public void Draw(SpriteBatch spriteBatch, Point position, Point textureLocation, float layer) { Rectangle destinationRectangle = new Rectangle(position.X, position.Y, (int)(Constants.GameScaler * frameWidth), (int)(Constants.GameScaler * frameHeight)); Rectangle sourceRectangle = new Rectangle(frameWidth * textureLocation.X, frameHeight * textureLocation.Y, frameWidth, frameHeight); SimpleDraw.Draw(spriteBatch, sprite, destinationRectangle, sourceRectangle, Color.White, layer); }
public void Draw(SpriteBatch spriteBatch, Point position, float layer) { Rectangle sourceRectangle = new Rectangle(currentFrame * frameWidth, 0, frameWidth, frameHeight); Rectangle destinationRectangle = new Rectangle(position.X, position.Y, (int)(RoomConstants.SpriteMultiplier * frameWidth), (int)(RoomConstants.SpriteMultiplier * frameHeight)); SimpleDraw.Draw(spriteBatch, sprite, destinationRectangle, sourceRectangle, Color.White, Constants.DrawLayer.MenuButtonSelector); }
public void Draw(SpriteBatch spriteBatch, Point position, float layer) { Rectangle destinationRectangle = new Rectangle(position, new Point((int)(sprite.Width * Constants.GameScaler), (int)(sprite.Height * Constants.GameScaler))); Rectangle sourceRectangle = sprite.Bounds; SimpleDraw.Draw(spriteBatch, sprite, destinationRectangle, sourceRectangle, Color.White, layer); }
public void Draw(SpriteBatch spriteBatch, Point position, float layer) { Rectangle destinationRectangle = new Rectangle(position.X, position.Y, RoomConstants.RoomWidth, RoomConstants.RoomHeight); Rectangle sourceRectangle = new Rectangle(0, 0, sprite.Width, sprite.Height); SimpleDraw.Draw(spriteBatch, sprite, destinationRectangle, sourceRectangle, Color.White * .6f, layer); }
public void Draw(SpriteBatch spriteBatch, Point position, bool damaged, float layer) { int row; if (currentDir) { row = rightRow; } else { row = leftRow; } int column = currentFrame % numColumns; Rectangle sourceRectangle = new Rectangle(width * column, height * row, width, height); Rectangle destinationRectangle = new Rectangle(position.X, position.Y, (int)(Constants.GameScaler * width), (int)(Constants.GameScaler * height)); if (pokemonOn) { destinationRectangle = new Rectangle(position.X, position.Y, (int)(Constants.PokemonScaler * width), (int)(Constants.PokemonScaler * height)); } SimpleDraw.Draw(spriteBatch, sprite, destinationRectangle, sourceRectangle, flashRed && damaged ? Color.Red : Color.White, layer); }
public void Draw(SpriteBatch spriteBatch, Point position, Point textureLocation, float layer) { Rectangle destinationRectangle = new Rectangle(position.X, position.Y, (int)(RoomConstants.SpriteMultiplier * width), (int)(RoomConstants.SpriteMultiplier * height)); Rectangle sourceRectangle = new Rectangle(width * textureLocation.X, height * textureLocation.Y, width, height); SimpleDraw.Draw(spriteBatch, sprite, destinationRectangle, sourceRectangle, Color.White, layer); }
public void Draw(SpriteBatch spriteBatch, Point position, float layer) { Rectangle destinationRectangle = new Rectangle(position.X, position.Y, (int)(Constants.GameScaler * sprite.Width), (int)(Constants.GameScaler * sprite.Height)); Rectangle sourceRectangle = new Rectangle(0, 0, sprite.Width, sprite.Height); SimpleDraw.Draw(spriteBatch, sprite, destinationRectangle, sourceRectangle, Color.White, layer); }
public void Draw(SpriteBatch spriteBatch, Point position, float layer) { //o need to change scalar as sprite is already a good size. Rectangle sourceRectangle = new Rectangle(0, 0, sprite.Width, sprite.Height); Rectangle destinationRectangle = new Rectangle(position.X, position.Y, (int)(Constants.GameScaler * sprite.Width), (int)(Constants.GameScaler * sprite.Width)); SimpleDraw.Draw(spriteBatch, sprite, destinationRectangle, sourceRectangle, Color.White, layer); }
public void Draw(SpriteBatch spriteBatch, Point position, float layer) { int row = (int)(currentFrame / (float)numColumns); int column = currentFrame % numColumns; Rectangle sourceRectangle = new Rectangle(frameWidth * column, frameHeight * row, frameWidth, frameHeight); Rectangle destinationRectangle = new Rectangle(position.X, position.Y, (int)(RoomConstants.SpriteMultiplier * frameWidth), (int)(RoomConstants.SpriteMultiplier * frameHeight)); SimpleDraw.Draw(spriteBatch, sprite, destinationRectangle, sourceRectangle, Color.White, layer); }
public void Draw(SpriteBatch spriteBatch, Point position, float layer) { int currentRow = 0; int currentColumn = currentFrame % totalFrames; Rectangle sourceRectangle = new Rectangle(frameWidth * currentColumn, frameHeight * currentRow, frameWidth, frameHeight); Rectangle destinationRectangle = new Rectangle(position.X, position.Y, (int)(frameWidth * Constants.GameScaler), (int)(frameHeight * Constants.GameScaler)); SimpleDraw.Draw(spriteBatch, sprite, destinationRectangle, sourceRectangle, Color.White, layer); }
public void Draw(SpriteBatch spriteBatch, Point position, float layer) { int row = currentFrame % numRows; int column = 0; Rectangle sourceRectangle = new Rectangle(width * column, height * row, width, height); Rectangle destinationRectangle = new Rectangle(position.X, position.Y, (int)(Constants.GameScaler * width), (int)(Constants.GameScaler * height)); SimpleDraw.Draw(spriteBatch, sprite, destinationRectangle, sourceRectangle, Color.White, layer); }
