示例#1
0
        public override bool PreDraw(SpriteBatch spritebatch, Color lightColor)
        {
            Texture2D Tex    = Main.projectileTexture[projectile.type];
            Texture2D Vortex = mod.GetTexture("Projectiles/SingularityVortex1");
            Rectangle frame  = new Rectangle(0, 0, Tex.Width, Tex.Height);

            BaseDrawing.DrawTexture(spritebatch, Vortex, 0, projectile.position, projectile.width, projectile.height, projectile.scale, RingRotation, 0, 1, frame, projectile.GetAlpha(ColorUtils.COLOR_GLOWPULSE), true);
            BaseDrawing.DrawTexture(spritebatch, Tex, 0, projectile.position, projectile.width, projectile.height, projectile.scale, -RingRotation, 0, 1, frame, projectile.GetAlpha(ColorUtils.COLOR_GLOWPULSE), true);
            return(false);
        }
示例#2
0
        public override bool PreDraw(SpriteBatch spriteBatch, Color lightColor)
        {
            int width  = Main.projectileTexture[projectile.type].Width;
            int height = Main.projectileTexture[projectile.type].Height;

            Rectangle frame = BaseDrawing.GetFrame(projectile.frame, width, height / 3, 0, 0);

            BaseDrawing.DrawTexture(spriteBatch, Main.projectileTexture[projectile.type], 0, projectile.position, projectile.width, projectile.height, 1f, projectile.rotation, 0, 3, frame, lightColor, true);
            return(false);
        }
        public override bool PreDraw(SpriteBatch spriteBatch, Color drawColor)
        {
            Texture2D tex     = Main.npcTexture[npc.type];
            Texture2D glowTex = ModLoader.GetMod("AAMod").GetTexture("Glowmasks/RiftShredderZ");

            BaseDrawing.DrawAfterimage(spriteBatch, tex, 0, npc, 1, 1, 6, true, 0, 0, Color.DarkRed, npc.frame);
            BaseDrawing.DrawTexture(spriteBatch, tex, 0, npc, drawColor);
            BaseDrawing.DrawTexture(spriteBatch, glowTex, 0, npc, AAColor.COLOR_WHITEFADE1);
            return(false);
        }
示例#4
0
        public override void PostDraw(SpriteBatch spriteBatch, Color lightColor)
        {
            Texture2D texture = Main.projectileTexture[projectile.type];
            Rectangle frame   = BaseDrawing.GetFrame(projectile.frame, Main.projectileTexture[projectile.type].Width, Main.projectileTexture[projectile.type].Height, 0, 0);

            BaseDrawing.AddLight(projectile.Center, new Color(9, 60, 128));

            BaseDrawing.DrawTexture(spriteBatch, texture, 0, projectile.position, projectile.width, projectile.height, projectile.scale, projectile.rotation, projectile.direction, 1, frame, lightColor, true);
            BaseDrawing.DrawTexture(spriteBatch, mod.GetTexture("Glowmasks/GlowingSporrow_Glow"), 0, projectile.position, projectile.width, projectile.height, projectile.scale, projectile.rotation, projectile.direction, 1, frame, Color.White, true);
        }
示例#5
0
        public override bool PreDraw(SpriteBatch spriteBatch, Color drawColor)
        {
            Texture2D tex     = Main.npcTexture[npc.type];
            Texture2D glowTex = mod.GetTexture("Glowmasks/RiftShredderZ");

            BaseDrawing.DrawAfterimage(spriteBatch, tex, 0, npc, 1, 1, 6, true, 0, 0, Color.DarkRed, npc.frame);
            BaseDrawing.DrawTexture(spriteBatch, tex, 0, npc, drawColor);
            BaseDrawing.DrawTexture(spriteBatch, glowTex, 0, npc, AAColor.ZeroShield);
            return(false);
        }
示例#6
0
        public override bool PreDraw(SpriteBatch sb, Color dColor)
        {
            Rectangle frame = BaseDrawing.GetFrame(projectile.frame, Main.projectileTexture[projectile.type].Width, Main.projectileTexture[projectile.type].Height / 6, 0, 0);

