//public void DeleteObjectsAtPoint(Vector2 point) //{ // RemoveObjects(GetObjectsIntersectsPoint(point)); //} public void Draw(GameRegistry registry, SpriteBatch spriteBatch, Vector2 screenPos, Vector2 screenSize) { GamePoleObject[] o2d = GetObjectsIntersectsRect(new FloatRectangle(screenPos.X, screenPos.Y, screenSize.X, screenSize.Y)).OrderBy((GamePoleObject o) => o.Layer).ToArray(); for (int i = 0; i < o2d.Length; i++) { o2d[i].Draw(registry, spriteBatch, screenPos); } }
public override void Draw(GameRegistry registry, SpriteBatch spriteBatch, Vector2 screenPos) { Texture2D chest = registry.GetTexture("chest"); Rectangle src = GetSourceRect(); Vector2 pos = Position - screenPos; Vector2 origin = Vector2.Zero; spriteBatch.Draw(chest, pos, src, Color.White, 0f, origin, 1f, SpriteEffects.None, 0); }
public override void Draw(GameRegistry registry, SpriteBatch spriteBatch, Vector2 screenPos) { Texture2D tiles = registry.GetTexture("tiles"); Rectangle src = GetSourceRect(); Vector2 pos = Position - screenPos; Color color = _isObstacle ? Color.White * 0.75f : Color.White; Vector2 origin = Vector2.Zero; spriteBatch.Draw(tiles, pos, src, color, 0f, origin, 1f, SpriteEffects.None, 0); }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; player = new Player(this); player.Type = 1; player.AddItem(new ItemStack(Items.torch, 12)); currentLocation = new Location(this); particleController = new ParticleController(); gameRegistry = new GameRegistry(); }
public void Update(GameRegistry registry, GameTime gameTime) { for (int i = 0; i < objects.Count; i++) { var obj = objects[i]; obj.Update(registry, gameTime); if (obj.Moved) { cache.ObjectMove(obj); obj.Moved = false; } } }
public override void Update(GameRegistry registry, GameTime gameTime) { if (gameTime.TotalGameTime - lastAnimationFrame >= animationFrameLength && isOpening) { lastAnimationFrame = gameTime.TotalGameTime; if (AnimationFrame < 3) { AnimationFrame++; } else { isOpening = false; openingBy.AddItem(new ItemStack(Items.goldCoin, 2)); } } }
public virtual void Update(GameRegistry registry, GameTime gameTime) { }
public virtual void Draw(GameRegistry registry, SpriteBatch spriteBatch, Vector2 screenPos) { }
public override void Update(GameRegistry registry, GameTime gameTime) { }