コード例 #1
0
        public override void Draw(SpriteBatch spriteBatch)
        {
            if (isAttacking)
            {
                spriteBatch.Draw(TextureManager.warriorAttack, new Vector2(pos.X, pos.Y), new Rectangle(currentFrameAttack.X * frameSizeAttack.X, currentFrameAttack.Y * frameSizeAttack.Y, frameSizeAttack.X, frameSizeAttack.Y), color, angle, new Vector2(frameSizeAttack.X / 2, frameSizeAttack.Y / 2 + 8), 1, EntityFx, 0);
            }
            else if (isShielding)
            {
                spriteBatch.Draw(TextureManager.warriorShield, new Vector2(pos.X, pos.Y), new Rectangle(currentFrameShield.X * frameSizeShield.X, currentFrameShield.Y * frameSizeShield.Y, frameSizeShield.X, frameSizeShield.Y), color, angle, new Vector2(frameSizeShield.X / 2, frameSizeShield.Y / 2 + 6), 1, EntityFx, 0);
            }
            else if (availableAPress == false)
            {
                spriteBatch.Draw(TextureManager.warriorCharge, new Vector2(pos.X, pos.Y), new Rectangle(0, 0, 50, 50), color, angle, new Vector2(frameSizeShield.X / 2, frameSizeShield.Y / 2 + 6), 1, EntityFx, 0);
            }
            else
            {
                spriteBatch.Draw(tex, pos, new Rectangle(currentFrame.X * frameSize.X, currentFrame.Y * frameSize.Y, frameSize.X, frameSize.Y), color, angle, new Vector2(frameSize.X / 2, frameSize.Y / 2), 1, EntityFx, 0);
            }

            spriteBatch.DrawString(FontManager.font, "current: " + currentFrameAttack +
                                   "\nframe size: " + currentFrameAttack +
                                   "\nsheet size: " + sheetSizeAttack, new Vector2(pos.X + 100, pos.Y + 100), Color.Blue);

            particleEngineCharge.Draw(spriteBatch);


            //base.Draw(spriteBatch);
        }
コード例 #2
0
        public override void Draw(SpriteBatch spriteBatch)
        {
            particleEngineFire.Draw(spriteBatch);
            particleEngineWater.Draw(spriteBatch);
            particleEngineSteam.Draw(spriteBatch);
            particleEngineRocks.Draw(spriteBatch);

            #region Draw Fireball
            foreach (Projectile f in FireBallList)
            {
                if (f != null)
                {
                    f.Draw(spriteBatch);
                }
            }
            #endregion

            #region Draw waterball
            foreach (Projectile w in WaterBallList)
            {
                if (w != null)
                {
                    w.Draw(spriteBatch);
                }
            }
            #endregion

            #region Draw Boulder
            foreach (Projectile b in BoulderList)
            {
                if (b != null)
                {
                    b.Draw(spriteBatch);
                }
            }
            #endregion



            base.Draw(spriteBatch);

            if (shieldActivated)
            {
                spriteBatch.Draw(TextureManager.magicShield, pos, new Rectangle(0, 0, TextureManager.magicShield.Width, TextureManager.magicShield.Height), Color.White, 0, new Vector2(TextureManager.magicShield.Width / 2, TextureManager.magicShield.Height / 2), 1, SpriteEffects.None, 0);
            }
        }
コード例 #3
0
 public override void Draw(SpriteBatch spriteBatch)
 {
     spriteBatch.Draw(tex, pos, null, color, rotation, origin, 1.0f, SpriteEffects.None, 0);
     particleEngineSteam.Draw(spriteBatch);
 }
コード例 #4
0
        public override void Draw(SpriteBatch spriteBatch)
        {
            statusWindow.Draw(spriteBatch);
            particleEnginePowerShoot.Draw(spriteBatch);
            particleEngineDash.Draw(spriteBatch);


            foreach (Trap t in trapList)
            {
                t.Draw(spriteBatch);
            }
            foreach (Projectile p in powerShootList)
            {
                p.Draw(spriteBatch);
            }
            foreach (RainAttack r in rainAttackList)
            {
                r.Draw(spriteBatch);
            }

            base.Draw(spriteBatch);

