public void Draw(SpriteBatch spriteBatch, Camera camera) { spriteBatch.Draw(_texture[ImageIndex], position: Position - camera.Position, rotation: Rotation, origin: Origin); }
public void Draw(SpriteBatch spriteBatch, Camera camera) { int offset = (int)(_paralax * camera.Position.X); int top = camera.Bounds.Bottom - _texture.Height; int firstSegment = offset / _texture.Width; int lastSegment = firstSegment + camera.Bounds.Width / _texture.Width + 2; for (int segmentIndex = firstSegment; segmentIndex < lastSegment; segmentIndex++) { int x = camera.Bounds.Left - offset + segmentIndex * _texture.Width; spriteBatch.Draw(_texture, position: new Vector2(x, top)); } }
public void Draw(SpriteBatch spriteBatch, Camera camera) { int gapEnd = _gapStart + GapSize; int segmentCount = GetSegmentCount(camera.Bounds); for (int segmentIndex = 0; segmentIndex < _gapStart; ++segmentIndex) { DrawSegment(spriteBatch, camera, segmentIndex, _resources.Segment); } DrawSegment(spriteBatch, camera, _gapStart, _resources.CapBottom); DrawSegment(spriteBatch, camera, gapEnd, _resources.CapTop); for (int segmentIndex = gapEnd + 1; segmentIndex < segmentCount; ++segmentIndex) { DrawSegment(spriteBatch, camera, segmentIndex, _resources.Segment); } }
public void Draw(SpriteBatch spriteBatch, Camera camera) { _sprite.Draw(spriteBatch, camera); }
public void Draw(SpriteBatch spriteBatch, Camera camera) { foreach (var pipe in _pipes) pipe.Draw(spriteBatch, camera); }
private void DrawSegment( SpriteBatch spriteBatch, Camera camera, int segmentIndex, Texture2D image) { Vector2 position = new Vector2(_location, SegmentVerticalCenter + segmentIndex * SegmentHeight); spriteBatch.Draw(image, position: position - camera.Position, origin: Origin); }
public Viewer() { _camera = new Camera(); _cameraBody = new Body(); _cameraBody.ChangeVelocity(new GameTime(), new Vector2(300.0f, 0.0f)); }