public override void Render(GameTime gameTime, SpriteBatch _spriteBatch, Vector2 position) { if (Settings.RenderSeeking) { CalculateResultingVector(); BehaviourUtil.RenderVector(_spriteBatch, Currentvector, position, 20, Color.Red); } }
public override void Render(GameTime gameTime, SpriteBatch _spriteBatch, Vector2 Position) { if (Settings.RenderGroupPressure) { CalculateResultingVector(); BehaviourUtil.RenderVector(_spriteBatch, CurrentVector, Position, 1, Color.White); } }
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); } }
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); } } }