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); }
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)); }
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); }
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); }
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); }
public override void Render(SpriteBatch spriteBatch, Rectangle parentCharacterDrawArea) { var drawLoc = _skinRenderLocationCalculator.CalculateDrawLocationOfCharacterSkin(_skinSheet.SourceRectangle, parentCharacterDrawArea); Render(spriteBatch, _skinSheet, drawLoc); }