//Metod för utritning av muspekare internal void DrawMouse() { Vector2 mousePosition = new Vector2(m_inputHandler.GetMouseState().X, m_inputHandler.GetMouseState().Y); if (!m_inputHandler.MouseIsOverEnemy) { if (m_inputHandler.LeftButtonIsDown()) { m_spriteBatch.Draw(m_mouseTextures[1], mousePosition, Color.White); } else { m_spriteBatch.Draw(m_mouseTextures[0], mousePosition, Color.White); } } }
/// <summary> /// Method for drawing the mouse cursor /// </summary> private void DrawMouse() { Vector2 mousePosition = new Vector2(_inputHandler.GetMouseState().X, _inputHandler.GetMouseState().Y); Color mouseColor = Color.White; if (_inputHandler.MouseIsOverLoot && !_inputHandler.MouseIsOverEnemy) { mouseColor = Color.LightGreen; } if (_inputHandler.MouseIsOverEnemy) { _spriteBatch.Draw(GetTexture(Texture.CURSOR_HOVER_ENEMY), mousePosition, mouseColor); } else if (_inputHandler.LeftButtonIsDown()) { _spriteBatch.Draw(GetTexture(Texture.CURSOR_SELECT), mousePosition, mouseColor); } else { _spriteBatch.Draw(GetTexture(Texture.CURSOR_NORMAL), mousePosition, mouseColor); } }
//Metod för utritning av muspekaren private void DrawMouse() { Vector2 mousePosition = new Vector2(m_inputHandler.GetMouseState().X, m_inputHandler.GetMouseState().Y); Color mouseColor = Color.White; if (m_inputHandler.MouseIsOverLoot && !m_inputHandler.MouseIsOverEnemy) { mouseColor = Color.LightGreen; } if (m_inputHandler.MouseIsOverEnemy) { m_spriteBatch.Draw(m_textures[CURSOR_HOVER_ENEMY], mousePosition, mouseColor); } else if (m_inputHandler.LeftButtonIsDown()) { m_spriteBatch.Draw(m_textures[CURSOR_SELECT], mousePosition, mouseColor); } else { m_spriteBatch.Draw(m_textures[CURSOR_NORMAL], mousePosition, mouseColor); } }