public ControllableCharacter(T2 tex, V2 pos, REC?rec, Color color, F rot, V2 org, V2 scale, SE flip, F layer, Keys l = Keys.Left, Keys r = Keys.Right, Keys u = Keys.Up, Keys d = Keys.Down, float v = 20) : base(tex, pos, rec, color, rot, org, scale, flip, layer) { this.l = l; this.r = r; this.u = u; this.d = d; this.v = v; }
public void DrawLava() { bool facingleft = projectile.velocity.X > 0; Microsoft.Xna.Framework.Graphics.SpriteEffects effect = SpriteEffects.FlipHorizontally | SpriteEffects.FlipVertically; Texture2D texture = SGAmod.ExtraTextures[104 + (int)projectile.ai[0]]; Vector2 origin = new Vector2(texture.Width * 0.5f, texture.Height * 0.5f); Main.spriteBatch.Draw(texture, projectile.Center - Main.screenPosition, new Rectangle?(), Color.White * trans, projectile.rotation + (facingleft ? (float)(1f * Math.PI) : 0f), origin, projectile.scale, facingleft ? effect : SpriteEffects.None, 0); }
public override bool PreDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Color drawColor) { bool facingleft = projectile.velocity.X > 0; Microsoft.Xna.Framework.Graphics.SpriteEffects effect = SpriteEffects.FlipHorizontally | SpriteEffects.FlipVertically; Texture2D texture = Main.projectileTexture[projectile.type]; Vector2 origin = new Vector2(texture.Width * 0.5f, texture.Height * 0.5f); Main.spriteBatch.Draw(texture, projectile.Center - Main.screenPosition, new Rectangle?(), drawColor, projectile.rotation + (facingleft ? (float)(1f * Math.PI) : 0f), origin, projectile.scale, facingleft ? effect : SpriteEffects.None, 0); return(false); }
public override bool PreDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Color drawColor) { //HairShaderData shader = GameShaders.Hair.GetShaderFromItemId(ItemID.LeinforsAccessory); bool facingleft = projectile.velocity.X > 0; Microsoft.Xna.Framework.Graphics.SpriteEffects effect = SpriteEffects.FlipHorizontally | SpriteEffects.FlipVertically; Texture2D texture = Main.itemTexture[ItemID.GlassBowl]; Vector2 origin = new Vector2(texture.Width * 0.5f, texture.Height * 0.5f); Main.spriteBatch.Draw(texture, projectile.Center - Main.screenPosition, new Rectangle?(), drawColor * trans, projectile.rotation + (facingleft ? (float)(1f * Math.PI) : 0f), origin, projectile.scale, facingleft ? effect : SpriteEffects.None, 0); return(false); }
public Drawit(T2 tex, V2 pos, REC?rec, Color color, F rot, V2 org, V2 scale, SE flip, F layer) { this.tex = tex; this.pos = pos; this.rec = rec; this.color = color; this.rot = rot; this.org = org; this.scale = scale; this.flip = flip; this.layer = layer; }
public override bool PreDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Color drawColor) { bool facingleft = projectile.Center.X < Main.player[projectile.owner].Center.X; Microsoft.Xna.Framework.Graphics.SpriteEffects effect = SpriteEffects.FlipHorizontally | SpriteEffects.FlipVertically; Texture2D texture = Main.projectileTexture[projectile.type]; Texture2D glow = mod.GetTexture("Items/GlowMasks/ThermalPike_Glow"); Vector2 origin = new Vector2(texture.Width * 0.5f, texture.Height * 0.5f); Main.spriteBatch.Draw(texture, projectile.Center - Main.screenPosition, new Rectangle?(), drawColor, projectile.rotation + (facingleft ? (float)(1f * Math.PI) : 0f), origin, projectile.scale, facingleft ? effect : SpriteEffects.None, 0); Main.spriteBatch.Draw(glow, projectile.Center - Main.screenPosition, new Rectangle?(), Color.White, projectile.rotation + (facingleft ? (float)(1f * Math.PI) : 0f), origin, projectile.scale, facingleft ? effect : SpriteEffects.None, 0); return(false); }
