public override bool PreDrawCloseBackground(SpriteBatch spriteBatch) { StarSailorMod sm = (StarSailorMod)mod; //return true; DrawData d = new DrawData(sm.overworldSky, new Rectangle(0, 0, Main.screenWidth, Main.screenHeight), Color.White * 0.8f); //GameShaders.Misc["StarShader"].Apply(d); d.Draw(spriteBatch); Texture2D[] texs = { sm.desertTownFront, sm.desertTownMid, sm.desertTownFar }; float[] darkens = { 0.8f, 0.8f, 0.8f }; int[] offs = { 75, -175, 1000 }; float[] scales = { 1f, 1f, 1f }; spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Additive, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone, null, Main.GameViewMatrix.ZoomMatrix); //GameShaders.Misc["StarShader"].Apply(); spriteBatch.Draw(sm.sun0a, new Rectangle(Main.screenWidth * 5 / 16, 165, 160, 160), Color.White); sm.DrawStars(spriteBatch); spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, Main.DefaultSamplerState, DepthStencilState.None, RasterizerState.CullCounterClockwise, null, Main.GameViewMatrix.TransformationMatrix); BgHooks.DrawBGs(spriteBatch, texs, offs, darkens, scales); return(false); }
public override bool PreDrawCloseBackground(SpriteBatch spriteBatch) { StarSailorMod sm = (StarSailorMod)mod; sm.stars.Clear(); Texture2D[] texs = { sm.desTreeCaveMid3, sm.desTreeCaveMid2, sm.desTreeCaveFront, sm.desTreeCaveMid, sm.desTreeCaveBack }; float[] darkens = { 1, 1, 0.8f, 0.5f, 0.3f }; int[] offs = { -300, -250, -150, -250, 0 }; float[] scales = { 1.5f, 1.5f, 1.3f, 1.5f, 1.3f }; BgHooks.DrawBGs(spriteBatch, texs, offs, darkens, scales); return(false); }
public override bool PreDrawCloseBackground(SpriteBatch spriteBatch) { StarSailorMod sm = (StarSailorMod)mod; //return true; //DrawData d = new DrawData(sm.overworldSky, new Rectangle(0, 0, Main.screenWidth, Main.screenHeight), Color.White * 0.8f); //GameShaders.Misc["StarShader"].Apply(d); //d.Draw(spriteBatch); Texture2D[] texs = { sm.jungleNear, sm.jungleNear, sm.jungleMid, sm.jungleMid, sm.jungleFar }; float[] darkens = { 1f, 1f, 1f, 1f, 1f }; int[] offs = { 100, 75, 0, -25, 50 }; float[] scales = { 1f, 1f, 1f, 1f, 1f }; //spriteBatch.Draw(texs[0], new Rectangle(0, 0, 1024, 1024), Color.White); BgHooks.DrawBGs(spriteBatch, texs, offs, darkens, scales); return(false); }