public virtual void Draw(GameTime gameTime, SpriteBatch spriteBatch) { if (sprite != null && visible) { spriteBatch.Draw(sprite, position, null, Color.White, 0, Vector2.Zero, new Vector2(1, spriteScale), SpriteEffects.None, 0); } }
public void DrawFlagScore(SpriteBatch spriteBatch, GameTime gameTime, float stoppingHeight) { scoreOrigin = ScoreFont.MeasureString(scoreText) / GameValues.ScoreSpriteScoreOriginOffset; spriteBatch.DrawString(ScoreFont, scoreText, new Vector2(Position.X, Position.Y - GameValues.ScoreSpriteDrawFlagScoreYOffset), Color.White, 0, scoreOrigin, 0.4f, SpriteEffects.None, 0f); if (Position.Y > stoppingHeight) { Position = new Vector2(Position.X, Position.Y - GameValues.ScoreSpriteDrawFlagScoreDropOffet); } else if (Position.Y <= stoppingHeight) { //Position.Y = stoppingHeight; Position = new Vector2(Position.X, stoppingHeight); if (scoreBuffer <= 0) { scoreBuffer = GameValues.ScoreSpriteScoreBuffer; ScoringOn = !ScoringOn; } else { scoreBuffer--; } } }
public Human(Game game, SpriteBatch screenSpriteBatch, PlayerSide playerSide) : base(game, screenSpriteBatch) { string idleTextureName = ""; this.playerSide = playerSide; if (playerSide == PlayerSide.Left) { catapultPosition = new Vector2(140, 332); idleTextureName = "Textures/Catapults/Blue/blueIdle/blueIdle"; } else { catapultPosition = new Vector2(600, 332); spriteEffect = SpriteEffects.FlipHorizontally; idleTextureName = "Textures/Catapults/Red/redIdle/redIdle"; } Catapult = new Catapult(game, screenSpriteBatch, idleTextureName, catapultPosition, spriteEffect, playerSide == PlayerSide.Left ? false : true, true); }
public void AllDraw(SpriteBatch spriteBatch) { for (int i = 0; i < Backgrounds.Count; i++) { Backgrounds[i].Draw(spriteBatch); } }
public C_Maps() { //init stuff here m_mousePosition = Vector2.Zero; m_font1 = null; m_spriteBatch = null; }
public RenderingExplosion(ContentManager Content) : base(Content) { spriteBatch = Content.ServiceProvider.GetService(typeof(SpriteBatch)) as SpriteBatch; explosionTexture = Content.Load<Texture2D>("TroopTexture/explosion"); stateGame = Content.ServiceProvider.GetService(typeof(StateGame)) as StateGame; }
public void Draw(SpriteBatch spriteBatch) { foreach (Item item in itemList) { item.Draw(spriteBatch); } }
public void Draw(SpriteBatch spriteBatch) { spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); dungeonMap.Draw(spriteBatch); player.MapDraw(spriteBatch); spriteBatch.End(); }
public void debugDraw(SpriteBatch spritebatch, Texture2D texture) { foreach (Node nod in nodes){ Vector2 adjustedPos = new Vector2(nod.Position.X - texture.Width/2, nod.Position.Y - texture.Height/2); spritebatch.Draw (texture, adjustedPos, Color.White); } }
public override void Draw(SpriteBatch spriteBatch) { base.Draw(spriteBatch); foreach (Bullet bullet in bulletList) bullet.Draw(spriteBatch); }
public void Draw(SpriteBatch spriteBatch) { foreach (Creep c in creepWave) { c.Draw(spriteBatch); } }
public override void Draw(SpriteBatch spriteBatch) { base.Draw(spriteBatch); Site.Draw(spriteBatch); if (MyProjectile != null && MyProjectile.ProjectileState != Projectile.PROJECTILE_STATE.STILL) MyProjectile.Draw(spriteBatch); }
public override void Draw(SpriteBatch sprite) { if (Config.statusGry != GameState.menu) { while (pozycja.X < Config.rozmiarPlanszy.X) { pozycja.Y = 0; if (Camera.CzyWWidoku(this)) Rysuj(sprite, teksturaPodstawowa, Camera.PozycjaWgKamery(pozycja), wielkoscObiektu); pozycja.Y = Config.rozmiarPlanszy.Y; if (Camera.CzyWWidoku(this)) Rysuj(sprite, teksturaPodstawowa, Camera.PozycjaWgKamery(pozycja), wielkoscObiektu); pozycja.X += teksturaPodstawowa.Width + 20; } pozycja = new Vector2(0, 0); while (pozycja.Y < Config.rozmiarPlanszy.Y) { pozycja.X = 0; if (Camera.CzyWWidoku(this)) Rysuj(sprite, teksturaPodstawowa, Camera.PozycjaWgKamery(pozycja), wielkoscObiektu); pozycja.X = Config.rozmiarPlanszy.X; if (Camera.CzyWWidoku(this)) Rysuj(sprite, teksturaPodstawowa, Camera.PozycjaWgKamery(pozycja), wielkoscObiektu); pozycja.Y += teksturaPodstawowa.Height + 20; } pozycja = new Vector2(0, 0); } }
