public override void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(texture, position, sourceRectangle, color, rotation, origin, scale, SpriteEffects.None, 0f); #if Debug RectClass.DrawBorder(Game1.pixel, spriteBatch, BoundingBox, 1, Color.Red, Color.Gray * 0.3f); #endif }
public override void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(Texture, Position, SourceRectangle, Color, Rotation, Origin, Scale, SpriteEffects.None, 0f); #if debug RectClass.DrawBorder(Game1.pixel, spriteBatch, BoundingBox, 2, Color.Red, Color.Blue * 0.3f); #endif }
public override void Draw(SpriteBatch spriteBatch) { foreach (Projectile item in this.projectiles) { item.Draw(spriteBatch); } spriteBatch.Draw(texture, position, sourceRectangle, color, rotation, origin, scale, SpriteEffects.None, 0f); #if debug RectClass.DrawBorder(Game1.pixel, spriteBatch, BoundingBox, 1, Color.Red, Color.Gray * 0.3f); #endif }
public override void Draw(SpriteBatch spriteBatch) { //spriteBatch.Draw(this.texture,new Rectangle((int)this.position.X,(int)this.position.Y,this.width,this.height),Color.Red);//1 // spriteBatch.Draw(this.texture, this.position, Color.Purple);//2 // spriteBatch.Draw(this.texture, new Rectangle((int)this.position.X, (int)this.position.Y, this.width, this.height), Color.Blue);//3 // spriteBatch.Draw(this.texture, this.position, sourceRectangle, Color.Green);//4 // spriteBatch.Draw(this.texture, new Rectangle((int)this.position.X, (int)this.position.Y, this.width, this.height), sourceRectangle, Color.Orange, rotation, origin, SpriteEffects.None, 0.0f);//5 // spriteBatch.Draw(this.texture, position, sourceRectangle, Color.White, rotation, origin, scale, SpriteEffects.None, 0.0f);//6 spriteBatch.Draw(this.texture, this.position, sourceRectangle, Color.White, rotation, origin, new Vector2(scale, scale), SpriteEffects.None, 0.0f);//7 #if Debug RectClass.DrawBorder(Game1.pixel, spriteBatch, Bounds, 1, Color.Red, Color.Gray * 0.5f); #endif }
public override void Draw(SpriteBatch spriteBatch) { #if debug RectClass.DrawBorder(Game1.pixel, spriteBatch, BoundingBox, 1, Color.Red, Color.Gray * 0.3f); //spriteBatch.DrawString(Game1.debugFont, damagePosition.ToString(), new Vector2(100, 100), Color.Black); #endif #region Zombie draw if (alive) { #region Healthbar draw spriteBatch.Draw(Game1.HealthBar, new Rectangle((int)HealthBarPosition.X, (int)HealthBarPosition.Y, ZombieHealthBarWidthBackground, Game1.HealthBar.Height), Color.Black); spriteBatch.Draw(Game1.HealthBar, new Rectangle((int)HealthBarPosition.X, (int)HealthBarPosition.Y, ZombieHealthBarWidth, Game1.HealthBar.Height), Color.Red); #endregion spriteBatch.Draw(texture, bloodPosition, hitSourceRectangle, color, rotation, new Vector2(90, 40), scale, SpriteEffects.None, 0f); spriteBatch.Draw(texture, new Rectangle((int)this.position.X, (int)this.position.Y, (int)(WIDTH * scale), (int)(HEIGHT * scale)), sourceRectangle, Color.White, rotation, origin, SpriteEffects.None, 0f); if (displayingDamagePoints && Game1.ScreenSize.Contains((int)damagePosition.X, (int)damagePosition.Y)) { spriteBatch.DrawString(Game1.debugFont, DamageTaken.ToString(), this.DamagePosition, Color.Black, 0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0f); } } else if (!alive) { int Dwidth = 120; int Dheight = 80; Vector2 Dorgin = new Vector2(Dwidth / 2, Dheight / 2); spriteBatch.Draw(Game1.SSZombieDeathAnmation, new Rectangle((int)this.position.X, (int)this.position.Y, (int)(Dwidth * scale), (int)(Dheight * scale)), new Rectangle(DeathFrame * Dwidth, 0, Dwidth, Dheight), Color.White, rotation, Dorgin, SpriteEffects.None, 0f); } #endregion }