            BaseDrawing.DrawAfterimage(sb, Main.projectileTexture[projectile.type], 0, projectile, 2f, 1f, Math.Abs((int)projectile.velocity.X), true, 0f, 0f, Color.LightGreen, frame, 6);


            BaseDrawing.DrawTexture(sb, Main.projectileTexture[projectile.type], 0, projectile.position, projectile.width, projectile.height, projectile.scale, projectile.rotation, 0, 6, frame, dColor, true);
            return(false);
        }
示例#7
0
        public override bool PreDraw(SpriteBatch sb, Color drawColor)
        {
            Rectangle frame = BaseDrawing.GetFrame(projectile.frame, 34, 34, 0, 0);

            Color newLightColor = new Color(Math.Max(0, lightColor.R + Math.Min(0, -projectile.alpha + 20)), Math.Max(0, lightColor.G + Math.Min(0, -projectile.alpha + 20)), Math.Max(0, lightColor.B + Math.Min(0, -projectile.alpha + 20)));

            BaseDrawing.AddLight(projectile.Center, newLightColor);
            BaseDrawing.DrawTexture(sb, Main.projectileTexture[projectile.type], 0, projectile.position, projectile.width, projectile.height, projectile.scale, projectile.rotation, projectile.direction, 2, frame, projectile.GetAlpha(Color.White), true);
            return(false);
        }
示例#8
0
        public override bool PreDraw(SpriteBatch spriteBatch, Color drawColor)
        {
            Texture2D tex     = Main.npcTexture[npc.type];
            Texture2D glowTex = mod.GetTexture("Glowmasks/Neutralizer2_Glow");

            BaseDrawing.DrawAfterimage(spriteBatch, tex, 0, npc, 1, 1, 6, true, 0, 0, Color.DarkRed, npc.frame);
            BaseDrawing.DrawTexture(spriteBatch, tex, 0, npc, drawColor);
            BaseDrawing.DrawTexture(spriteBatch, glowTex, 0, npc, AAColor.COLOR_WHITEFADE1);
            return(false);
        }
        public override bool PreDraw(SpriteBatch spriteBatch, Color lightColor)
        {
            Texture2D glowTex = ModLoader.GetMod("AAMod").GetTexture("Glowmasks/FeudalFungusIGoNow_Glow");

            Rectangle frame = BaseDrawing.GetFrame(projectile.frame, Main.projectileTexture[projectile.type].Width, Main.projectileTexture[projectile.type].Height / 4, 0, 0);

            BaseDrawing.DrawTexture(spriteBatch, Main.projectileTexture[projectile.type], 0, projectile.position, projectile.width, projectile.height, projectile.scale, projectile.rotation, 0, 4, frame, projectile.GetAlpha(lightColor), true);
            BaseDrawing.DrawTexture(spriteBatch, glowTex, 0, projectile.position, projectile.width, projectile.height, projectile.scale, projectile.rotation, 0, 4, frame, projectile.GetAlpha(AAColor.Glow), true);
            return(false);
        }
示例#10
0
        public override bool PreDraw(SpriteBatch sb, Color dColor)
        {
            Texture2D Tex = Main.npcTexture[npc.type];
            int       r   = GameShaders.Armor.GetShaderIdFromItemId(ItemID.LivingFlameDye);

            Rectangle f = BaseDrawing.GetFrame(0, Main.npcTexture[npc.type].Width, Main.npcTexture[npc.type].Height / Main.npcFrameCount[npc.type], 0, 0);