public void Draw(SpriteBatch spriteBatch) { if (this.tupianwenzi.IsShowing) { this.tupianwenzi.Draw(spriteBatch); } }
public override void DrawObjects(GraphicsDevice graphicDevice, SpriteBatch spriteBatch, ContentManager content) { graphicDevice.Clear(Color.CornflowerBlue); SpriteFont newFont = content.Load<SpriteFont>(@"Fonts/Text"); spriteBatch.Begin(); this.controlScreenBackgroundPosition = new Vector2(0, 0); spriteBatch.Draw(this.controlScreenBackgroundTexture, this.controlScreenBackgroundPosition, Color.White); if (this.controlScreenItems.Count < 1) { // Back planket and text; this.buttonPosition = new Vector2(840, 660); this.controlScreenItems.Add(new MenuItems(this.button, this.buttonPosition, "Back", newFont, false)); } this.controlScreenItems[this.selectedEntry].Selected = true; foreach (var item in this.controlScreenItems) { item.DrawMenuItems(spriteBatch, new Color(248, 218, 127)); } this.DrawCursor(spriteBatch); spriteBatch.End(); }
public void Render(SpriteBatch spriteBatch) { SmoothScroll(); int xLoop = (int)(drawArea.Width / tileSize.X); if (xLoop >= tiles.Length) xLoop = tiles.Length; for (int x = 0; x < xLoop; x++) { int yLoop = (int)(drawArea.Height / tileSize.Y); if (yLoop >= tiles[x].Length) yLoop = tiles[x].Length; for (int y = 0; y < yLoop; y++) { float xpos = ((x * tileSize.X) + drawOffset.X) + drawArea.X; float ypos = ((y * tileSize.Y) + drawOffset.Y) + drawArea.Y; if (tileOffset.X < 0) tileOffset.X = 0; if (tileOffset.Y < 0) tileOffset.Y = 0; if ((tileOffset.Y + y) >= tiles[x].Length) tileOffset.Y = MaxOffset('Y', x); if ((tileOffset.X + x) >= tiles.Length) tileOffset.X = MaxOffset('X', 0); tiles[x + tileOffset.X][y + tileOffset.Y].Prepare(new Vector2(xpos, ypos), false); tiles[x + tileOffset.X][y + tileOffset.Y].Render(spriteBatch); } } }
public virtual void draw(TileDrawInfo drawInfo, SpriteBatch spriteBatch) { switch (drawInfo.tilePart) { case TilePart.STRUCTURE: foreach (Drawable structure in structures) { adjustedDepthDraw(structure, drawInfo, spriteBatch); } break; case TilePart.SURFACE: if (surface == null) { break; } adjustedDepthDraw(surface, drawInfo, spriteBatch); break; case TilePart.LEFTFACE: if (leftFace == null) { break; } adjustedDepthDraw(leftFace, drawInfo, spriteBatch); break; case TilePart.RIGHTFACE: if (rightFace == null) { break; } adjustedDepthDraw(rightFace, drawInfo, spriteBatch); break; } }
public static void RenderPolygone(SpriteBatch spriteBatch, Texture2D texture, Polygon polygon, int lineThickness, Color color) { for (int i = 0; i < polygon.Points.Count; ++i) { RenderLine(spriteBatch, texture, polygon.Points[i], polygon.Edges[i], 1, lineThickness, color); } }
public void draw(SpriteBatch spriteBatch) { foreach (Laser baseProjectile in m_LaserArray) { baseProjectile.draw(spriteBatch); } }
public virtual void Draw(SpriteBatch spriteBatch) { float left = Position.X + (EdgeTexture.Height / 2.0f); float top = Position.Y + (EdgeTexture.Height / 2.0f); float right = left + Dimensions.X - EdgeTexture.Height; float bottom = top + Dimensions.Y - EdgeTexture.Height; RenderTools.Line(spriteBatch, EdgeTexture, new Vector2(left, top), new Vector2(right, top), 1.0f, EdgeTint, RenderDepth); RenderTools.Line(spriteBatch, EdgeTexture, new Vector2(left, top), new Vector2(left, bottom), 1.0f, EdgeTint, RenderDepth); RenderTools.Line(spriteBatch, EdgeTexture, new