public void Draw(SpriteBatch spriteBatch, Vector2 draw_offset = default(Vector2)) { spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); Window.draw(spriteBatch, draw_offset - this.loc); Label.draw(spriteBatch, draw_offset - this.loc); Count.draw(spriteBatch, draw_offset - this.loc); spriteBatch.End(); }
public void draw(SpriteBatch spriteBatch, Vector2 draw_offset = default(Vector2)) { spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); Window.draw(spriteBatch, draw_offset - this.loc); MapSprite.Draw(spriteBatch, draw_offset - this.loc); Level.draw_multicolored(spriteBatch, draw_offset - this.loc); Identifier.draw(spriteBatch, draw_offset - this.loc); Build.draw(spriteBatch, draw_offset - this.loc); Mission.draw(spriteBatch, draw_offset - this.loc); spriteBatch.End(); Inventory.draw(spriteBatch, draw_offset - this.loc); }
protected override void draw_window(SpriteBatch sprite_batch) { UnitWindow.draw(sprite_batch); DrawStatsWindow(sprite_batch); DrawHeader(sprite_batch); sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); ChooseUnitWindow.draw(sprite_batch); ChooseUnitLabel.draw(sprite_batch, -ChooseUnitWindow.loc); sprite_batch.End(); sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); RButton.Draw(sprite_batch, -new Vector2(0, 20)); sprite_batch.End(); }
public override void draw(SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2)) { if (visible) { sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); if (Window != null) { Window.draw(sprite_batch, -(loc + draw_vector())); } else { draw_panel(sprite_batch, Width); } Text.draw(sprite_batch, -(loc + draw_vector())); sprite_batch.End(); } }