void Drawable.Draw(SFML.Graphics.RenderTarget target, SFML.Graphics.RenderStates states) { // apply the transform states.Transform *= Transform.Identity; // apply the tileset texture states.Texture = m_tileset; // draw the vertex array target.Draw(m_vertices, states); }
public void Render(SFML.Graphics.RenderWindow renderWindow) { if (texture is FramedTexture) { FramedTexture framed = (FramedTexture)texture; framed.Position = position; framed.Render(renderWindow); } else renderWindow.Draw(sprite); }
public override void draw(Framework.Utilities.GameTime time, SFML.Graphics.RenderWindow window) { window.Draw(backGround); contentManager.draw(time, window); lightLayer.draw(window); mainMenu.draw(time, window); }
public override void draw(Utilities.GameTime time, SFML.Graphics.RenderWindow window) { if (hasBackground) Draw.fillRectangle(window, bounds, BackGroudColor); window.Draw(Title); foreach (MenuButton b in buttons) b.draw(window); }
public void Show(SFML.Graphics.RenderWindow window) { window.Draw(_sprite); }
/// <summary> /// Dibuja el PlayerShip /// </summary> /// <param name="rt">Donde se va a dibujar. Suele ser casi siempre una renderWindow, aunque podría ser una renderTexture</param> /// <param name="rs">Estados usados para dibujar</param> override protected void DrawCurrent(SFML.Graphics.RenderTarget rt, SFML.Graphics.RenderStates rs) { // en el destino (rt) dibujamos el sprite con un estado determinado (rs) rt.Draw(_sprite,rs); }
public override void draw(Framework.Utilities.GameTime time, SFML.Graphics.RenderWindow window) { window.Draw(sp); contentManager.draw(time, window); if (enabled) lightLayer.draw(window); }