Vector2(left, bottom), new Vector2(right, bottom), 1.0f, EdgeTint, RenderDepth); RenderTools.Line(spriteBatch, EdgeTexture, new Vector2(right, top), new Vector2(right, bottom), 1.0f, EdgeTint, RenderDepth); if (CornerTexture != null) { spriteBatch.Draw(CornerTexture, new Vector2(left, top), null, EdgeTint, 0.0f, new Vector2(CornerTexture.Width, CornerTexture.Height) / 2.0f, 1.0f, SpriteEffects.None, RenderDepth - 0.005f); spriteBatch.Draw(CornerTexture, new Vector2(right, top), null, EdgeTint, MathHelper.PiOver2, new Vector2(CornerTexture.Width, CornerTexture.Height) / 2.0f, 1.0f, SpriteEffects.None, RenderDepth - 0.005f); spriteBatch.Draw(CornerTexture, new Vector2(right, bottom), null, EdgeTint, MathHelper.Pi, new Vector2(CornerTexture.Width, CornerTexture.Height) / 2.0f, 1.0f, SpriteEffects.None, RenderDepth - 0.005f); spriteBatch.Draw(CornerTexture, new Vector2(left, bottom), null, EdgeTint, MathHelper.Pi * 1.5f, new Vector2(CornerTexture.Width, CornerTexture.Height) / 2.0f, 1.0f, SpriteEffects.None, RenderDepth - 0.005f); } if (BackgroundTexture != null) { Rectangle area = new Rectangle((int)left, (int)top, (int)(right - left),(int)(bottom - top)); spriteBatch.Draw(BackgroundTexture, area, null, BackgroundTint, 0.0f, Vector2.Zero, SpriteEffects.None, RenderDepth + 0.005f); } }
public void Draw(SpriteBatch spriteBatch) { if (active) { pickupAnimation.Draw(spriteBatch); } }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) { float width = texture.getTexture().Width *getTransformedScale(); float lengthDrawn = 0; position = character.position + start; origin = new Vector2(0, texture.getTexture().Height / 2f); dualScale.Y = 1f - 2f * Math.Abs(time / speed - .5f); Console.WriteLine("Time: " + time + " Speed: " + speed + " Scale: " + dualScale.Y); alpha = dualScale.Y; if (direction.Y != 0) { rotation = MathHelper.ToRadians(90); } while (lengthDrawn < distance) { width = texture.getTexture().Width *getTransformedScale(); if (direction == new Vector2(1, 0) || direction == new Vector2(0, 1)) { base.Draw(spriteBatch); } lengthDrawn += width; position += width * direction; if (direction == new Vector2(-1, 0) || direction == new Vector2(0, -1)) { base.Draw(spriteBatch); } } position = character.position + start + distance / 2f * direction; }
public override bool PreDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Color lightColor) { if (projectile.velocity == Vector2.Zero) { return(false); } Texture2D tex2 = Main.projectileTexture[projectile.type]; float num210 = projectile.localAI[1]; Microsoft.Xna.Framework.Color c_ = new Microsoft.Xna.Framework.Color(255, 255, 255, 127); Vector2 value20 = projectile.Center.Floor(); num210 -= projectile.scale * 10.5f; Vector2 vector41 = new Vector2(projectile.scale); DelegateMethods.f_1 = 1f; DelegateMethods.c_1 = c_; DelegateMethods.i_1 = 54000 - (int)Main.time / 2; Utils.DrawLaser(Main.spriteBatch, tex2, value20 - Main.screenPosition, value20 + projectile.velocity * num210 - Main.screenPosition, vector41, new Utils.LaserLineFraming(DelegateMethods.RainbowLaserDraw)); DelegateMethods.c_1 = new Color(255, 255, 255, 127) * 0.75f * projectile.Opacity; Utils.DrawLaser(Main.spriteBatch, tex2, value20 - Main.screenPosition, value20 + projectile.velocity * num210 - Main.screenPosition, vector41 / 2f, new Utils.LaserLineFraming(DelegateMethods.RainbowLaserDraw)); return(false); }
