コード例 #1
0
        public override void Render(SpriteBatch spriteBatch, Rectangle parentCharacterDrawArea)
        {
            var skinLoc  = _skinRenderLocationCalculator.CalculateDrawLocationOfCharacterSkin(_skinSheet.SourceRectangle, parentCharacterDrawArea);
            var emotePos = new Vector2(skinLoc.X - 15, parentCharacterDrawArea.Y - _emoteSheet.SheetTexture.Height + 10);

            Render(spriteBatch, _emoteSheet, emotePos, 128);
        }
コード例 #2
0
        public void Render(SpriteBatch spriteBatch, Rectangle parentCharacterDrawArea)
        {
            var skinLoc  = _skinRenderLocationCalculator.CalculateDrawLocationOfCharacterSkin(parentCharacterDrawArea);
            var emotePos = new Vector2(skinLoc.X - 15, parentCharacterDrawArea.Y - _emoteSheet.SheetTexture.Height + 10);

            spriteBatch.Draw(_emoteSheet.SheetTexture,
                             emotePos,
                             _emoteSheet.SourceRectangle,
                             Color.FromNonPremultiplied(0xff, 0xff, 0xff, 128));
        }
コード例 #3
0
        public void Render(SpriteBatch spriteBatch, Rectangle parentCharacterDrawArea)
        {
            //todo: I most likely screwed something up when re-implementing this so it needs to be verified for all states!

            var drawLoc = _skinRenderLocationCalculator.CalculateDrawLocationOfCharacterSkin(parentCharacterDrawArea);

            spriteBatch.Draw(_skinSheet.SheetTexture, drawLoc, _skinSheet.SourceRectangle, Color.White, 0.0f, Vector2.Zero, 1.0f,
                             _renderProperties.IsFacing(EODirection.Up, EODirection.Right) ? SpriteEffects.FlipHorizontally : SpriteEffects.None,
                             0.0f);
        }
コード例 #4
0
        public override void Render(SpriteBatch spriteBatch, Rectangle parentCharacterDrawArea)
        {
            if (!_renderProperties.IsFacing(EODirection.Down, EODirection.Right))
            {
                return;
            }

            var skinLoc = _skinRenderLocationCalculator.CalculateDrawLocationOfCharacterSkin(_skinSheet.SourceRectangle, parentCharacterDrawArea);
            var facePos = new Vector2(skinLoc.X + (_renderProperties.IsFacing(EODirection.Down) ? 2 : 3),
                                      skinLoc.Y + (_renderProperties.Gender == 0 ? 2 : 0));

            Render(spriteBatch, _faceSheet, facePos);
        }
コード例 #5
0
ファイル: FaceRenderer.cs プロジェクト: Uenoga/EndlessClient
        public void Render(SpriteBatch spriteBatch, Rectangle parentCharacterDrawArea)
        {
            if (!_renderProperties.IsFacing(EODirection.Down, EODirection.Right))
            {
                return;
            }

            var skinLoc = _skinRenderLocationCalculator.CalculateDrawLocationOfCharacterSkin(parentCharacterDrawArea);
            var facePos = new Vector2(skinLoc.X + (_renderProperties.IsFacing(EODirection.Down) ? 2 : 3),
                                      skinLoc.Y + (_renderProperties.Gender == 0 ? 2 : 0));

            spriteBatch.Draw(_faceSheet.SheetTexture, facePos, _faceSheet.SourceRectangle, Color.White, 0f, Vector2.Zero, 1f,
                             _renderProperties.IsFacing(EODirection.Right) ? SpriteEffects.FlipHorizontally : SpriteEffects.None,
                             0f);
        }
コード例 #6
0
        public override void Render(SpriteBatch spriteBatch, Rectangle parentCharacterDrawArea)
        {
            var drawLoc = _skinRenderLocationCalculator.CalculateDrawLocationOfCharacterSkin(_skinSheet.SourceRectangle, parentCharacterDrawArea);

            Render(spriteBatch, _skinSheet, drawLoc);
        }