D bulletTexture = GameTextureRepo.GetScaledTexture(GameTextureRepo.GetBulletTexture(bullet.BulletType), bullet.BulletScale); return(new CollisionObject(bulletTexture, bullet.Position, bullet.Velocity, 0.0f)); }
public static CollisionObject FromMech(Mech mech) { return(new CollisionObject(GameTextureRepo.GetMechTexture(mech.MechType), mech.Position - mech.Size / 2, Vector2.Zero, mech.FacingAngle + mech.ImageFacingOffset)); }
public static Vector2 GetMechSize(MechType mechType) { Texture2D mechImage = GameTextureRepo.GetMechTexture(mechType); return(new Vector2(mechImage.Width, mechImage.Height) * ArtScale); }