public static void Draw(Pos pos) { if (docLoaded) { foreach (XmlNode e in doc.DocumentElement.ChildNodes) { foreach (XmlNode i in e.ChildNodes) { switch (i.Name) { case "title": Text.Write("vie", i.InnerText, pos.ToVector2(), Color.Yellow, 1.4f); pos.J += 35; break; case "date": Text.Write("vie", i.InnerText, pos.ToVector2(), Color.Silver, 0.8f); pos.J += 25; break; case "content": Text.Write("vie", i.InnerText, pos.ToVector2(), Color.White, 0.9f); pos.J += 100; break; default: break; } } } } else Text.Write("vie", "Pas de connexion", pos.ToVector2(), Color.Gray); }
/// <summary> /// Dessine le sprite en utilisant ses attributs et le spritebatch donné /// </summary> /// <param name="spriteBatch">Le spritebatch avec lequel dessiner</param> /// <param name="gameTime">Le GameTime de la frame</param> public virtual void Draw(Pos pos, Center center = Center.None) { if (center == Center.Horizontal || center == Center.All) pos.X = pos.X = pos.X - _texture.Width / 2; if (center == Center.Vertical || center == Center.All) pos.Y = pos.Y = pos.Y - _texture.Height / 2; G.spriteBatch.Draw(_texture, pos.ToVector2(), Color.White); }
/// <summary> /// Dessine une tile /// </summary> /// <param name="path">Chemin de l'image à afficher</param> /// <param name="pos">Position à laquelle dessiner la tile</param> /// <param name="rotation">Rotation à appliquer à la Tile en radians</param> /// <param name="scale">Zoom à effectuer sur la Tile. 1 Par défaut.</param> public static void Draw(string path, Pos pos, float rotation = 0, float scale = 1, float opacity = 1, bool flip = false) { if (path != "" && path != null) G.spriteBatch.Draw(Ressources.GetImage(path == "fireball2" ? "fireball" : path), pos.ToVector2(), null, path == "fight/fireball2" ? Color.Blue : Color.White * opacity, rotation, new Vector2(), scale, flip ? SpriteEffects.FlipVertically : SpriteEffects.None, 0); }