示例#1
0
 public override void Draw(SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2))
 {
     MapSprite.draw(sprite_batch, draw_offset - (loc + draw_vector()));
     Text.draw(sprite_batch, draw_offset - (loc + draw_vector()));
     Rank.draw(sprite_batch, draw_offset - (loc + draw_vector()));
     Affinity.draw(sprite_batch, draw_offset - (loc + draw_vector()));
 }
        public override void draw(SpriteBatch sprite_batch)
        {
            if (Mode == Staff_Target_Mode.Torch)
            {
                return;
            }

            sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            Window.draw(sprite_batch);
            Target_Sprite.draw(sprite_batch);
            foreach (TextSprite label in StatLabels)
            {
                label.draw(sprite_batch);
            }
            foreach (TextSprite stat in Stats)
            {
                stat.draw(sprite_batch);
            }
            foreach (Status_Icon_Sprite icon in Status_Icons)
            {
                icon.draw(sprite_batch);
            }
            Name.draw(sprite_batch);
            sprite_batch.End();
        }
        public override void Draw(SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2))
        {
            GlowingLine.draw(sprite_batch, draw_offset - loc);

            MapSprite.draw(sprite_batch, draw_offset - loc);
            Name.draw(sprite_batch, draw_offset - loc);
        }
示例#4
0
        private void draw_leader_data(SpriteBatch sprite_batch, Vector2 offset)
        {
            sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            // Team leader
            // Background
            UnitBg.draw(sprite_batch, offset);
            // Labels
            Lv_Label.draw(sprite_batch, offset);
            Hp_Label.draw(sprite_batch, offset);
            Hp_Slash.draw(sprite_batch, offset);
            RatingLabel.draw(sprite_batch, offset);
            sprite_batch.End();
            // Data
            Face.draw(sprite_batch, offset);

            sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            Leader_Name.draw(sprite_batch, offset);
            Lvl.draw(sprite_batch, offset);
            Hp.draw(sprite_batch, offset);
            Hp_Max.draw(sprite_batch, offset);
            Rating.draw(sprite_batch, offset);
            LeaderWeapon.draw(sprite_batch, offset);
            Map_Sprite.draw(sprite_batch, offset);
            sprite_batch.End();
        }
示例#5
0
        public override void draw(SpriteBatch sprite_batch)
        {
            sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            Unit_Window.draw(sprite_batch);
            Unit_Sprite.draw(sprite_batch);
            Unit_Name.draw(sprite_batch);
            sprite_batch.End();

            base.draw(sprite_batch);
        }
 private void DrawPlayerCursor(SpriteBatch spriteBatch)
 {
     if (active && Items.ActiveNode != null)
     {
         Vector2 cursorOffset = new Vector2(
             (this.index % Columns) * 8,
             (this.index / Columns) * 16);
         PlayerCursor.draw(spriteBatch, -(loc + cursorOffset + text_draw_vector()));
     }
 }
示例#7
0
 protected void draw_map_objects(SpriteBatch sprite_batch, Vector2 offset)
 {
     sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
     Lord_Sprite.draw(sprite_batch, offset);
     // Minimap
     Minimap_Backing.draw(sprite_batch);
     Minimap.draw(sprite_batch);
     ViewArea.draw(
         sprite_batch,
         -(Offset + Constants.WorldMap.WORLDMAP_MAP_OFFSET -
           Constants.WorldMap.WORLDMAP_MAP_SPRITE_OFFSET) * Minimap.scale);
     sprite_batch.End();
 }
示例#8
0
        public override void draw(SpriteBatch sprite_batch)
        {
            sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            Window.draw(sprite_batch);
            Unit_Sprite.draw(sprite_batch);