            BaseDrawing.DrawTexture(sb, Tex, r, npc.position, npc.width, npc.height, npc.scale, npc.rotation, npc.direction, 1, f, npc.GetAlpha(Colors.COLOR_GLOWPULSE), true);
            return(false);
        }
示例#11
0
        public override bool PreDraw(SpriteBatch spriteBatch, Color lightColor)
        {
            Rectangle SunFrame = new Rectangle(0, 0, 60, 60);

            BaseDrawing.DrawTexture(spriteBatch, mod.GetTexture("NPCs/Bosses/Greed/GreedSpawn2"), 0, npc.position + new Vector2(0, npc.gfxOffY), npc.width, npc.height, npc.scale, -npc.rotation, npc.spriteDirection, 1, SunFrame, npc.GetAlpha(AAColor.COLOR_WHITEFADE1), true);
            BaseDrawing.DrawTexture(spriteBatch, mod.GetTexture("NPCs/Bosses/Greed/GreedSpawn1"), 0, npc.position + new Vector2(0, npc.gfxOffY), npc.width, npc.height, npc.scale, npc.rotation, npc.spriteDirection, 1, SunFrame, npc.GetAlpha(AAColor.COLOR_WHITEFADE1), true);
            BaseDrawing.DrawTexture(spriteBatch, mod.GetTexture("NPCs/Bosses/Greed/GreedSpawn"), 0, npc.position + new Vector2(0, npc.gfxOffY), npc.width, npc.height, npc.scale, Rotation, npc.spriteDirection, 1, SunFrame, npc.GetAlpha(AAColor.COLOR_WHITEFADE1), true);

            return(false);
        }
示例#12
0
        public override void PostDraw(int x, int y, SpriteBatch sb)
        {
            Tile      tile    = Main.tile[x, y];
            Texture2D glowTex = mod.GetTexture("Glowmasks/ChaosCrucible_Glow");
            Texture2D Sphere  = mod.GetTexture("Glowmasks/ChaosCrucible_Sphere");
            int       frameY  = tile != null && tile.active() ? tile.frameY + (Main.tileFrame[Type] * 54) : 0;

            BaseDrawing.DrawTileTexture(sb, glowTex, x, y, 16, 16, tile.frameX, frameY, false, false, false, null, White);
            BaseDrawing.DrawTileTexture(sb, Sphere, x, y, 16, 16, tile.frameX, frameY, false, false, false, null, AAGlobalTile.GetShenColorBright);
        }
示例#13
0
        public override bool PreDraw(SpriteBatch spriteBatch, Color lightColor)
        {
            int     shader  = Terraria.Graphics.Shaders.GameShaders.Armor.GetShaderIdFromItemId(Terraria.ID.ItemID.LivingFlameDye);
            Vector2 Drawpos = projectile.Center - Main.screenPosition + new Vector2(0, projectile.gfxOffY);

            Rectangle frame = BaseDrawing.GetFrame(projectile.frame, Main.projectileTexture[projectile.type].Width, Main.projectileTexture[projectile.type].Height / 4, 0, 2);

            BaseDrawing.DrawTexture(spriteBatch, Main.projectileTexture[projectile.type], shader, projectile.position, projectile.width, projectile.height, projectile.scale, projectile.rotation, 0, 4, frame, Color.White, true);
            return(false);
        }
示例#14
0
        public override bool PreDraw(SpriteBatch spriteBatch, Color lightColor)
        {
            Rectangle frame = BaseDrawing.GetFrame(projectile.frame, Main.projectileTexture[projectile.type].Width, Main.projectileTexture[projectile.type].Height / 28, 0, 0);

