public override void Draw(/*SpriteBatch spriteBatch*/) { // make the size of the black hole pulsate float scale = 1 + 0.1f * (float)Math.Sin(10 * GameRoot.ElapsedTime); CustomRenderer.Draw(image, Position, color, Orientation, Size / 2f, scale, 0); }
/// <summary> /// Draw the particles. /// </summary> public void Draw(/*SpriteBatch spriteBatch*/) { for (int i = 0; i < particleList.Count; i++) { var particle = particleList[i]; Vector2 origin = new Vector2(particle.Texture.Width / 2, particle.Texture.Height / 2); CustomRenderer.Draw(particle.Texture, particle.Position, particle.Tint, particle.Orientation, origin, particle.Scale, 0); } }
public override void Draw(/*SpriteBatch spriteBatch*/) { if (timeUntilStart > 0) { // Draw an expanding, fading-out version of the sprite as part of the spawn-in effect. float factor = timeUntilStart / 60f; // decreases from 1 to 0 as the enemy spawns in CustomRenderer.Draw(image, Position, Color.White * factor, Orientation, Size / 2f, 2 - factor, 0); } base.Draw(); }
public virtual void Draw(/*SpriteBatch spriteBatch*/) { CustomRenderer.Draw(image, Position, color, Orientation, Size / 2, 1.0f, 0); //spriteBatch.Draw(image, Position, null, color, Orientation, Size / 2f, 1f, 0, 0); }