コード例 #1
0
 public override void draw(SpriteBatch sprite_batch)
 {
     Window_Img.draw(sprite_batch, new Vector2(3, 3));
     Name.draw(sprite_batch, -NAME_LOC);
     Def.draw(sprite_batch, -(NAME_LOC + new Vector2(16 + 1, 12)));
     Avo.draw(sprite_batch, -(NAME_LOC + new Vector2(16 + 1, 20)));
 }
コード例 #2
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        protected virtual void draw_text(SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2))
        {
            Vector2 loc = this.loc + draw_vector() - draw_offset;

            Hp.draw(sprite_batch, -(loc + TEXT_LOC - offset));
            MaxHp.draw(sprite_batch, -(loc + TEXT_LOC + MAX_OFFSET - offset));
        }
コード例 #3
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        private void draw_leader_data(SpriteBatch sprite_batch, Vector2 offset)
        {
            sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            // Team leader
            // Background
            UnitBg.draw(sprite_batch, offset);
            // Labels
            Lv_Label.draw(sprite_batch, offset);
            Hp_Label.draw(sprite_batch, offset);
            Hp_Slash.draw(sprite_batch, offset);
            RatingLabel.draw(sprite_batch, offset);
            sprite_batch.End();
            // Data
            Face.draw(sprite_batch, offset);

            sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            Leader_Name.draw(sprite_batch, offset);
            Lvl.draw(sprite_batch, offset);
            Hp.draw(sprite_batch, offset);
            Hp_Max.draw(sprite_batch, offset);
            Rating.draw(sprite_batch, offset);
            LeaderWeapon.draw(sprite_batch, offset);
            Map_Sprite.draw(sprite_batch, offset);
            sprite_batch.End();
        }
コード例 #4
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        public override void draw(SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2))
        {
            if (texture != null)
            {
                if (visible)
                {
                    Rectangle src_rect = this.src_rect;
                    Vector2   offset   = this.offset;
                    if (mirrored)
                    {
                        offset.X = src_rect.Width - offset.X;
                    }
                    sprite_batch.Draw(texture, loc + draw_vector() - draw_offset,
                                      src_rect, tint, angle, offset, scale,
                                      mirrored ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Z);


                    AtkSpdLabel.draw(sprite_batch, -draw_offset - (loc + draw_vector() + new Vector2(0, 0) - offset));
                    Atk.draw(sprite_batch, -draw_offset - (loc + draw_vector() + TEXT_LOC + new Vector2(0, 0) - offset));
                    Hit.draw(sprite_batch, -draw_offset - (loc + draw_vector() + TEXT_LOC + new Vector2(0, 8) - offset));
                    Crt.draw(sprite_batch, -draw_offset - (loc + draw_vector() + TEXT_LOC + new Vector2(0, 16) - offset));
                    AtkSpd.draw(sprite_batch, -draw_offset - (loc + draw_vector() + TEXT_LOC + new Vector2(0, 24) - offset));
                }
            }
        }
コード例 #5
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        public override void Draw(SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2))
        {
            base.Draw(sprite_batch, draw_offset);