            if (projectile.ai[1] == 9 || projectile.ai[1] == 11 || projectile.ai[1] == 22 || projectile.ai[1] == 26)
            {
                BaseDrawing.DrawAfterimage(spriteBatch, Main.projectileTexture[projectile.type], 0, projectile.position, projectile.width, projectile.height, projectile.oldPos, 1, projectile.rotation, projectile.direction, 28, frame, .8f, 1, 4, true, 0, 0, lightColor);
            }
            BaseDrawing.DrawTexture(spriteBatch, Main.projectileTexture[projectile.type], 0, projectile.position, projectile.width, projectile.height, projectile.scale, projectile.rotation, 0, 28, frame, lightColor, true);
            return(false);
        }
示例#15
0
 public override bool PreDraw(SpriteBatch sb, Color drawColor)
 {
     if (auraDirection)
     {
         auraPercent += 0.1f; auraDirection = auraPercent < 1f;
     }
     else
     {
         auraPercent -= 0.1f; auraDirection = auraPercent <= 0f;
     }
     BaseDrawing.DrawAura(sb, Main.npcTexture[npc.type], 0, npc.position, npc.width, npc.height, auraPercent, 1.4f, npc.scale, npc.rotation, npc.direction, 1, default, 0, 0, ColorUtils.COLOR_GLOWPULSE);
示例#16
0
        public override bool PreDraw(SpriteBatch sb, Color dColor)
        {
            Color lightColor = BaseDrawing.GetNPCColor(npc, null);

            if (Main.player[npc.target] != null && Main.player[npc.target].active && !Main.player[npc.target].dead)
            {
                BaseDrawing.DrawAfterimage(sb, Main.npcTexture[npc.type], 0, npc, 2f, 0.9f, 2, true, 0f, 0f, lightColor);
            }
            BaseDrawing.DrawTexture(sb, Main.npcTexture[npc.type], 0, npc, lightColor);
            return(false);
        }
示例#17
0
        public override bool PreDraw(SpriteBatch sb, Color dColor)
        {
            DrawHead(sb, "NPCs/Bosses/Hydra/HydraHead2", "NPCs/Bosses/Hydra/HydraHead2_Glow", Head2, dColor);
            DrawHead(sb, "NPCs/Bosses/Hydra/HydraHead3", "NPCs/Bosses/Hydra/HydraHead3_Glow", Head3, dColor);
            string tailTex = ("NPCs/Bosses/Hydra/HydraTail");

            BaseDrawing.DrawTexture(sb, mod.GetTexture(tailTex), 0, npc.position + new Vector2(0f, npc.gfxOffY) + bottomVisualOffset, npc.width, npc.height, npc.scale, npc.rotation, npc.spriteDirection, Main.npcFrameCount[npc.type], frameBottom, dColor, false);
            BaseDrawing.DrawTexture(sb, Main.npcTexture[npc.type], 0, npc.position + new Vector2(0f, npc.gfxOffY), npc.width, npc.height, npc.scale, npc.rotation, npc.spriteDirection, Main.npcFrameCount[npc.type], npc.frame, dColor, false);
            DrawHead(sb, "NPCs/Bosses/Hydra/HydraHead1", "NPCs/Bosses/Hydra/HydraHead1_Glow", Head1, dColor);
            return(false);
        }
示例#18
0
        public override bool PreDraw(SpriteBatch spritebatch, Color lightColor)
        {
            Texture2D Tex  = Main.projectileTexture[projectile.type];
            Texture2D Glow = mod.GetTexture("Items/Summoning/Minions/ChaosConstructEye");

            Rectangle frame = BaseDrawing.GetFrame(projectile.frame, Main.projectileTexture[projectile.type].Width, Main.projectileTexture[projectile.type].Height / 4, 0, 0);

            BaseDrawing.DrawTexture(spritebatch, Glow, 0, projectile.position, projectile.width, projectile.height, projectile.scale, 0, 0, 4, frame, Color.White, true);
            BaseDrawing.DrawTexture(spritebatch, Tex, 0, projectile.position, projectile.width, projectile.height, projectile.scale, projectile.rotation, 0, 4, frame, lightColor, true);
            return(false);
        }
示例#19
0
        public override bool PreDraw(SpriteBatch spritebatch, Color lightColor)
        {
            Texture2D Tex   = Main.projectileTexture[projectile.type];
            Rectangle frame = new Rectangle(0, 0, Tex.Width, Tex.Height);