public override void Draw(GameTime gameTime, Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) { Color barColor = Color.White; if (type == 1) { barColor = Color.Red; this.Sprite.SpriteColor = Color.Red; } else if (type == 2) { barColor = Color.Purple; this.Sprite.SpriteColor = Color.Purple; } else if (type == 3) { barColor = Color.Yellow; this.Sprite.SpriteColor = Color.Yellow; } else if (type == 4) { barColor = Color.Blue; this.Sprite.SpriteColor = Color.Blue; car.Position = new Vector2((float)(this.Position.X + this.sprite.Width * ((double)resource / totalResource)), this.Position.Y); } base.Draw(gameTime, spriteBatch); spriteBatch.Draw(barPart, new Rectangle((int)Position.X, (int)Position.Y, (int)(sprite.Width * ((double)resource / totalResource)), sprite.Height), barColor); }
/// /// Draws the block to the sprite batch. /// /// <param name="sb">The sprite batch.</param> public virtual void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch sb) { if (!Destroyed) { sb.Draw(texture, new Rectangle((int)position.X, (int)position.Y, texture.Width, texture.Height), color); } }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch sb) { TileSet tileset = gui.Game.CurrentWorld.Level.TileSet; sb.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone); for (int y = 0; y < tileset.Height - TileMenu_StartY; y++) { for (int x = 0; x < tileset.Width - TileMenu_StartX; x++) { Color c = Color.White; if (new Rectangle(gui.Game.GraphicsDevice.Viewport.Width - 32 * 6 + x * 32, y * 32, 32, 32).Contains((int)gui.InputManager.MousePosition.X, (int)gui.InputManager.MousePosition.Y)) { c = Color.Gray; } if (pattern.contains(x + TileMenu_StartX, y + TileMenu_StartY)) { c = Color.Red; } sb.Draw(tileset.Texture, new Vector2(gui.Game.GraphicsDevice.Viewport.Width - 32 * 6 + x * 32, y * 32), tileset[x + TileMenu_StartX, y + TileMenu_StartY].Source, c); } } sb.End(); }
public override bool PreDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Color drawColor) { SpriteEffects spriteEffects = 0; Color alpha = npc.GetAlpha(drawColor); Color color = Lighting.GetColor((int)(npc.position.X + npc.width * 0.5) / 16, (int)((npc.position.Y + npc.height * 0.5) / 16.0)); Texture2D texture2D = Main.npcTexture[npc.type]; int num = Main.npcTexture[npc.type].Height / Main.npcFrameCount[npc.type]; int num2 = num * (int)npc.frameCounter; Rectangle rectangle = new Rectangle(0, num2, texture2D.Width, num); Vector2 vector = rectangle.Size() / 2f; int num3 = 8; int num4 = 1; int num5 = 1; float num6 = 0f; int num7 = num5; while (((num4 > 0 && num7 < num3) || (num4 < 0 && num7 > num3)) && Lighting.NotRetro) { Color color2 = npc.GetAlpha(color); float num8 = (num3 - num7); if (num4 < 0) { num8 = (num5 - num7); } color2 *= num8 / (NPCID.Sets.TrailCacheLength[npc.type] * 1.5f); Vector2 vector2 = npc.oldPos[num7]; float rotation = npc.rotation; Main.spriteBatch.Draw(texture2D, vector2 + npc.Size / 2f - Main.screenPosition + new Vector2(0f, npc.gfxOffY), new Rectangle?(rectangle), color2, rotation + npc.rotation * num6 * (num7 - 1) * -spriteEffects.HasFlag(SpriteEffects.FlipHorizontally).ToDirectionInt(), vector, npc.scale, spriteEffects, 0f); num7 += num4; } SpriteEffects spriteEffects2 = (npc.direction == -1) ? SpriteEffects.None : SpriteEffects.FlipHorizontally; spriteBatch.Draw(texture2D, npc.Center - Main.screenPosition + new Vector2(0f, npc.gfxOffY), new Rectangle?(npc.frame), alpha, npc.rotation, npc.frame.Size() / 2f, npc.scale, spriteEffects2, 0f); return(false); }
public override void Draw(Microsoft.Xna.Framework.GameTime time, Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) { var drawLocation = this.GetAbsoluteLocation(BufferWidth); var x = drawLocation.X; var y = drawLocation.Y; // Draw Text for (int i = 0; i < Text.Count - drawStart; i++) { if (i + drawStart != SelectedItem) { spriteBatch.DrawString(Font, Text[(i + drawStart)], new Vector2(x, y + _cellHeight * i), NormalColor); } if (_cellHeight * (i + 1) > this.TextZoneSize.Height) { break; } } // Highlight Selection DrawText(spriteBatch, Font, Text[SelectedItem], new Vector2(x, y + _cellHeight * (SelectedItem - drawStart)), SelectionColor); base.Draw(time, spriteBatch); }