            RankValue.draw(sprite_batch, draw_offset - (loc + draw_vector()));
            Rank.draw(sprite_batch, draw_offset - (loc + draw_vector()));
        }
コード例 #6
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 public override void Draw(SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2))
 {
     MapSprite.draw(sprite_batch, draw_offset - (loc + draw_vector()));
     Text.draw(sprite_batch, draw_offset - (loc + draw_vector()));
     Rank.draw(sprite_batch, draw_offset - (loc + draw_vector()));
     Affinity.draw(sprite_batch, draw_offset - (loc + draw_vector()));
 }
コード例 #7
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 internal override void draw(SpriteBatch sprite_batch, ContentManager content)
 {
     sprite_batch.Begin();
     CaptionText.draw(sprite_batch, content.Load <Texture2D>(
                          string.Format(@"Graphics/Fonts/{0}_Yellow", Config.UI_FONT)), -loc);
     Text.draw(sprite_batch, content.Load <Texture2D>(
                   string.Format(@"Graphics/Fonts/{0}_Blue", Config.UI_FONT)), -loc);
     sprite_batch.End();
 }
コード例 #8
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ファイル: Shop_Item.cs プロジェクト: Nagraal/Tactile-Engine
 public override void draw(SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2))
 {
     Name.draw(sprite_batch, draw_offset - ((this.loc + draw_vector()) + new Vector2(16, 0) - offset));
     Uses.draw(sprite_batch, draw_offset - ((this.loc + draw_vector()) + new Vector2(112, 0) - offset));
     Slash.draw(sprite_batch, draw_offset - ((this.loc + draw_vector()) + new Vector2(160, 0) - offset));
     Use_Max.draw(sprite_batch, draw_offset - ((this.loc + draw_vector()) + new Vector2(200, 0) - offset));
     Convoy.draw(sprite_batch, draw_offset - ((this.loc + draw_vector()) + new Vector2(232, 0) - offset));
     Icon.draw(sprite_batch, draw_offset - ((this.loc + draw_vector()) - offset));
 }
コード例 #9
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        public void draw(SpriteBatch sprite_batch, Vector2 draw_offset)
        {
            Vector2 loc = this.loc + draw_vector();

            Label.draw(sprite_batch, -loc + draw_offset);
            Separator_1.draw(sprite_batch, -loc + draw_offset);
            Separator_2.draw(sprite_batch, -loc + draw_offset);
            Hour.draw(sprite_batch, -loc + draw_offset);
            Minute.draw(sprite_batch, -loc + draw_offset);
            Second.draw(sprite_batch, -loc + draw_offset);
        }
コード例 #10
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 protected virtual void draw_info(SpriteBatch sprite_batch)
 {
     // Labels
     InfoLabel.draw(sprite_batch);
     // Data
     //AvgRating.draw(sprite_batch); //Debug
     //EnemyAvgRating.draw(sprite_batch);
     AvgLvl.draw(sprite_batch);
     EnemyAvgLvl.draw(sprite_batch);
     Funds.draw(sprite_batch);
     Counter.draw(sprite_batch);
 }
コード例 #11
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 private void draw_gameplay_data(SpriteBatch sprite_batch, Vector2 offset)
 {
     // Turns/Funds panel
     sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
     Game_Data_Window.draw(sprite_batch, offset);
     Turn_Label.draw(sprite_batch, offset);
     Funds_Label.draw(sprite_batch, offset);
     Gold_G.draw(sprite_batch, offset);
     Turn.draw(sprite_batch, offset);
     Funds.draw(sprite_batch, offset);
     Counter.draw(sprite_batch, offset);
     sprite_batch.End();
 }
コード例 #12
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        public override void draw(SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2))
        {
            if (texture != null)
            {
                if (visible)
                {
                    Rectangle src_rect = this.src_rect;
                    Vector2   offset   = this.offset;
                    if (mirrored)
                    {
                        offset.X = src_rect.Width - offset.X;
                    }
                    sprite_batch.Draw(texture, loc + draw_vector() - draw_offset,
                                      src_rect, tint, angle, offset, scale,
                                      mirrored ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Z);
                    sprite_batch.Draw(texture,
                                      loc + draw_vector() +
                                      new Vector2(0, 8) - draw_offset,
                                      DmgRect, tint, angle, offset, scale,
                                      mirrored ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Z);
                    sprite_batch.Draw(texture,
                                      loc + draw_vector() +
                                      new Vector2(0, 16) - draw_offset,
                                      HitRect, tint, angle, offset, scale,
                                      mirrored ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Z);
                    sprite_batch.Draw(texture,
                                      loc + draw_vector() +
                                      new Vector2(0, 24) - draw_offset,
                                      CrtRect, tint, angle, offset, scale,
                                      mirrored ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Z);
                    sprite_batch.Draw(texture,
                                      loc + draw_vector() +
                                      new Vector2(0, 32) - draw_offset,
                                      ASpdSrcRect, tint, angle, offset, scale,
                                      mirrored ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Z);