public override bool PreDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Color drawColor) { bool facingleft = projectile.velocity.X > 0; Microsoft.Xna.Framework.Graphics.SpriteEffects effect = SpriteEffects.FlipHorizontally | SpriteEffects.FlipVertically; Texture2D texture = Main.projectileTexture[projectile.type]; Vector2 origin = new Vector2(texture.Width * 0.5f, texture.Height * 0.5f); Vector2 scaler = new Vector2(Main.rand.NextFloat(0.75f, 1.25f), Main.rand.NextFloat(0.75f, 1.25f) * 0.5f + (projectile.velocity.Length() / 10f)); Main.spriteBatch.Draw(ModContent.GetTexture("SGAmod/HavocGear/Projectiles/HeatWave"), projectile.Center - Main.screenPosition, new Rectangle?(), Color.White * MathHelper.Clamp((projectile.velocity.Length() - 6f) / 4f, 0f, 1f), projectile.velocity.ToRotation() + MathHelper.ToRadians(90), new Vector2(ModContent.GetTexture("SGAmod/HavocGear/Projectiles/HeatWave").Width * 0.5f, ModContent.GetTexture("SGAmod/HavocGear/Projectiles/HeatWave").Height * 0.5f), scaler, SpriteEffects.None, 0); Main.spriteBatch.Draw(texture, projectile.Center - Main.screenPosition, new Rectangle?(), drawColor, projectile.rotation, origin, projectile.scale, facingleft ? effect : SpriteEffects.None, 0); return(false); }
public override bool PreDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Color drawColor) { Player owner = Main.player[projectile.owner]; bool facingleft = projectile.direction < 0f; Microsoft.Xna.Framework.Graphics.SpriteEffects effect = SpriteEffects.FlipHorizontally; Texture2D texture = ModContent.GetTexture(JavelinProj.tex[(int)projectile.ai[1]] + "Spear"); Vector2 origin = new Vector2(texture.Width * 0.5f, texture.Height * 0.5f); Vector2 drawpos = projectile.Center; if (projectile.ai[1] == (int)JavelinType.CrimsonCatastrophe) { drawpos += Vector2.Normalize(projectile.Center - owner.Center) * 64f; drawColor *= 0.5f;// MathHelper.Clamp((float)(projectile.timeLeft-60f) / 25f,0, 1f); for (float i = 0; i < 1f && projectile.ai[1] == 10; i += 0.02f) { Vector2 offset = (owner.Center - projectile.Center) * i; drawColor *= (1f - (i / 8f)); if (facingleft) { Main.spriteBatch.Draw(texture, (drawpos + offset) - Main.screenPosition, new Rectangle?(), drawColor, ((projectile.rotation - (float)Math.PI / 2) - (float)Math.PI / 2) + (facingleft ? (float)(1f * Math.PI) : 0f), origin, projectile.scale, effect, 0); } if (!facingleft) { Main.spriteBatch.Draw(texture, (drawpos + offset) - Main.screenPosition, new Rectangle?(), drawColor, (projectile.rotation - (float)Math.PI / 2) + (facingleft ? (float)(1f * Math.PI) : 0f), origin, projectile.scale, SpriteEffects.None, 0); } } } else { if (facingleft) { Main.spriteBatch.Draw(texture, (drawpos) - Main.screenPosition, new Rectangle?(), drawColor, ((projectile.rotation - (float)Math.PI / 2) - (float)Math.PI / 2) + (facingleft ? (float)(1f * Math.PI) : 0f), origin, projectile.scale, effect, 0); } if (!facingleft) { Main.spriteBatch.Draw(texture, (drawpos) - Main.screenPosition, new Rectangle?(), drawColor, (projectile.rotation - (float)Math.PI / 2) + (facingleft ? (float)(1f * Math.PI) : 0f), origin, projectile.scale, SpriteEffects.None, 0); } } return(false); }
public override bool PreDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Color drawColor) { bool facingleft = projectile.direction < 0f; Microsoft.Xna.Framework.Graphics.SpriteEffects effect = SpriteEffects.FlipHorizontally; Texture2D texture = Main.projectileTexture[projectile.type]; Vector2 origin = new Vector2(texture.Width * 0.5f, texture.Height * 0.5f); if (facingleft) { Main.spriteBatch.Draw(texture, projectile.Center - Main.screenPosition, new Rectangle?(), drawColor, ((projectile.rotation - (float)Math.PI / 2) - (float)Math.PI / 2) + (facingleft ? (float)(1f * Math.PI) : 0f), origin, projectile.scale, effect, 0); } if (!facingleft) { Main.spriteBatch.Draw(texture, projectile.Center - Main.screenPosition, new Rectangle?(), drawColor, (projectile.rotation - (float)Math.PI / 2) + (facingleft ? (float)(1f * Math.PI) : 0f), origin, projectile.scale, SpriteEffects.None, 0); } return(false); }
