public void Draw(DrawCall.Tag tag, Texture2D texture, Rectangle rectangle, Rectangle sourceRectangle, Color color, float depth) { DrawCall toAdd = new DrawCall(tag, texture, rectangle, sourceRectangle, 0f, Vector2.Zero, color, depth, SpriteEffects.None); if (toAdd.Rectangle.Intersects(Game1.camera.Rectangle)) { drawCalls.Add(depth, toAdd); } }
/// <summary> /// /// </summary> /// <param name="tag"></param> /// <param name="texture"></param> /// <param name="rectangle"></param> /// <param name="sourceRectangle"></param> /// <param name="rotation"></param> /// <param name="origin"></param> /// <param name="color"></param> /// <param name="depth"></param> /// <param name="spriteEffects"></param> /// <param name="affectedByLight">0 - always dark, 1 - dynamic, 2 - always bright</param> /// <param name="lightBleedThrough">The amount of light able to pass through the object</param> public void Draw(DrawCall.Tag tag, Texture2D texture, Rectangle rectangle, Rectangle sourceRectangle, float rotation, Vector2 origin, Color color, float depth, SpriteEffects spriteEffects, short affectedByLight, float lightBleedThrough) { DrawCall toAdd = new DrawCall(tag, texture, rectangle, sourceRectangle, rotation, origin, color, depth, spriteEffects, affectedByLight, lightBleedThrough); if (toAdd.Rectangle.Intersects(Game1.camera.Rectangle)) { drawCalls.Add(depth, toAdd); } }
public void Draw(DrawCall.Tag tag, Texture2D texture, Rectangle rectangle, float rotation, Vector2 origin, Color color, float depth) { DrawCall toAdd = new DrawCall(tag, texture, rectangle, rotation, origin, color, depth, SpriteEffects.None); if (toAdd.Rectangle.Intersects(Game1.camera.Rectangle)) { drawCalls.Add(depth, toAdd); } }
public void Draw(DrawCall.Tag tag, Texture2D texture, Vector2 position, Rectangle sourceRectangle, Vector2 scale, float rotation, Vector2 origin, Color color, float depth, SpriteEffects spriteEffects) { DrawCall toAdd = new DrawCall(tag, texture, position, sourceRectangle, scale, rotation, origin, color, depth, spriteEffects, 0, 0); if (toAdd.Rectangle.Intersects(Game1.camera.Rectangle)) { drawCalls.Add(depth, toAdd); } }
public DrawCall(DrawCall.Tag tag, string text, SpriteFont font, Vector2 position, Vector2 scale, float rotation, Vector2 origin, Color color, float depth, SpriteEffects spriteEffects, short affectedByLight, float lightBleedThrough) { this.tag = tag; this.text = text; this.font = font; this.position = position; this.scale = scale; this.rotation = rotation; this.origin = origin; this.color = color; this.depth = depth; this.spriteEffects = spriteEffects; this.useVectorPos = true; this.sourceRectangle = Rectangle.Empty; this.rectangle = Rectangle.Empty; this.texture = null; this.affectedByLight = affectedByLight; this.lightBleedThrough = lightBleedThrough; useSourceRectangle = false; }
public void DrawString(DrawCall.Tag tag, string text, SpriteFont font, Vector2 position, Color color, float depth) { drawCalls.Add(depth, new DrawCall(tag, text, font, position, 1f, 0f, Vector2.Zero, color, depth, SpriteEffects.None)); }
public void DrawString(DrawCall.Tag tag, string text, SpriteFont font, Vector2 position, float scale, float rotation, Vector2 origin, Color color, float depth) { drawCalls.Add(depth, new DrawCall(tag, text, font, position, scale, rotation, origin, color, depth, SpriteEffects.None)); }
public void DrawString(DrawCall.Tag tag, string text, SpriteFont font, Vector2 position, Rectangle sourceRectangle, Vector2 scale, float rotation, Vector2 origin, Color color, float depth, SpriteEffects spriteEffects) { drawCalls.Add(depth, new DrawCall(tag, text, font, position, scale, rotation, origin, color, depth, spriteEffects)); }