                    Vector2 text_loc = loc + draw_vector() + TEXT_LOC - offset;
                    Hp1.draw(sprite_batch, draw_offset - (text_loc + new Vector2(0, 0)));
                    Dmg1.draw(sprite_batch, draw_offset - (text_loc + new Vector2(0, 8)));
                    Hit1.draw(sprite_batch, draw_offset - (text_loc + new Vector2(0, 16)));
                    Crt1.draw(sprite_batch, draw_offset - (text_loc + new Vector2(0, 24)));
                    ASpd1.draw(sprite_batch, draw_offset - (text_loc + new Vector2(0, 32)));

                    Hp2.draw(sprite_batch, draw_offset - (text_loc + new Vector2(36, 0)));
                    Dmg2.draw(sprite_batch, draw_offset - (text_loc + new Vector2(36, 8)));
                    Hit2.draw(sprite_batch, draw_offset - (text_loc + new Vector2(36, 16)));
                    Crt2.draw(sprite_batch, draw_offset - (text_loc + new Vector2(36, 24)));
                    ASpd2.draw(sprite_batch, draw_offset - (text_loc + new Vector2(36, 32)));
                }
            }
        }
コード例 #13
0
ファイル: Exp_Gauge.cs プロジェクト: Nagraal/Tactile-Engine
 public override void draw(SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2))
 {
     if (texture != null)
     {
         if (visible)
         {
             Vector2 offset = this.offset;
             if (mirrored)
             {
                 offset.X = src_rect.Width - offset.X;
             }
             // Window
             sprite_batch.Draw(texture, (this.loc + draw_vector()) - draw_offset,
                               new Rectangle(0, 0, 136, 24), tint, angle, offset, scale,
                               mirrored ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Z);
             // Counter
             Exp_Counter.loc  = this.loc + new Vector2(24, 8);
             Exp_Counter.text = Exp.ToString();
             Exp_Counter.draw(sprite_batch, draw_offset - draw_vector());
             // Gauge
             if (Exp > 0)
             {
                 int     width      = Exp;
                 Vector2 bar_offset = new Vector2(24, 9);
                 sprite_batch.Draw(texture, (this.loc + draw_vector()) - draw_offset + bar_offset,
                                   new Rectangle(0, 24, 3, 7), tint, angle, offset, scale,
                                   mirrored ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Z);
                 int temp_x = 0;
                 while (temp_x < width - 1)
                 {
                     sprite_batch.Draw(texture, (this.loc + draw_vector()) - draw_offset + bar_offset + new Vector2(3 + temp_x, 0),
                                       new Rectangle(3, 24, 1, 7), tint, angle, offset, scale,
                                       mirrored ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Z);
                     temp_x++;
                 }
                 if (width < 99)
                 {
                     sprite_batch.Draw(texture, (this.loc + draw_vector()) - draw_offset + bar_offset + new Vector2(2 + width, 0),
                                       new Rectangle(5, 24, 1, 7), tint, angle, offset, scale,
                                       mirrored ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Z);
                 }
                 else
                 {
                     sprite_batch.Draw(texture, (this.loc + draw_vector()) - draw_offset + bar_offset + new Vector2(2 + width, 0),
                                       new Rectangle(4, 24, 2, 7), tint, angle, offset, scale,
                                       mirrored ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Z);
                 }
             }
         }
     }
 }
コード例 #14
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        public override void Draw(SpriteBatch spriteBatch)
        {
            if (_Visible)
            {
                draw_background(spriteBatch);

                spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
                Darkened_Bar.draw(spriteBatch);
                spriteBatch.End();

                spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
                Portrait_Bg.draw(spriteBatch);
                if (Portrait_Label != null)
                {
                    Portrait_Label.draw(spriteBatch);
                }
                spriteBatch.End();

