public static Vector2 PolarPos(Vector2 Point, float Distance, float Angle, int XOffset = 0, int YOffset = 0) { var ReturnedValue = new Vector2(); ReturnedValue.X = (Distance * (float)Math.Sin((double)AntiarisHelper.RadtoGrad(Angle)) + Point.X) + XOffset; ReturnedValue.Y = (Distance * (float)Math.Cos((double)AntiarisHelper.RadtoGrad(Angle)) + Point.Y) + YOffset; return(ReturnedValue); }
private static void _drawIcons(Mod mod, SpriteBatch spriteBatch) { ReLogic.Content.Asset <Texture2D> chest = mod.GetTexture("Items/Equipables/Accessories/ChestIcon"); ReLogic.Content.Asset <Texture2D> chest_ = mod.GetTexture("Items/Equipables/Accessories/ChestIcon2"); var startPosition = new Vector2(); foreach (Point chest2 in chestTiles) { startPosition = AntiarisHelper.FoundPosition(new Vector2(chest2.X + 1f, chest2.Y + 1f)); var newStartPosition = new Rectangle((int)startPosition.X, (int)startPosition.Y, chest.Width, chest.Height); spriteBatch.Draw(chest, newStartPosition, null, Color.White, 0f, new Vector2(chest.Width / 2, chest.Height / 2), SpriteEffects.None, 0f); } foreach (Point chest2_ in chestTiles2) { startPosition = AntiarisHelper.FoundPosition(new Vector2(chest2_.X + 1f, chest2_.Y + 1f)); var newStartPosition = new Rectangle((int)startPosition.X, (int)startPosition.Y, chest_.Width, chest_.Height); spriteBatch.Draw(chest_, newStartPosition, null, Color.White, 0f, new Vector2(chest_.Width / 2, chest_.Height / 2), SpriteEffects.None, 0f); } }