public void Draw(SpriteBatch spriteBatch) { fireEffect.Parameters["time"].SetValue(-Main.GameUpdateCount / 45f); fireEffect.Parameters["upscale"].SetValue(Main.GameViewMatrix.ZoomMatrix); fireEffect.Parameters["sampleTexture"].SetValue(GetTexture(AssetDirectory.Assets + "FireTrail")); chain.DrawStrip(PrepareStrip, fireEffect); chain.UpdateChain(parent.npc.Center + position); chain.IterateRope(WindForce); }
public override void Update() { Chain.UpdateChain(projectile.Center); if (Chain.init) { Chain.IterateRope(WindForce); } projectile.ai[0] += 0.005f; }
private void DrawBanner(SpriteBatch spriteBatch, Vector2 pos) { bannerTimer += 0.01f; BackgroundBanner.UpdateChain(Vector2.Zero); if (BackgroundBanner.init) { BackgroundBanner.IterateRope(WindForce); } spriteBatch.Draw(GetTexture("StarlightRiver/Assets/Backgrounds/GlassPin"), pos + new Vector2(-200, -300), null, new Color(100, 120, 150), 0, Vector2.Zero, 1, 0, 0); spriteBatch.Draw(vitricBackgroundBannerTarget, pos + new Vector2(-30, -240), null, Color.White, 0, Vector2.Zero, 2, 0, 0); }
public void UpdateBody() { chain.UpdateChain(parent.npc.Center); chain.IterateRope(updateBodySegment); }