public DrawCommand(Texture2D texture, Vector2 position, Rectangle? sourceRect, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects = SpriteEffects.None, float layerDepth = 0, int maxlife = -1, ShaderPack? shaderPack = null) { this.type = DrawType.direct; this.texture2d = texture; this.position = position; this.color = color; this.permColor = color; this.scale = scale; this.rotation = rotation; this.sourceRect = sourceRect; this.origin = origin; this.effects = effects; this.layerDepth = layerDepth; this.maxlife = maxlife; this.life = maxlife; this.shaderPack = shaderPack ?? ShaderPack.Default; }
public DrawCommand(textures texture, Vector2 position, Rectangle? sourceRect, Color color, float rotation, Vector2 origin, Vector2 scalevect, SpriteEffects effects = SpriteEffects.None, float layerDepth = 0, int maxlife = -1, ShaderPack? shaderPack = null) { this.type = DrawType.vectScaled; this.texture = texture; this.position = position; this.color = color; this.permColor = color; this.scalevect = scalevect; this.rotation = rotation; this.sourceRect = sourceRect; this.origin = origin; this.effects = effects; this.layerDepth = layerDepth; this.maxlife = maxlife; this.life = maxlife; this.shaderPack = shaderPack ?? new ShaderPack(color); }
public void Draw(textures texture, Vector2 position, Rectangle? sourceRect, Color color, float rotation, Vector2 origin, Vector2 scalevect, Layers Layer, ShaderPack? shaderPack = null) { nextFrame.Enqueue(new DrawCommand(texture, ((position - virtualTopLeft) * zoom) + CameraOffsetVect, sourceRect, color, rotation, origin, scalevect * zoom, SpriteEffects.None, (((float)Layer) / 10), -1, shaderPack)); }
public void Draw(textures texture, Vector2 position, Color color, Vector2 scalevect, float rotation, Layers Layer, ShaderPack? shaderPack = null) { nextFrame.Enqueue(new DrawCommand(texture, ((position - virtualTopLeft) * zoom) + CameraOffsetVect, null, color, rotation, Assets.textureCenters[texture], scalevect * zoom, SpriteEffects.None, (((float)Layer) / 10), -1, shaderPack)); }
public void Draw(Texture2D texture, Vector2 position, Color color, float scale, float rotation, Layers Layer, ShaderPack? shaderPack = null) { nextFrame.Enqueue(new DrawCommand(texture, ((position - virtualTopLeft) * zoom) + CameraOffsetVect, null, color, rotation, new Vector2(texture.Width / 2, texture.Height / 2), scale * zoom, SpriteEffects.None, (((float)Layer) / 10), -1, shaderPack)); }
public void Draw(textures texture, Vector2 position, Color color, float scale, Layers Layer, ShaderPack? shaderPack = null, bool center = true) { nextFrame.Enqueue(new DrawCommand(texture, ((position - virtualTopLeft) * zoom) + CameraOffsetVect, null, color, 0, center?Assets.textureCenters[texture]:Vector2.Zero, scale * zoom, SpriteEffects.None, (((float)Layer) / 10), -1, shaderPack)); }
public DrawCommand(string text, Vector2 position, Color color, float scale = 0.5f, int maxlife = -1, ShaderPack? shaderPack = null, float layerDepth = 0) { this.type = DrawType.drawString; this.position = position; this.color = color; this.permColor = color; this.layerDepth = layerDepth; this.scale = scale; this.text = text; this.maxlife = maxlife; this.life = maxlife; this.shaderPack = shaderPack ?? ShaderPack.Default; }