                Face.draw(spriteBatch);

                draw_window(spriteBatch);

                spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
                Gold_Window.draw(spriteBatch);
                Gold_Data.draw(spriteBatch);
                Gold_G.draw(spriteBatch);
                spriteBatch.End();
                spriteBatch.GraphicsDevice.ScissorRectangle = Scene_Map.fix_rect_to_screen(Item_Rect);
                spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, Item_State);
                //foreach (Shop_Item item in Item_Data) //Debug
                { }//item.draw(sprite_batch, new Vector2(0, Scroll_Real)); //Debug
                spriteBatch.End();

                Message.draw_background(spriteBatch);
                Message.draw_faces(spriteBatch);
                Message.draw_foreground(spriteBatch);

                if (Choices != null)
                {
                    spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
                    Choices.Draw(spriteBatch);
                    Cursor.draw(spriteBatch);
                    spriteBatch.End();
                }
            }
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            Black_Screen.draw(spriteBatch);
            spriteBatch.End();
        }
コード例 #15
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        protected override void draw_window(SpriteBatch sprite_batch)
        {
            Vector2 offset = this.loc + draw_vector();

            base.draw_window(sprite_batch);
            Unit_Header.draw(sprite_batch, -offset);
            // Labels
            Pick_Label.draw(sprite_batch, -offset);
            More_Units_Label.draw(sprite_batch, -offset);
            Slash_Label.draw(sprite_batch, -offset);
            // Data
            Units_Left.draw(sprite_batch, -offset);
            Units_Selected.draw(sprite_batch, -offset);
            Units_Total.draw(sprite_batch, -offset);
        }
コード例 #16
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        public override void draw(SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2))
        {
            if (texture != null)
            {
                if (visible)
                {
                    Vector2 offset = draw_vector() - draw_offset;

                    sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
                    int x = 0;
                    // Left
                    sprite_batch.Draw(texture, (loc + offset + new Vector2(x, 0)),
                                      new Rectangle(32, 0, 48, 41), tint, angle, this.offset, scale,
                                      mirrored ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Z);
                    x += 48;
                    // Center
                    while (x + 16 <= Width)
                    {
                        sprite_batch.Draw(texture, (loc + offset + new Vector2(x, 0)),
                                          new Rectangle(80, 0, 8, 41), tint, angle, this.offset, scale,
                                          mirrored ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Z);
                        x += 8;
                    }
                    // Right
                    sprite_batch.Draw(texture, (loc + offset + new Vector2(x, 0)),
                                      new Rectangle(88, 0, 16, 41), tint, angle, this.offset, scale,
                                      mirrored ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Z);
                    sprite_batch.End();
                    // Miniface
                    Face.draw(sprite_batch, -(loc + offset));

                    sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
                    // Affinity
                    Affinity_Icon.draw(sprite_batch, -(loc + offset));
                    // Labels
                    Lvl_Label.draw(sprite_batch, -(loc + offset));
                    Exp_Label.draw(sprite_batch, -(loc + offset));
                    // Data
                    Name.draw(sprite_batch, -(loc + offset));
                    Lvl.draw(sprite_batch, -(loc + offset));
                    Exp.draw(sprite_batch, -(loc + offset));

