public void Draw(SpriteBatch spriteBatch, Camera camera, Texture2D texture) { for (int i = 0; i < MAX_SMOKE; i++) { smokeClouds[i].Draw(spriteBatch, camera, texture); } }
public void Draw(SpriteBatch spriteBatch, Camera camera, Texture2D texture) { for (int i = 0; i < MAX_PARTICLES; i++) { particles[i].Draw(spriteBatch, camera, texture); } }
public ExplosionView(SpriteBatch spriteBatch, Texture2D sparkTexture, Texture2D smokeTexture, Camera camera, Vector2 mousePos) { this.spriteBatch = spriteBatch; this.sparkTexture = sparkTexture; this.smokeTexture = smokeTexture; this.cam = camera; smokeSystem = new SmokeSystem(mousePos); splitterSystem = new SplitterSystem(mousePos); life = maxLifeTime; }
internal void Draw(SpriteBatch spriteBatch, Camera camera, Texture2D texture) { Vector2 viewPosition = camera.GetVisualPositions(position); Vector2 visualRadius = camera.GetVisualPositions(smokeSize); Rectangle rect = new Rectangle((int)viewPosition.X, (int)viewPosition.Y, (int)visualRadius.X, (int)visualRadius.Y); Color color = new Color(visibility, visibility, visibility, visibility); spriteBatch.Draw(texture, viewPosition, null, color, rotation, new Vector2(origin, origin), size, SpriteEffects.None, 0); }
internal bool PlayerClicks(Camera cam) { clickableArea = new Rectangle(0, 0, (int)cam.windowHeight, (int)cam.windowWidth); MouseState currentMouseState = Mouse.GetState(); Point mousePos = new Point(Mouse.GetState().X, Mouse.GetState().Y); if (currentMouseState.LeftButton == ButtonState.Pressed && clickableArea.Contains(mousePos)) { return true; } else { return false; } }
internal void Draw(SpriteBatch spriteBatch, Camera camera, Texture2D texture) { Vector2 viewPosition = camera.GetVisualPositions(position); Vector2 visualRadius = camera.GetVisualPositions(radius); Rectangle rect = new Rectangle((int)viewPosition.X, (int)viewPosition.Y, (int)visualRadius.X, (int)visualRadius.Y); float t = timeLivedSeconds/maxLifeTime; if (t > 1.0) { t = 1.0f; } float endValue = 0.0f; float startValue = 1.0f; float visibility = endValue * t + (1.0f - t) * startValue; Color color = new Color(visibility, visibility, visibility, visibility); spriteBatch.Draw(texture, rect, Color.White); }
public BallView(SpriteBatch spriteBatch, Texture2D texture, Camera camera) { this.spriteBatch = spriteBatch; this.texture = texture; this.camera = camera; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); sparkTexture = Content.Load<Texture2D>("spark"); smokeTexture = Content.Load<Texture2D>("particlesmoke"); soundEffect = Content.Load<SoundEffect>("fire"); ballTexture = Content.Load<Texture2D>("ball"); borderTexture = Content.Load<Texture2D>("border"); aimTexture = Content.Load<Texture2D>("sikte"); this.ballSim = new BallSimulation(); view = new GameView(spriteBatch); cam = new View.Camera(graphics.PreferredBackBufferHeight, graphics.PreferredBackBufferWidth); soundView = new SoundView(soundEffect); ballView = new BallView(spriteBatch, ballTexture,cam); }