public override void Draw(SpriteBatch sprite, SkeletonMeshRenderer skeletonMeshRenderer, GameTime gameTime,
                                  int mapShiftX, int mapShiftY, int centerX, int centerY,
                                  int RenderWidth, int RenderHeight, float RenderObjectScaling, MapRenderResolution mapRenderResolution,
                                  int TickCount)
        {
            // control minimap render UI position via
            //  Position.X, Position.Y

            // Draw the main drame
            base.Draw(sprite, skeletonMeshRenderer, gameTime,
                      0, 0, centerX, centerY,
                      RenderWidth, RenderHeight, RenderObjectScaling, mapRenderResolution,
                      TickCount);

            int minimapPosX = (mapShiftX + (RenderWidth / 2)) / 16;
            int minimapPosY = (mapShiftY + (RenderHeight / 2)) / 16;

            item_pixelDot.Draw(sprite, skeletonMeshRenderer, gameTime,
                               -Position.X, -Position.Y, minimapPosX, minimapPosY,
                               RenderWidth, RenderHeight, RenderObjectScaling, mapRenderResolution,
                               TickCount);
        }
Пример #2
0
        /// <summary>
        /// Draw
        /// </summary>
        /// <param name="sprite"></param>
        /// <param name="skeletonMeshRenderer"></param>
        /// <param name="gameTime"></param>
        /// <param name="mapShiftX"></param>
        /// <param name="mapShiftY"></param>
        /// <param name="centerX"></param>
        /// <param name="centerY"></param>
        /// <param name="renderWidth"></param>
        /// <param name="renderHeight"></param>
        /// <param name="RenderObjectScaling"></param>
        /// <param name="mapRenderResolution"></param>
        /// <param name="TickCount"></param>
        public override void Draw(SpriteBatch sprite, SkeletonMeshRenderer skeletonMeshRenderer, GameTime gameTime,
                                  int mapShiftX, int mapShiftY, int centerX, int centerY,
                                  int renderWidth, int renderHeight, float RenderObjectScaling, MapRenderResolution mapRenderResolution,
                                  int TickCount)
        {
            Point MousePos = Mouse.GetState().Position; // relative to the window already

            if ((mouseCursorItemStates & (int)MouseCursorItemStates.LeftPress) != (int)MouseCursorItemStates.LeftPress &&
                (mouseCursorItemStates & (int)MouseCursorItemStates.RightPress) != (int)MouseCursorItemStates.RightPress)      // default
            {
                base.Draw(sprite, skeletonMeshRenderer, gameTime,
                          -MousePos.X, -MousePos.Y, centerX, centerY,
                          renderWidth, renderHeight, RenderObjectScaling, mapRenderResolution,
                          TickCount);
            }
            else // if left or right press is active, draw pressed state
            {
                cursorItemPressedState.Draw(sprite, skeletonMeshRenderer, gameTime,
                                            -MousePos.X, -MousePos.Y, centerX, centerY,
                                            renderWidth, renderHeight, RenderObjectScaling, mapRenderResolution,
                                            TickCount);
            }
        }