public void draw(cCustomSpriteBatch batch) { Vector2 cam = cCamera.Instance.Position; batch.Effect = _effect; batch.ResetMatrices(800, 600); batch.Effect.Parameters["Noise_Tex"].SetValue(_noiseTex); batch.Effect.Parameters["Flame_Tex"].SetValue(_flameTex); batch.Effect.Parameters["time"].SetValue(_timeSeconds); batch.Draw(new Rectangle((int)(Position.X - cam.X - Width / 2), (int)(Position.Y - cam.Y - Height / 2), (int)Width, (int)Height), Color.White); batch.Flush(); }
public cEngine(GraphicsDeviceManager gd, ContentManager cm) { _instance = this; _graphics = gd; _contentManager = cm; _postProcessor = new cPostProcessor(gd.GraphicsDevice, cm); _gameState = GAME_STATE.NOTHING; _batch = new cCustomSpriteBatch(gd.GraphicsDevice); _HUD = new cHUD(); }
public void drawShaderEffects(cCustomSpriteBatch batch) { for (int i = 0; i < _shaderObjects.Count; i++) { _shaderObjects[i].draw(batch); } }