            BaseDrawing.DrawAfterimage(spritebatch, Main.projectileTexture[projectile.type], 0,
                                       projectile.position, projectile.width, projectile.height, projectile.oldPos,
                                       projectile.scale, projectile.rotation, projectile.spriteDirection,
                                       1, frame, 1.5f, 1, 5, false, 0, 0, projectile.GetAlpha(AAColor.ZeroShield));
            return(true);
        }
示例#20
0
        public override void PostDraw(int x, int y, SpriteBatch sb)
        {
            Tile tile = Main.tile[x, y];

            Texture2D glowTex = mod.GetTexture("Glowmasks/DoomChest_Glow");

            int frameX = tile != null && tile.active() ? tile.frameX + (Main.tileFrame[Type] * 36) : 0;
            int frameY = tile != null && tile.active() ? tile.frameY + (Main.tileFrame[Type] * 38) : 0;

            BaseDrawing.DrawTileTexture(sb, glowTex, x, y, 16, 16, frameX, frameY, false, false, false, null, GetColor);
        }
示例#21
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        public override bool PreDraw(SpriteBatch sb, Color dColor)
        {
            Texture2D tex        = internalAI[2] != 1 ? mod.GetTexture("Bosses/Athena/SassyBitch") : Main.npcTexture[npc.type];
            Color     lightColor = BaseDrawing.GetLightColor(npc.Center);

            if (npc.ai[2] == 1)
            {
                BaseDrawing.DrawAfterimage(sb, tex, 0, npc.position, npc.width, npc.height, npc.oldPos, npc.scale, npc.rotation, npc.direction, 7, npc.frame, 1f, 1f, 5, false, 0f, 0f);
            }
            BaseDrawing.DrawTexture(sb, tex, 0, npc.position, npc.width, npc.height, npc.scale, npc.rotation, npc.direction, 7, npc.frame, lightColor);
            return(false);
        }
示例#22
0
 public override bool PreDraw(int x, int y, SpriteBatch spriteBatch)
 {
     if (Main.dayTime)
     {
         BaseDrawing.DrawWallTexture(spriteBatch, Main.wallTexture[Type], x, y, true);
     }
     else
     {
         BaseDrawing.DrawWallTexture(spriteBatch, mod.GetTexture("Walls/Bricks/DarkmatterWall"), x, y, true);
     }
     return(false);
 }
示例#23
0
 public override bool PreDraw(int x, int y, SpriteBatch spriteBatch)
 {
     if (Main.dayTime)
     {
         BaseDrawing.DrawTileTexture(spriteBatch, Main.tileTexture[Type], x, y, true, false, false);
     }
     else
     {
         BaseDrawing.DrawTileTexture(spriteBatch, mod.GetTexture("Tiles/Bricks/DarkmatterBrick"), x, y, true, false, false);
     }
     return(false);
 }
示例#24
0
 public override bool Update(Dust dust)
 {
     dust.position += dust.velocity;
     dust.rotation += dust.velocity.X;
     BaseDrawing.AddLight(dust.position, new Color(43, 178, 245));
     dust.scale -= 0.03f;
     if (dust.scale < 0.5f)
     {
         dust.active = false;
     }
     return(false);
 }
示例#25
0
        public override void PostDraw(int x, int y, SpriteBatch spriteBatch)
        {
            Tile tile = Main.tile[x, y];

            if (glow && tile != null && tile.active() && tile.type == Type)
            {
                if (glowTex == null)
                {
                    glowTex = mod.GetTexture("Tiles/AbyssLeaves");
                }
                BaseDrawing.DrawTileTexture(spriteBatch, glowTex, x, y, true, false, false, null, AAGlobalTile.GetYamataColorDim);
            }
        }
示例#26
0
        public override bool PreDraw(SpriteBatch spriteBatch, Color drawColor)
        {
            Texture2D texture2D13  = Main.npcTexture[npc.type];
            Texture2D BladeTex     = mod.GetTexture("NPCs/Enemies/Void/VortexBlades");
            Texture2D GlowTex      = mod.GetTexture("Glowmasks/Vortex_Glow");
            Texture2D BladeGlowTex = mod.GetTexture("Glowmasks/VortexBlades_Glow");

