public void Render(MapBatch batch, Point2D ScreenTopLeft) { foreach (AbstractVisual item in this.RenderQueue.Visuals) { item.Render(batch, ScreenTopLeft); } }
public void Render(MapBatch batch, Point2D ScreenTopLeft) { int length = this.RenderQueue.Count; for (int i = 0; i < length; i++) { AbstractVisual item = this.RenderQueue[i]; item.Render(batch, ScreenTopLeft); } }
public override void Render(MapBatch batch, Point2D ScreenTopLeft) { if (this.PlayingSequence == -1) { batch.Draw(this.AnimationFrames.Sprites, ScreenTopLeft, this.AnimationFrames.GetSection(this.LastFrame)); } else { bool isDone = this.Sequences[this.PlayingSequence].Tick(out int frame); Log.Debug("Shifting to frame: " + frame.ToString()); this.LastFrame = frame; this.HasFinished = isDone; batch.Draw(this.AnimationFrames.Sprites, ScreenTopLeft, this.AnimationFrames.GetSection(frame)); if (this.HasFinished) { this.PlayingSequence = -1; } } }
public override void Render(MapBatch batch, Point2D ScreenTopLeft) { batch.Draw(AssetManager.Textures[this.TextureID], ScreenTopLeft, this.Priority); }
/// <summary> /// /// </summary> /// <param name="batch"></param> /// <param name="bounds">The bounds to render the texture at.</param> public abstract void Render(MapBatch batch, Point2D ScreenTopLeft);
public override void Render(MapBatch batch, Point2D ScreenTopLeft) { this.Texture.Render(batch, new Point2D(ScreenTopLeft.X + this.XOffset, ScreenTopLeft.Y + this.YOffset)); }