Пример #1
0
        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);
        }
Пример #2
0
        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);
        }
Пример #3
0
 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);
 }
Пример #4
0
 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);
 }
Пример #5
0
 public void Show(SFML.Graphics.RenderWindow window)
 {
     window.Draw(_sprite);
 }
Пример #6
0
 /// <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);    
 }
Пример #7
0
 public override void draw(Framework.Utilities.GameTime time, SFML.Graphics.RenderWindow window)
 {
     window.Draw(sp);
     contentManager.draw(time, window);
     if (enabled)
         lightLayer.draw(window);
 }