                    draw_hp(sprite_batch, draw_offset);
                    sprite_batch.End();
                }
            }
        }
コード例 #17
0
 public override void draw(SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2))
 {
     base.draw(sprite_batch, draw_offset);
     if (texture != null)
     {
         if (visible)
         {
             Rectangle src_rect = Src_Rect2;
             Vector2   offset   = this.offset;
             if (mirrored)
             {
                 offset.X = src_rect.Width - offset.X;
             }
             sprite_batch.Draw(texture, this.loc + draw_vector() + COLUMN_TWO_OFFSET + new Vector2(4, 0) - draw_offset,
                               src_rect, tint, angle, offset, scale,
                               mirrored ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Z);
             Def.draw(sprite_batch, -draw_offset - (loc + draw_vector() + TEXT_LOC + COLUMN_TWO_OFFSET + new Vector2(0, 0) - offset));
             Res.draw(sprite_batch, -draw_offset - (loc + draw_vector() + TEXT_LOC + COLUMN_TWO_OFFSET + new Vector2(0, 8) - offset));
             Dod.draw(sprite_batch, -draw_offset - (loc + draw_vector() + TEXT_LOC + COLUMN_TWO_OFFSET + new Vector2(0, 16) - offset));
             ASpd.draw(sprite_batch, -draw_offset - (loc + draw_vector() + TEXT_LOC + COLUMN_TWO_OFFSET + new Vector2(0, 24) - offset));
         }
     }
 }
コード例 #18
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        public override void draw(SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2))
        {
            if (texture != null)
            {
                if (visible)
                {
                    Vector2 offset = this.offset;
                    // Face Sprite
                    Face_Img.draw(sprite_batch, -draw_vector());

