public void Draw(IGraphicsAdapter pSystem, float pDeltaTime) { if (Bitmap != null) { var t = Transform.Create(GameObject); pSystem.SetTransform(t); var position = GameObject.Position; if (_body != null) { position += _body.Velocity * pDeltaTime * GameTime.DeltaTime; //Interpolate position based on the amount of leftover update time } position = Game.ActiveCamera.ToCameraSpace(position); var scale = GameObject.Scale * Game.ActiveCamera.Zoom; if (Effect != null) { Effect.Draw(Bitmap, Opacity, position, scale); } else { pSystem.DrawBitmap(Bitmap, Opacity, position, scale); } } }
protected override void DoDraw(IGraphicsAdapter pSystem) { pSystem.DrawBitmap(Bitmap, Opacity, GameObject.ScreenPosition, GameObject.Scale * Game.ActiveCamera.Zoom, new Rectangle(_currentFrame * _frameSize.X, AnimationNum * _frameSize.Y, _frameSize.X, _frameSize.Y)); }
public override void Draw(IGraphicsAdapter pSystem) { _terrain.BitmapData(ref _image, _resolution); pSystem.DrawBitmap(_image, 1, Position, new Vector2(Width, Height)); var x = Game.ActiveCamera.Position * _ratio; var w = Game.ActiveCamera.Width * _ratio; var h = Game.ActiveCamera.Height * _ratio; pSystem.DrawRect(new Rectangle(Position.X + x.X, Position.Y + x.Y, w, h), _cameraOutline, 1); pSystem.DrawRect(new Rectangle(Position, Width, Height), _cameraOutline, 2); }
protected override void DoDraw(IGraphicsAdapter pSystem) { //TODO make a custom component that handles rendering this? var scale = new Vector2(GameObject.Scale.X / 2, GameObject.Scale.Y / 2) * Game.ActiveCamera.Zoom; var pos = GameObject.ScreenPosition + new Vector2(scale.X / 2, -scale.Y / 2); if (_currentStatus.HasFlag(Status.Scared)) { pSystem.DrawBitmap(_scared, 1, pos, scale); } else if (_currentStatus.HasFlag(Status.Sleeping)) { pSystem.DrawBitmap(_sleep, 1, pos, scale); } else if (_currentStatus.HasFlag(Status.Hungry)) { pSystem.DrawBitmap(_hungry, 1, pos, scale); } else if (_currentStatus.HasFlag(Status.Mating)) { pSystem.DrawBitmap(_heart, 1, pos, scale); } }
public override void Draw(IGraphicsAdapter pSystem) { pSystem.DrawBitmap(_bitmap, 1, Position, Bounds.Size); }
protected override void DoDraw(IGraphicsAdapter pSystem) { pSystem.DrawBitmap(Bitmap, 1, GameObject.ScreenPosition, GameObject.Scale * Game.ActiveCamera.Zoom); }