            BaseDrawing.DrawTexture(spriteBatch, BladeTex, 0, npc.position, npc.width, npc.height, npc.scale, Rotation, 0, 1, new Rectangle(0, 0, BladeTex.Width, BladeTex.Height), drawColor, true);
            BaseDrawing.DrawTexture(spriteBatch, texture2D13, 0, npc.position, npc.width, npc.height, npc.scale, npc.rotation, 0, 1, new Rectangle(0, 0, texture2D13.Width, texture2D13.Height), drawColor, true);
            BaseDrawing.DrawTexture(spriteBatch, BladeGlowTex, 0, npc.position, npc.width, npc.height, npc.scale, Rotation, 0, 1, new Rectangle(0, 0, BladeGlowTex.Width, BladeGlowTex.Height), AAColor.ZeroShield, true);
            BaseDrawing.DrawTexture(spriteBatch, GlowTex, 0, npc.position, npc.width, npc.height, npc.scale, npc.rotation, 0, 1, new Rectangle(0, 0, GlowTex.Width, GlowTex.Height), AAColor.ZeroShield, true);
            return(false);
        }
示例#27
0
        public override bool PreDraw(SpriteBatch spriteBatch, Color dColor)
        {
            Texture2D chainTex = mod.GetTexture("Chains/Pyrosphere_Chain");

            if (Main.instance.IsActive)
            {
                for (int m = 0; m < 2; m++)
                {
                    BaseDrawing.DrawChain(spriteBatch, chainTex, 0, projectile.Center, Main.player[projectile.owner].Center);
                }
            }
            return(true);
        }
示例#28
0
        public override bool PreDraw(SpriteBatch sb, Color dColor)
        {
            Texture2D tex  = Main.npcTexture[npc.type];
            Texture2D tex2 = mod.GetTexture("NPCs/Bosses/Hydra/HarukaShade_Glow");

            BaseDrawing.DrawTexture(sb, tex, 0, npc.position, npc.width, npc.height, npc.scale, npc.rotation, npc.direction, 3, npc.frame, npc.GetAlpha(dColor));
            if (npc.ai[1] >= 60 && npc.ai[1] < 240)
            {
                Lighting.AddLight(npc.Center, Color.MediumVioletRed.R / 180, Color.MediumVioletRed.G / 180, Color.MediumVioletRed.B / 180);
                BaseDrawing.DrawTexture(sb, tex2, 0, npc.position, npc.width, npc.height, npc.scale, npc.rotation, npc.direction, 3, npc.frame, Color.White);
            }
            return(false);
        }
示例#29
0
        public override void PostDraw(int i, int j, SpriteBatch spriteBatch)
        {
            Tile    tile = Main.tile[i, j];
            Vector2 zero = new Vector2(Main.offScreenRange, Main.offScreenRange);

            if (Main.drawToScreen)
            {
                zero = Vector2.Zero;
            }
            int height = tile.frameY == 36 ? 18 : 16;

            BaseDrawing.DrawTileTexture(spriteBatch, Main.tileTexture[Type], i, j, true, false, false, null, AAGlobalTile.GetTerraColorDim);
        }
示例#30
0
 public override void FindFrame(int frameHeight)
 {
     if (npc.frameCounter++ > 7)
     {
         frame++;
         npc.frameCounter = 0;
         if (frame > 3)
         {
             frame = 0;
         }
     }
     npc.frame = BaseDrawing.GetFrame(frame, 32, 42, 0, 0);
 }