public void Draw(SpriteBatch spriteBatch, Point position, bool drawWithDamage, float layer) { Rectangle destinationRectangle = new Rectangle(position.X, position.Y, (int)(sprite.Width * Constants.GameScaler), (int)(sprite.Height * Constants.GameScaler)); if (pokemonOn) { destinationRectangle = new Rectangle(position.X, position.Y, (int)(sprite.Width * Constants.TrainerScaler), (int)(sprite.Height * Constants.TrainerScaler)); } Rectangle sourceRectangle = sprite.Bounds; SimpleDraw.Draw(spriteBatch, sprite, destinationRectangle, sourceRectangle, flashRed && drawWithDamage ? Color.Red : Color.White, layer); }
public void Draw(SpriteBatch spriteBatch, Point position, float layer) { int currentRow = 0; int currentColumn = frameToCurrentColumnArray[currentFrame]; Rectangle sourceRectangle = new Rectangle(frameWidth * currentColumn, frameHeight * currentRow, frameWidth, frameHeight); Rectangle destinationRectangle = new Rectangle(position.X, position.Y, (int)(frameWidth * Constants.GameScaler), (int)(frameHeight * Constants.GameScaler)); if (pokemonOn) { destinationRectangle = new Rectangle(position.X, position.Y, (int)(frameWidth * Constants.TrainerScaler), (int)(frameHeight * Constants.TrainerScaler)); } SimpleDraw.Draw(spriteBatch, sprite, destinationRectangle, sourceRectangle, Color.White, layer); }
public void Draw(SpriteBatch spriteBatch, Point position, bool drawWithDamage, float layer) { int currentRow = 0; int currentColumn = currentFrame % numColumns; Rectangle sourceRectangle = new Rectangle(frameWidth * currentColumn, frameHeight * currentRow, frameWidth, frameHeight); Rectangle destinationRectangle = new Rectangle(position.X, position.Y, (int)(frameWidth * Constants.GameScaler), (int)(frameHeight * Constants.GameScaler)); if (pokemonOn) { destinationRectangle = new Rectangle(position.X, position.Y, (int)(frameWidth * Constants.TrainerScaler), (int)(frameHeight * Constants.TrainerScaler)); } SimpleDraw.Draw(spriteBatch, sprite, destinationRectangle, sourceRectangle, flashRed && drawWithDamage ? Color.Red : Color.White, layer); }
public void Draw(SpriteBatch spriteBatch, Point position, float layer) { if (FinishedAnimation()) { return; } int currentRow = 0; int currentColumn = currentFrame % totalFrames; Rectangle sourceRectangle = new Rectangle(width * currentColumn, height * currentRow, width, height); Rectangle destinationRectangle = new Rectangle(position.X, position.Y, (int)(width * Constants.GameScaler), (int)(height * Constants.GameScaler)); SimpleDraw.Draw(spriteBatch, sprite, destinationRectangle, sourceRectangle, Color.White, layer); }
public void Draw(SpriteBatch spriteBatch, Point position, float layer) { int width, height; int currentRow = 0; int currentColumn = currentFrame % totalFrames; width = upLeftSprite.Width / numColumns; height = upLeftSprite.Height / numRows; SimpleDraw.Draw(spriteBatch, upLeftSprite, new Rectangle(position.X - xOffset, position.Y - yOffset, (int)(width * Constants.GameScaler), (int)(height * Constants.GameScaler)), new Rectangle(width * currentColumn, height * currentRow, width, height), Color.White, layer); width = downLeftSprite.Width / numColumns; height = downLeftSprite.Height / numRows; SimpleDraw.Draw(spriteBatch, downLeftSprite, new Rectangle(position.X - xOffset, position.Y + yOffset, (int)(width * Constants.GameScaler), (int)(height * Constants.GameScaler)), new Rectangle(width * currentColumn, height * currentRow, width, height), Color.White, layer); width = upRightSprite.Width / numColumns; height = upRightSprite.Height / numRows; SimpleDraw.Draw(spriteBatch, upRightSprite, new Rectangle(position.X + xOffset, position.Y - yOffset, (int)(width * Constants.GameScaler), (int)(height * Constants.GameScaler)), new Rectangle(width * currentColumn, height * currentRow, width, height), Color.White, layer); width = downRightSprite.Width / numColumns; height = downRightSprite.Height / numRows; SimpleDraw.Draw(spriteBatch, downRightSprite, new Rectangle(position.X + xOffset, position.Y + yOffset, (int)(width * Constants.GameScaler), (int)(height * Constants.GameScaler)), new Rectangle(width * currentColumn, height * currentRow, width, height), Color.White, layer); }
public void Draw(SpriteBatch spriteBatch, Point position, Rectangle textureSource, float layer) { Rectangle destinationRectangle = new Rectangle(position.X, position.Y, (int)(RoomConstants.SpriteMultiplier * textureSource.Width), (int)(RoomConstants.SpriteMultiplier * textureSource.Height)); SimpleDraw.Draw(spriteBatch, sprite, destinationRectangle, textureSource, Color.White, layer); }
public void Draw(SpriteBatch spriteBatch, Point position, Rectangle textureSource, float layer) { Rectangle destinationRectangle = new Rectangle(position.X, position.Y, (int)(textureSource.Width * Constants.GameScaler), (int)(textureSource.Height * Constants.GameScaler)); SimpleDraw.Draw(spriteBatch, sprite, destinationRectangle, textureSource, Color.White, layer); }