            Name.draw(sprite_batch);
            Hp_Label.draw(sprite_batch);
            Slash.draw(sprite_batch);
            Hp.draw(sprite_batch);
            MaxHp.draw(sprite_batch);
            sprite_batch.End();
        }
 public void draw(SpriteBatch sprite_batch)
 {
     Window.draw(sprite_batch, -loc);
     Labels.draw(sprite_batch, -loc);
     Chapter.draw(sprite_batch, -loc);
     Lord_Lvl.draw(sprite_batch, -loc);
     Mode.draw(sprite_batch, -loc);
     Unit_Count.draw(sprite_batch, -loc);
     Gold.draw(sprite_batch, -loc);
     Counter.draw(sprite_batch, -loc);
     Lord_Sprite.draw(sprite_batch, -loc);
     Left_Arrow.draw(sprite_batch, -loc);
     Right_Arrow.draw(sprite_batch, -loc);
 }
 public override void draw(SpriteBatch sprite_batch)
 {
     sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
     Window.draw(sprite_batch);
     Target_Sprite.draw(sprite_batch);
     foreach (TextSprite label in Stat_Labels)
     {
         label.draw(sprite_batch);
     }
     foreach (TextSprite stat in Stats)
     {
         stat.draw(sprite_batch);
     }
     Name.draw(sprite_batch);
     sprite_batch.End();
 }
 public override void draw(SpriteBatch sprite_batch)
 {
     if (Visible)
     {
         sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
         Window.draw(sprite_batch);
         Name.draw(sprite_batch);
         Target_Sprite.draw(sprite_batch);
         if (Global.game_map.icons_visible)
         {
             Rescue_Icon.draw(sprite_batch);
         }
         foreach (Status_Item item in Items)
         {
             item.draw(sprite_batch);
         }
         sprite_batch.End();
     }
 }
        public override void draw(SpriteBatch sprite_batch)
        {
            if (mode != 1)
            {
                sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
                Window.draw(sprite_batch);
                Target_Window.draw(sprite_batch);
                Unit_Sprite.draw(sprite_batch);
                Target_Sprite.draw(sprite_batch);

                Name1.draw(sprite_batch);
                Name2.draw(sprite_batch);
                Aid_Label.draw(sprite_batch);
                Con_Label.draw(sprite_batch);
                Aid_Value.draw(sprite_batch);
                Con_Value.draw(sprite_batch);
                Hand.draw(sprite_batch);
                if (Global.game_map.icons_visible)
                {
                    Rescue_Icon.draw(sprite_batch);
                }
                sprite_batch.End();
            }
        }
示例#13
0
        public override void Draw(SpriteBatch sprite_batch)
        {
            Vector2 offset = new Vector2(0, Offset.Y);

            sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);

            Background.draw(sprite_batch);
            // Draw Windows //
            // Page //
            Pages[page].draw(sprite_batch, Offset);
            if (Delay > 0 && changing_page)
            {
                if (Direction == 6 ^ Delay < 12)
                {
                    Pages[(page + 1 + Pages.Count) % Pages.Count].draw(sprite_batch, Offset - new Vector2(PAGE_SPACING + 320, 0));
                }
                else
                {
                    Pages[(page - 1 + Pages.Count) % Pages.Count].draw(sprite_batch, Offset + new Vector2(PAGE_SPACING + 320, 0));
                }
            }
            //if (changing_page)
            //    Background.draw(sprite_batch, new Color(Bg_Alpha, Bg_Alpha, Bg_Alpha, Bg_Alpha));
            // Top Panel //
            // Page Arrows
            Left_Page_Arrow.draw(sprite_batch, offset);
            Right_Page_Arrow.draw(sprite_batch, offset);
            Face_Bg.draw(sprite_batch, offset);

            if (Input.ControlScheme == ControlSchemes.Touch)
            {
                CancelButton.Draw(sprite_batch);
            }
            sprite_batch.End();

            Face.draw(sprite_batch, offset);

            sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            Top_Panel.draw(sprite_batch, offset);
            Platform.draw(sprite_batch, offset);
            //LvLabel.draw(sprite_batch, offset);
            //HpLabel.draw(sprite_batch, offset);
            //Lv_Hp_Labels_Other.draw(sprite_batch, offset);
            //foreach (RightAdjustedText stat in Lv_Hp_Values)
            //    stat.draw(sprite_batch, offset);
            foreach (TextSprite label in Battle_Stat_Labels)
            {
                label.draw(sprite_batch, offset);
            }

            Map_Sprite.draw(sprite_batch, offset);

            foreach (var node in TopPanelNodes)
            {
                node.Draw(sprite_batch, offset);
            }

            if (Global.game_map.icons_visible)
            {
                Rescue_Icon.draw(sprite_batch, offset);
            }
            if (changing_unit)
            {
                Color bg_tint = Background.tint;
                Background.tint = new Color(Bg_Alpha, Bg_Alpha, Bg_Alpha, Bg_Alpha);
                Background.draw(sprite_batch);
                Background.tint = bg_tint;
            }
            Black_Screen.draw(sprite_batch);
            sprite_batch.End();

            sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            if (Help_Window != null) //Debug
            {
                StatusCursors[page].draw(sprite_batch, offset);
            }
            sprite_batch.End();
            if (Help_Window != null)
            {
                Help_Window.draw(sprite_batch);
            }
        }
示例#14
0
 public void draw(SpriteBatch sprite_batch, Vector2 offset)
 {
     Unit_Sprite.draw(sprite_batch, offset - (loc + draw_vector()));
 }
示例#15
0
 public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2))
 {
     base.Draw(sprite_batch, draw_offset);
     MapSprite.draw(sprite_batch, draw_offset - (loc + draw_vector()));
 }