public override bool PreDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Color lightColor) { ProjectileDrawing.DrawChain(projectile.whoAmI, Main.player[projectile.owner].MountedCenter, "Gyrolite/Projectiles/Chains/SteamFlail_Chain"); ProjectileDrawing.DrawAroundOrigin(projectile.whoAmI, spriteBatch, lightColor); return(false); }
public override bool PreDraw(SpriteBatch spriteBatch, Color lightColor) { ProjectileDrawing.DrawChain(projectile.whoAmI, Main.player[projectile.owner].MountedCenter, "Gyrolite/Projectiles/Chains/AuricFlail_Chain"); ProjectileDrawing.DrawAroundOrigin(projectile.whoAmI, spriteBatch, lightColor); return(false); }
public override bool PreDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Microsoft.Xna.Framework.Color lightColor) { Texture2D texture = Main.projectileTexture[projectile.type]; Vector2 origin = new Vector2(texture.Width * 0.5f, texture.Height * 0.5f); for (int i = 0; i < 3; ++i) { Vector2 vector2_2 = projectile.oldPos[i]; Microsoft.Xna.Framework.Color color2 = lightColor * projectile.Opacity; color2.R = (byte)(0.5 * (double)color2.R * (double)(10 - i) / 20.0); color2.G = (byte)(0.5 * (double)color2.G * (double)(10 - i) / 20.0); color2.B = (byte)(0.5 * (double)color2.B * (double)(10 - i) / 20.0); color2.A = (byte)(0.5 * (double)color2.A * (double)(10 - i) / 20.0); Main.spriteBatch.Draw(texture, new Vector2(projectile.oldPos[i].X - Main.screenPosition.X + (projectile.width / 2), projectile.oldPos[i].Y - Main.screenPosition.Y + projectile.height / 2), new Rectangle?(), color2, projectile.rotation, origin, projectile.scale, SpriteEffects.None, 0.0f); } ProjectileDrawing.DrawAroundOrigin(projectile.whoAmI, spriteBatch, lightColor); return(false); }
public override bool PreDraw(SpriteBatch spriteBatch, Color lightColor) { ProjectileDrawing.DrawAroundOrigin(projectile.whoAmI, spriteBatch, lightColor); return(false); }
public override bool PreDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Microsoft.Xna.Framework.Color lightColor) { ProjectileDrawing.DrawAroundOrigin(projectile.whoAmI, spriteBatch, lightColor); return(false); }
public override bool PreDraw(SpriteBatch spriteBatch, Color lightColor) { ProjectileDrawing.DrawString(projectile.whoAmI); return(true); }