public override void Render(GameTime gameTime, SpriteBatch _spriteBatch, Vector2 position)
 {
     if (Settings.RenderSeeking)
     {
         CalculateResultingVector();
         BehaviourUtil.RenderVector(_spriteBatch, Currentvector, position, 20, Color.Red);
     }
 }
コード例 #2
0
 public override void Render(GameTime gameTime, SpriteBatch _spriteBatch, Vector2 Position)
 {
     if (Settings.RenderGroupPressure)
     {
         CalculateResultingVector();
         BehaviourUtil.RenderVector(_spriteBatch, CurrentVector, Position, 1, Color.White);
     }
 }
コード例 #3
0
 public override void Render(GameTime gameTime, SpriteBatch _spriteBatch, Vector2 Position)
 {
     if (Settings.RenderWander)
     {
         CalculateResultingVector();
         //BehaviourUtil.RenderCircle(_spriteBatch, wanderVector + ownEntity.Position, 10, Color.Yellow);
         BehaviourUtil.RenderVector(_spriteBatch, CurrentVector, Position, 20, Color.Navy);
     }
 }
        public override void Render(GameTime gameTime, SpriteBatch _spriteBatch, Vector2 Position)
        {
            CalculateResultingVector();
            BehaviourUtil.RenderVector(_spriteBatch, resultingVector, Position, 1, Color.Red);

            for (int i = 0; i < feelerArray1.Length; i++)
            {
                renderPoint(_spriteBatch, feelerArray1[i] + Position, feeler1hit);
                renderPoint(_spriteBatch, feelerArray2[i] + Position, feeler2hit);
                renderPoint(_spriteBatch, feelerArray3[i] + Position, feeler3hit);
            }
        }
コード例 #5
0
 public override void Render(GameTime gameTime, SpriteBatch _spriteBatch, Vector2 Position)
 {
     if (Settings.RenderDistancing)
     {
         CalculateResultingVector();
         BehaviourUtil.RenderVector(_spriteBatch, currentVector, Position, 20, Color.Blue);
         foreach (Vector2 target in targets)
         {
             BehaviourUtil.RenderPoint(_spriteBatch, Vector2.Subtract(Position, target), Color.Yellow);
         }
     }
 }