public override void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(background, drawRect, Color.White); spriteBatch.End(); spriteBatch.Begin(); GraphicsDevice g = spriteBatch.GraphicsDevice; Viewport defaultViewport = g.Viewport; Viewport drawViewport = defaultViewport; drawViewport.X = drawRect.X; drawViewport.Y = drawRect.Y; drawViewport.Width = drawRect.Width; drawViewport.Height = drawRect.Height; g.Viewport = drawViewport; GraphicsDevice graphics = spriteBatch.GraphicsDevice; graphics.DepthStencilState = DepthStencilState.Default; if (model != null) { model.Draw(camera, info); } g.Viewport = defaultViewport; if (isConflict) { spriteBatch.Draw(ngTexture, drawRect, Color.White); } }
public void Render(Microsoft.Xna.Framework.Graphics.SpriteBatch sb, String passID = "") { if (Selecting) { sb.Draw(m_Image, Box.FixCorners(), new Color(new Vector4(Color.DarkGreen.ToVector3(), 150))); } }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); map = new Map(); map.Load(Content); }
public void Draw(SpriteBatch spriteBatch) { var player = ((SceneMap)SceneManager.Instance.GetCurrentScene()).Player; // Draw the hearts for (var i = 0; i < player.HP; i++) { spriteBatch.Draw(TextureRegion.Texture, _position + _hearthSpritePosition + (Vector2.UnitX * i * (_heartSprite.Width + 2)), _heartSprite, Color.White); } // Draw the lives for (var i = 0; i < player.Lives; i++) { spriteBatch.Draw(TextureRegion.Texture, _position + _lifeSpritePosition + (Vector2.UnitX * i * (_lifeSprite.Width + 2)), _lifeSprite, Color.White); } // Draw the ammo spriteBatch.Draw(TextureRegion.Texture, _position + _gunSpritePosition, _gunSprite, Color.White); spriteBatch.DrawString(SceneManager.Instance.GameFont, player.Ammo.ToString(), _position + _gunSpritePosition + (Vector2.UnitX * (_gunSprite.Width + 2)), _ammoTextColor); // Draw the coins spriteBatch.Draw(TextureRegion.Texture, _coinsPosition, _coinSprite, Color.White); spriteBatch.DrawString(SceneManager.Instance.GameFont, player.Coins.ToString(), _coinsPosition + new Vector2(_coinSprite.Width + 3, 1), _coinsTextColor); }
public void Draw(SpriteBatch spriteBatch) { foreach (Sprite star in stars) { star.Draw(spriteBatch); } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); sounds.Add(new SoundPlayer(@"./Content/Sound/s1.wav")); sounds.Add(new SoundPlayer(@"./Content/SampleBMS/1A#6.wav")); }
public void Draw(GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects) { if (Animation == null) { throw new NotSupportedException("No animation is currently playing."); } time += (float)gameTime.ElapsedGameTime.TotalSeconds; while (time > Animation.frameTime) { time -= Animation.frameTime; if (Animation.isLooping) { frameIndex = (frameIndex + 1) % Animation.FrameCount; } else { frameIndex = Math.Min(frameIndex + 1, Animation.FrameCount - 1); } } Rectangle source = new Rectangle(FrameIndex * Animation.FrameWidth, 0, Animation.FrameWidth, Animation.FrameHeight); spriteBatch.Draw(animation.texture, position, source, Color.White, 0.0f, Vector2.Zero, 0.5f, SpriteEffects.None, 0.0f); }
public void Draw(SpriteBatch spriteBatch) { if (id == 0) // if id if air then return return; spriteBatch.Draw(Sprite.sprite.tileSet,bound, tile[index],color,0.0f,Vector2.Zero,effect,0f); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here }
public virtual void Draw(SpriteBatch spriteBatch, GameTime gameTime) { Vector2 _position2 = new Vector2(_position.X, _position.Y + 150); Vector2 _position3 = new Vector2(_position.X, _position.Y + 300); if (pause) { spriteBatch.Draw(_texture, Vector2.Zero, Color.White); if (jouerIn) spriteBatch.Draw(jouer, _position, Color.Blue); else spriteBatch.Draw(jouer, _position, Color.White); if (OptionIn) spriteBatch.Draw(options, _position2, Color.Blue); else spriteBatch.Draw(options, _position2, Color.White); if (QuitterIn) spriteBatch.Draw(quitter, _position3, Color.Blue); else spriteBatch.Draw(quitter, _position3, Color.White); } }
