/// <summary> /// Renders the object. /// </summary> /// <param name="renderer">The Renderer.</param> public void Render(RenderDevice renderer) { if (!Dead) { renderer.DrawTexture(_spriteSheet, _position); } else { renderer.DrawTexture(_erased, _position); } }
/// <summary> /// Renders the object. /// </summary> /// <param name="renderer">The Renderer.</param> public void Render(RenderDevice renderer) { if (!Visible) return; if (!InstructionFlag) { renderer.DrawTexture(_texture, _position, _opacity); Vector2 dim = renderer.MeasureString(Instruction, _font); renderer.DrawString(Instruction, _font, new Vector2(_position.X - dim.X/2 + 28, _position.Y - 30), Color.White); } else { renderer.DrawTexture(_texture, _position, _opacity); Vector2 dim = renderer.MeasureString(Instruction2, _font); renderer.DrawString(Instruction2, _font, new Vector2(_position.X - dim.X/2 + 28, _position.Y - 30), Color.White); } }
/// <summary> /// Renders the object. /// </summary> /// <param name="renderer">The Renderer.</param> public void Render(RenderDevice renderer) { if (!Visible) { return; } if (!InstructionFlag) { renderer.DrawTexture(_texture, _position, _opacity); Vector2 dim = renderer.MeasureString(Instruction, _font); renderer.DrawString(Instruction, _font, new Vector2(_position.X - dim.X / 2 + 28, _position.Y - 30), Color.White); } else { renderer.DrawTexture(_texture, _position, _opacity); Vector2 dim = renderer.MeasureString(Instruction2, _font); renderer.DrawString(Instruction2, _font, new Vector2(_position.X - dim.X / 2 + 28, _position.Y - 30), Color.White); } }
/// <summary> /// Renders the object. /// </summary> /// <param name="renderer">The Renderer.</param> public void Render(RenderDevice renderer) { lock (_lockObj) { foreach (Pipe pipe in _pipes) { if (pipe.Position.X > -60) //only draw if its in our view { renderer.DrawTexture(_pipeBody, new Rectangle(pipe.Position.X, pipe.Position.Y, 44, pipe.TopPipeHeight), Opacity); renderer.DrawTexture(_pipeBottom, new Vector2(pipe.Position.X - 1, pipe.Position.Y + pipe.TopPipeHeight), Opacity); renderer.DrawTexture(_pipeBody, new Rectangle(pipe.Position.X, pipe.BottomPipeY, 44, pipe.BottomPipeHeight), Opacity); renderer.DrawTexture(_pipeBody, new Vector2(pipe.Position.X, pipe.BottomPipeY), Opacity); renderer.DrawTexture(_pipeTop, new Vector2(pipe.Position.X - 1, pipe.BottomPipeY - 22), Opacity); } } } }
/// <summary> /// Renders the object. /// </summary> /// <param name="renderer">The Renderer.</param> public void Render(RenderDevice renderer) { lock (_lockObj) { foreach (Pipe pipe in _pipes) { if (pipe.Position.X > -60) //only draw if its in our view { renderer.DrawTexture(_pipeBody, new Rectangle(pipe.Position.X, pipe.Position.Y, 44, pipe.TopPipeHeight), Opacity); renderer.DrawTexture(_pipeBottom, new Vector2(pipe.Position.X - 1, pipe.Position.Y + pipe.TopPipeHeight), Opacity); renderer.DrawTexture(_pipeBody, new Rectangle(pipe.Position.X, pipe.BottomPipeY, 44, pipe.BottomPipeHeight), Opacity); renderer.DrawTexture(_pipeBody, new Vector2(pipe.Position.X, pipe.BottomPipeY), Opacity); renderer.DrawTexture(_pipeTop, new Vector2(pipe.Position.X - 1, pipe.BottomPipeY - 22), Opacity); } } } }
/// <summary> /// The render. /// </summary> /// <param name="renderer"> /// The renderer. /// </param> /// <param name="gameTime"> /// The game time. /// </param> public void Render(RenderDevice renderer, GameTime gameTime) { renderer.DrawTexture(this.Texture2D, this.Location, Color.White); }
/// <summary> /// Renders the object. /// </summary> /// <param name="renderer">The Renderer.</param> public void Render(RenderDevice renderer) { renderer.DrawTexture(_texture, _position1); renderer.DrawTexture(_texture, _position2); }
/// <summary> /// Renders the object. /// </summary> /// <param name="renderer">The Renderer.</param> public void Render(RenderDevice renderer) { if (!Dead) { renderer.DrawTexture(_spriteSheet, _position); } else { renderer.DrawTexture(_erased, _position); } }
/// <summary> /// Renders the object. /// </summary> /// <param name="renderer">The Renderer.</param> public void Render(RenderDevice renderer) { renderer.DrawTexture(_texture, _position1); renderer.DrawTexture(_texture, _position2); }