public override bool PreDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Color drawColor) { Main.spriteBatch.End(); Main.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone, null, Main.GameViewMatrix.ZoomMatrix); ArmorShaderData shader = GameShaders.Armor.GetShaderFromItemId(ItemID.SolarDye); //HairShaderData shader = GameShaders.Hair.GetShaderFromItemId(ItemID.LeinforsAccessory); shader.Apply(null); bool facingleft = projectile.velocity.X > 0; Microsoft.Xna.Framework.Graphics.SpriteEffects effect = SpriteEffects.FlipHorizontally | SpriteEffects.FlipVertically; Texture2D texture = ModContent.GetTexture("Terraria/Projectile_" + (424 + projectile.ai[0])); Vector2 origin = new Vector2(texture.Width * 0.5f, texture.Height * 0.5f); Main.spriteBatch.Draw(texture, projectile.Center - Main.screenPosition, new Rectangle?(), drawColor * trans, projectile.rotation + (facingleft ? (float)(1f * Math.PI) : 0f), origin, projectile.scale, facingleft ? effect : SpriteEffects.None, 0); Main.spriteBatch.End(); Main.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, Main.DefaultSamplerState, DepthStencilState.None, RasterizerState.CullCounterClockwise, null, Main.GameViewMatrix.ZoomMatrix); return(false); }
public override bool PreDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Color drawColor) { bool facingleft = projectile.velocity.X > 0; Microsoft.Xna.Framework.Graphics.SpriteEffects effect = SpriteEffects.FlipHorizontally | SpriteEffects.FlipVertically; Texture2D texture = ModContent.GetTexture(JavelinProj.tex[(int)projectile.ai[1]]); Vector2 origin = new Vector2(texture.Width * 0.5f, texture.Height * 0.5f); if (projectile.ai[1] == 8 && stickin < 0) { for (int k = 0; k < projectile.oldPos.Length; k++) { Vector2 drawPos = new Vector2(projectile.oldPos[k].X + projectile.width / 2, projectile.oldPos[k].Y + projectile.height / 2) - Main.screenPosition; Color color = projectile.GetAlpha(drawColor) * ((float)(projectile.oldPos.Length - k) / (float)projectile.oldPos.Length); spriteBatch.Draw(texture, drawPos, new Rectangle?(), color * 0.5f, projectile.rotation + (facingleft ? (float)(1f * Math.PI) : 0f) - (((float)Math.PI / 2) * (facingleft ? 0f : -1f)), origin, projectile.scale, facingleft ? effect : SpriteEffects.FlipHorizontally, 0); } } Main.spriteBatch.Draw(texture, projectile.Center - Main.screenPosition, new Rectangle?(), drawColor, projectile.rotation + (facingleft ? (float)(1f * Math.PI) : 0f) - (((float)Math.PI / 2) * (facingleft ? 0f : -1f)), origin, projectile.scale, facingleft ? effect : SpriteEffects.FlipHorizontally, 0); return(false); }
public override bool PreDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Color drawColor) { bool facingleft = projectile.velocity.X > 0; Microsoft.Xna.Framework.Graphics.SpriteEffects effect = SpriteEffects.FlipHorizontally | SpriteEffects.FlipVertically; Texture2D texture = ModContent.GetTexture(JavelinProj.tex[(int)projectile.ai[1]]); Vector2 origin = new Vector2(texture.Width * 0.5f, texture.Height * 0.5f); if (projectile.ai[1] == (int)JavelinType.CrimsonCatastrophe) { if (stickin >= 0) { drawColor = Color.Lerp(drawColor, Color.Red, 0.50f + (float)Math.Sin(projectile.timeLeft / 15f) / 3f); } float sticktime = (float)maxStickTime; float alpha = 1; if (projectile.penetrate <= 1) { alpha *= MathHelper.Clamp((float)(projectile.timeLeft - 100) / 10f, 0f, 1f); } drawColor *= alpha; if (stickin >= 0) { for (float k = 0; k < MathHelper.TwoPi; k += MathHelper.Pi / 2f) { float angle = (k + (float)projectile.whoAmI + Main.GlobalTime); Vector2 drawPos = projectile.Center + Vector2.Normalize(angle.ToRotationVector2()) * 260; Color color = drawColor * MathHelper.Clamp(projectile.localAI[0] / 10f, 0.25f, 1f); spriteBatch.Draw(texture, drawPos - Main.screenPosition, new Rectangle?