public void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch batch) { foreach (var item in _objectsList) { item.Draw(batch); } }
public override void Draw(Microsoft.Xna.Framework.GameTime gameTime, Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) { base.Draw(gameTime, spriteBatch); float alpha = 1 - ((float)splashTimer / 1000f); spriteBatch.Draw(opacity_Effect, new Rectangle(0, 0, (int)(1920 * Game1.displayRatio.X), (int)(1080 * Game1.displayRatio.Y)), new Color(255, 255, 255, alpha)); }
public override void Draw(Microsoft.Xna.Framework.GameTime gameTime, Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) { base.Draw(gameTime, spriteBatch); levelSpriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone, null, level.Camera.GetTransformMatrix()); level.Draw(levelSpriteBatch); levelSpriteBatch.End(); }
public override bool PreDrawInInventory(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Vector2 position, Rectangle frame, Color drawColor, Color itemColor, Vector2 origin, float scale) { Texture2D texture = Main.itemTexture[item.type]; //Texture2D texture = mod.GetTexture("Items/"+TypeNames[type-1]+(this.GetType().Name.Remove(0, 4))); Main.spriteBatch.Draw(Main.itemTexture[item.type], new Vector2(item.position.X - Main.screenPosition.X + item.width * 0.5f, item.position.Y - Main.screenPosition.Y + item.height - texture.Height * 0.5f + 2f), new Rectangle(0, 0, texture.Width, texture.Height), Color.White, 0, texture.Size() * 0.5f, scale, SpriteEffects.None, 0f); return(false); }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch _spritebatch) { base.Draw(_spritebatch); if (this.STATUS == Yugioh_AtemReturns.STATUS.TRIBUTE) { m_yellow_circle.Draw(_spritebatch); } }
public override bool PreDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Color drawColor) { if (!SGAConfigClient.Instance.LavaBlending) { DrawLava(); } return(false); }
private SpriteBatchDrawer(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Transform transform) { SpriteBatch = spriteBatch; //_offset = offset; //LocalOffset = localOffset; Transform = transform; _isChild = true; }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, GameTime gameTime) { base.Draw(spriteBatch, gameTime); foreach (XnaControl control in this.Children) { control.Draw(spriteBatch, gameTime); } }
public override void Draw(GameTime time, Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) { UIManager.Draw(time, spriteBatch); // Draws GUI stuff // Draw Actors _world.ForEach( actor => ((IMovingBoxDemoObject)actor).Draw(time, spriteBatch)); }
public override void Draw(Microsoft.Xna.Framework.GameTime gameTime, Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) { base.Draw(gameTime, spriteBatch); spriteBatch.DrawString(scoreFont, score.ToString(), scorePos, Color.White); spriteBatch.Draw(homeTex, new Vector2(70.0f, 650.0f), Color.White); spriteBatch.Draw(replayTex, new Vector2(820.0f, 650.0f), Color.White); }
public override bool PreDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Color drawColor) { Texture2D texture = Main.npcTexture[npc.type]; Vector2 origin = new Vector2(texture.Width * 0.5f, texture.Height * 0.5f); Main.spriteBatch.Draw(texture, npc.Center - Main.screenPosition, new Rectangle?(), drawColor, npc.rotation, origin, npc.scale, SpriteEffects.None, 0); return(false); }