            //kolla en bit verkligen snurrar rätt runt gubben, gör det för att checka skottens start pos
            //spriteBatch.Draw(tex, new Vector2(pos.X + 30, pos.Y + 30), new Rectangle(0, 0, 20, 20), col, angle, new Vector2(origin.X + 20, origin.Y + 20), 1, EntityFx, 0);

            #region shoot
            if (isReloading == true)
            {
                spriteBatch.Draw(TextureManager.reload, pos, new Rectangle(currentFrameReload.X * frameSizeReload.X, currentFrameReload.Y * frameSizeReload.Y, frameSizeReload.X, frameSizeReload.Y), Color.White, 0, new Vector2(frameSizeReload.X / 2, frameSizeReload.Y / 2), 1, SpriteEffects.None, 0);
                isShooting = false;
            }
            else
            {
                isShooting = true;
            }
            #endregion

            #region font, check values
            spriteBatch.DrawString(FontManager.font, "tid: " + timerSinceLastFrameReload + "  " + milliSecondsPerFrameReload +
                                   "\nbool: " + isTransparent +
                                   "\ncolor: " + color +
                                   "\npos for rain: " + rainAttackPos +
                                   "\namount of powershoot: " + powerShootList.Count +
                                   "\namount of rain arrows: " + rainAttackList.Count +
                                   "\ncan place bool: " + canPlace +
                                   "\namount of traps: " + trapList.Count, new Vector2(pos.X + 100, pos.Y + 100), Color.Blue);
            #endregion

            #region circle move
            if (addPos == true)
            {
                spriteBatch.Draw(TextureManager.circles[0], rainAttackPos, new Rectangle(0, 0, 300, 300), Color.White, spinPlus, new Vector2(TextureManager.circles[0].Width / 2, TextureManager.circles[0].Height / 2), 1, SpriteEffects.None, 0);
                spriteBatch.Draw(TextureManager.circles[1], rainAttackPos, new Rectangle(0, 0, 300, 300), Color.White, spinMinus, new Vector2(TextureManager.circles[0].Width / 2, TextureManager.circles[0].Height / 2), 1, SpriteEffects.None, 0);
                spriteBatch.Draw(TextureManager.circles[2], rainAttackPos, new Rectangle(0, 0, 300, 300), Color.White, spinPlus, new Vector2(TextureManager.circles[0].Width / 2, TextureManager.circles[0].Height / 2), 1, SpriteEffects.None, 0);
                spriteBatch.Draw(TextureManager.circles[3], rainAttackPos, new Rectangle(0, 0, 300, 300), Color.White, spinPlus, new Vector2(TextureManager.circles[0].Width / 2, TextureManager.circles[0].Height / 2), 1, SpriteEffects.None, 0);
                spriteBatch.Draw(TextureManager.circles[4], rainAttackPos, new Rectangle(0, 0, 300, 300), Color.White, spinMinus, new Vector2(TextureManager.circles[0].Width / 2, TextureManager.circles[0].Height / 2), 1, SpriteEffects.None, 0);
                spriteBatch.Draw(TextureManager.circles[5], rainAttackPos, new Rectangle(0, 0, 300, 300), Color.White, spinPlus, new Vector2(TextureManager.circles[0].Width / 2, TextureManager.circles[0].Height / 2), 1, SpriteEffects.None, 0);
                spriteBatch.Draw(TextureManager.circles[6], rainAttackPos, new Rectangle(0, 0, 300, 300), Color.White, spinMinus, new Vector2(TextureManager.circles[0].Width / 2, TextureManager.circles[0].Height / 2), 1, SpriteEffects.None, 0);
            }
            #endregion
        }
コード例 #5
0
 public override void Draw(SpriteBatch spriteBatch)
 {
     spriteBatch.Draw(tex, center, null, Color.Lerp(Color.White, Color.Red, dispenserPower / 500), rotation, origin, 1.0f, SpriteEffects.None, 0);
     particleEngineSteam.Draw(spriteBatch);
 }