(), color * 0.5f, angle - (3f * MathHelper.Pi / 4f), origin, projectile.scale, effect, 0); angle = (k - (float)projectile.whoAmI - Main.GlobalTime); float timedelay = (float)(projectile.timeLeft - 100) / sticktime; float alpha2 = MathHelper.Clamp((float)Math.Sin((double)timedelay * Math.PI) * 2f, 0f, 1f); float distancemul = 100f / sticktime; drawPos = projectile.Center + Vector2.Normalize(angle.ToRotationVector2()) * (projectile.timeLeft - 100) * (8f * distancemul); color = drawColor * alpha2; spriteBatch.Draw(texture, drawPos - Main.screenPosition, new Rectangle?(), color * 0.5f, MathHelper.Pi + angle - (3f * MathHelper.Pi / 4f), origin, projectile.scale, effect, 0); } return(false); } for (int k = 0; k < projectile.oldPos.Length; k++) { drawColor = Color.Lerp(drawColor, Color.Red, 0.50f + (float)Math.Sin((projectile.timeLeft + k) / 15f) / 3f); Vector2 drawPos = new Vector2(projectile.oldPos[k].X + projectile.width / 2, projectile.oldPos[k].Y + projectile.height / 2) - Main.screenPosition; Color color = projectile.GetAlpha(drawColor) * ((float)(projectile.oldPos.Length - k) / (float)projectile.oldPos.Length); spriteBatch.Draw(texture, drawPos, new Rectangle?(), color * 0.5f * alpha, projectile.rotation + (facingleft ? (float)(1f * Math.PI) : 0f) - (((float)Math.PI / 2) * (facingleft ? 0f : -1f)), origin, projectile.scale, facingleft ? effect : SpriteEffects.FlipHorizontally, 0); } return(false); }//Crimson Catastrophe if (projectile.ai[1] == (int)JavelinType.SanguineBident || projectile.ai[1] == (int)JavelinType.Thermal)//Sanguine Bident { Texture2D glow = null; if (projectile.ai[1] == (int)JavelinType.Thermal) { glow = ModContent.GetTexture("SGAmod/Items/GlowMasks/ThermalJavelin_Glow"); drawColor = Color.White; } for (int k = 0; k < (stickin < 0 ? projectile.oldPos.Length : 1); k++) { Vector2 drawPos = new Vector2(projectile.oldPos[k].X + projectile.width / 2, projectile.oldPos[k].Y + projectile.height / 2) - Main.screenPosition; Color color = (projectile.ai[1] == (int)JavelinType.Thermal ? Color.White : projectile.GetAlpha(drawColor)) * ((float)(projectile.oldPos.Length - k) / (float)projectile.oldPos.Length); spriteBatch.Draw(texture, drawPos, new Rectangle?(), color * 0.5f, projectile.rotation + (facingleft ? (float)(1f * Math.PI) : 0f) - (((float)Math.PI / 2) * (facingleft ? 0f : -1f)), origin, projectile.scale, facingleft ? effect : SpriteEffects.FlipHorizontally, 0); if (glow != null) { spriteBatch.Draw(glow, drawPos, new Rectangle?(), color * 0.5f, projectile.rotation + (facingleft ? (float)(1f * Math.PI) : 0f) - (((float)Math.PI / 2) * (facingleft ? 0f : -1f)), origin, projectile.scale, facingleft ? effect : SpriteEffects.FlipHorizontally, 0); } } } Main.spriteBatch.Draw(texture, projectile.Center - Main.screenPosition, new Rectangle?(), drawColor, projectile.rotation + (facingleft ? (float)(1f * Math.PI) : 0f) - (((float)Math.PI / 2) * (facingleft ? 0f : -1f)), origin, projectile.scale, facingleft ? effect : SpriteEffects.FlipHorizontally, 0); return(false); }
public Character(T2 tex, V2 pos, REC?rec, Color color, F rot, V2 org, V2 scale, SE flip, F layer) : base(tex, pos, rec, color, rot, org, scale, flip, layer) { }
public virtual void ModifyDrawDatas(List <GuardianDrawData> dds, Vector2 Position, Rectangle BodyRect, Rectangle LArmRect, Rectangle RArmRect, Vector2 Origin, Color color, Microsoft.Xna.Framework.Graphics.SpriteEffects seffects) { }