                    sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
                    // Window
                    sprite_batch.Draw(texture, this.loc + draw_vector(),
                                      new Rectangle(0, 32, 135, 71), tint, 0f, offset, 1f,
                                      SpriteEffects.None, Z);
                    // Header
                    sprite_batch.Draw(texture, Header_Loc + draw_vector(),
                                      new Rectangle(3, 0, 129, 23), tint, 0f, Header_Offset, Header_Scale,
                                      SpriteEffects.None, Z);
                    // Bar effects
                    foreach (Spark effect in Bars)
                    {
                        effect.draw(sprite_batch, -draw_vector());
                    }
                    // Class Name
                    Class_Name.loc   = Header_Loc + new Vector2(8, 0);
                    Class_Name.scale = Header_Scale;
                    Class_Name.draw(sprite_batch, -draw_vector());
                    // Lv Label
                    Lv_Label.loc   = Header_Loc + new Vector2(8, 0);
                    Lv_Label.scale = Header_Scale;
                    Lv_Label.draw(sprite_batch, -draw_vector());
                    // Level
                    Level.loc   = Header_Loc + new Vector2(8, 0);
                    Level.scale = Header_Scale;
                    Level.draw(sprite_batch, -draw_vector());
                    // Stat Labels
                    foreach (TextSprite label in Stat_Labels)
                    {
                        label.loc = loc + new Vector2(12, 0);
                        label.draw(sprite_batch, -draw_vector());
                    }
                    // Stat
                    foreach (TextSprite stat in Stats)
                    {
                        stat.loc = loc + new Vector2(0, 0);
                        stat.draw(sprite_batch, -draw_vector());
                    }
                    // Arrow effects
                    foreach (Spark effect in Arrows)
                    {
                        effect.draw(sprite_batch, -draw_vector());
                    }
                    // Stat Gain effects
                    foreach (Stat_Up_Num effect in Stat_Gains)
                    {
                        effect.draw(sprite_batch, -draw_vector());
                    }
                    // Swirl effects
                    foreach (Spark effect in Swirls)
                    {
                        effect.draw(sprite_batch, -draw_vector());
                    }
                    sprite_batch.End();
                }
            }
        }
コード例 #19
0
 public override void draw(SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2))
 {
     //if ((textures.Count == 3) && Global.game_map.units.ContainsKey(Data.Battler_1_Id))
     if ((textures.Count == 3) && unit_1 != null)
     {
         if (visible)
         {
             Vector2 loc    = this.loc + new Vector2(0, Data == null ? 8 : 0);
             Vector2 offset = this.offset;
             int     width;
             bool    two_units = false;
             if (unit_2 != null)
             {
                 if (Global.game_map.attackable_map_object(battler_2_id) != null)
                 {
                     two_units = true;
                 }
             }
             // Window 1 - top
             sprite_batch.Draw(textures[0], loc + new Vector2(1, 0),
                               new Rectangle(0, 64 * (team1 - 1), 88, 32), tint,
                               0f, offset + Window_Offset, 1f, SpriteEffects.None, 0f);
             // HP gauge 1
             sprite_batch.Draw(textures[0], loc + new Vector2(24, 16),
                               new Rectangle(88, 0, 56, 8), tint,
                               0f, offset + Data_Offset, 1f, SpriteEffects.None, 0f);
             width = (Hp1 * 49) / maxhp1;
             sprite_batch.Draw(textures[0], loc + new Vector2(24 + 4, 16),
                               new Rectangle(88 + 4, 8, width, 8), tint,
                               0f, offset + Data_Offset, 1f, SpriteEffects.None, 0f);
             if (Data != null)
             {
                 // Window 1 - bottom
                 sprite_batch.Draw(textures[0], loc + new Vector2(1, 24),
                                   new Rectangle(0, 64 * (team1 - 1) + 32, 88, 32), tint,
                                   0f, offset + Window_Offset, 1f, SpriteEffects.None, 0f);
                 // Labels 1
                 sprite_batch.Draw(textures[0], loc + new Vector2(4, 28),
                                   new Rectangle(88, 16, 56, 16), tint,
                                   0f, offset + Data_Offset, 1f, SpriteEffects.None, 0f);
                 // Stats 1
                 for (int i = 0; i < 4; i++)
                 {
                     Stat_Imgs[i].loc = loc + new Vector2(42, 28);
                     Stat_Imgs[i].draw(sprite_batch, Data_Offset);
                 }
             }
             // Name 1
             Name1.loc = loc + new Vector2(44, 0);
             Name1.draw(sprite_batch, Data_Offset);
             // HP 1
             HP_Counter1.loc = loc + new Vector2(24, 16);
             HP_Counter1.draw(sprite_batch, Data_Offset);
             if (two_units)
             {
                 loc += new Vector2(88, 0);
                 // Window 2 - top
                 sprite_batch.Draw(textures[0], loc + new Vector2(0, 0),
                                   new Rectangle(0, 64 * (team2 - 1), 88, 32), tint,
                                   0f, offset + Window_Offset, 1f, SpriteEffects.None, 0f);
                 // HP Gauge 2
                 sprite_batch.Draw(textures[0], loc + new Vector2(24, 16),
                                   new Rectangle(88, 0, 56, 8), tint,
                                   0f, offset + Data_Offset, 1f, SpriteEffects.None, 0f);
                 width = (Hp2 * 49) / maxhp2;
                 sprite_batch.Draw(textures[0], loc + new Vector2(24 + 4, 16),
                                   new Rectangle(88 + 4, 8, width, 8), tint,
                                   0f, offset + Data_Offset, 1f, SpriteEffects.None, 0f);
                 if (Data != null)
                 {
                     // Window 2 - bottom
                     sprite_batch.Draw(textures[0], loc + new Vector2(0, 24),
                                       new Rectangle(0, 64 * (team2 - 1) + 32, 88, 32), tint,
                                       0f, offset + Window_Offset, 1f, SpriteEffects.None, 0f);
                     // Labels 2
                     sprite_batch.Draw(textures[0], loc + new Vector2(4, 28),
                                       new Rectangle(88, 16, 56, 16), tint,
                                       0f, offset + Data_Offset, 1f, SpriteEffects.None, 0f);
                     // Stats 2
                     for (int i = 4; i < 8; i++)
                     {
                         Stat_Imgs[i].loc = loc + new Vector2(42, 28);
                         Stat_Imgs[i].draw(sprite_batch, Data_Offset);
                     }
                 }
                 // Name 2
                 Name2.loc = loc + new Vector2(44, 0);
                 Name2.draw(sprite_batch, Data_Offset);
                 // HP 2
                 HP_Counter2.loc = loc + new Vector2(24, 16);
                 HP_Counter2.draw(sprite_batch, Data_Offset);
             }
         }
     }
 }