public override bool PreDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Color lightColor) { Texture2D texture = ModLoader.GetTexture("Gyrolite/Projectiles/Summoner/AjiwrenchMinion" + (int)projectile.ai[0]); Vector2 origin = new Vector2((float)texture.Width * 0.5f, (float)texture.Height * 0.5f); spriteBatch.Draw(texture, projectile.Center - Main.screenPosition, new Rectangle?(), Color.White * 0.75F, projectile.rotation, origin, projectile.scale, SpriteEffects.None, 0); return(false); }
public override bool PreDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Color drawColor) { foreach (GuardianDrawData dd in GetDrawDatas(drawColor, false)) { dd.Draw(spriteBatch); } return(false); }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch sprite) { //base.Draw(sprite); sprite.Begin(); sprite.Draw(texture, drawVector, Color.White); sprite.Draw(texture, drawVector + new Vector2(width / 2, height / 2), null, Color.White, -degree, new Vector2(width / 2, height / 2), new Vector2(1, 1), SpriteEffects.None, 0); //sprite.Draw(texture, drawVector + new Vector2(-48,-48), null, Color.White, -degree, new Vector2(48,48), new Vector2(1, 1), SpriteEffects.None, 0); sprite.End(); }
/// <summary> /// TO DO /// /// Remove the switch case and replace it with a list of menu items instead /// </summary> /// <param name="spriteBatch"></param> public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) { foreach (MenuItem item in menuItems) { item.Draw(spriteBatch); } base.Draw(spriteBatch); }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch sb) { sb.Draw(texture, area, color); if (state) { sb.Draw(checkTexture, area, color); } sb.DrawString(Fonts.Arial, name, labelPos, color); }
public void LoadGraphicsContentLife(Microsoft.Xna.Framework.Graphics.SpriteBatch sprite, Microsoft.Xna.Framework.Graphics.Texture2D texture) { foreach (Image life in lifes) { life.LoadGraphicsContent(sprite, texture); } lifetext = lifes[0].Texture; }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch sb) { sb.Draw( texture, new Rectangle(0, 0, Settings.Size.WIDTH, Settings.Size.HEIGHT), new Rectangle((int)camera.X, (int)camera.Y, Settings.Size.WIDTH, Settings.Size.HEIGHT), Color.White ); }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch sb) { base.Draw(sb); if (!ragdoll.asleep) { DrawStabilizerThrusters(sb); } }
/// <summary> /// Рисуем панель по вектору /// </summary> /// <param name="spriteBatch">The sprite batch.</param> /// <param name="location">Вектор</param> public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Microsoft.Xna.Framework.Vector2 location) { int width = _Texture.Width; int height = _Texture.Height; Rectangle sourceRectangle = new Rectangle(width, height, width, height); Rectangle destinationRectangle = new Rectangle((int)location.X, (int)location.Y, width, height); spriteBatch.Draw(_Texture, destinationRectangle, sourceRectangle, Color.White); }
public override void Draw(Microsoft.Xna.Framework.GameTime gameTime, Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) { base.Draw(gameTime, spriteBatch); spriteBatch.Draw(logoTex, new Vector2(320.0f, 200.0f), Color.White); spriteBatch.Draw(websiteTex, new Vector2(70.0f, 650.0f), Color.White); spriteBatch.Draw(creditsTex, new Vector2(112.0f, 50.0f), Color.White); spriteBatch.Draw(continueTex, new Vector2(820.0f, 650.0f), Color.White); }
public void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Microsoft.Xna.Framework.Vector2 location) { Rectangle destinationRectangle = new Rectangle((int)location.X, (int)location.Y, (int)BlockSpriteConstants.GENERICBLOCKDIMENSIONS.X, (int)BlockSpriteConstants.GENERICBLOCKDIMENSIONS.Y); spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, ScreenScaler.ScalingMatrix); spriteBatch.Draw(spriteSheet, destinationRectangle, sourceRectangle, Color.White); spriteBatch.End(); }