public void Render(Renderers.RendererDestinationData destData, int tick) { for (int i = 0; i < raindrops.Count; i++) { raindrops[i].UpdateLocation(1); destData.Blit(raindrops[i], new Point(raindrops[i].X, raindrops[i].Y)); } }
public void Render(Renderers.RendererDestinationData destData, int tick) { for (int i = 0; i < hailstones.Count; i++) { hailstones[i].UpdateLocation(); destData.Blit(hailstones[i], new Point(hailstones[i].X, hailstones[i].Y)); } }
public void Render(Renderers.RendererDestinationData destData, int tick) { for (int i = 0; i < diamonds.Count; i++) { diamonds[i].UpdateLocation(); destData.Blit(diamonds[i], new Point(diamonds[i].X, diamonds[i].Y)); } }
public void Render(Renderers.RendererDestinationData destData, int tick) { for (int i = 0; i < snowflakes.Count; i++) { snowflakes[i].UpdateLocation(5); destData.Blit(snowflakes[i], new Point(snowflakes[i].X, snowflakes[i].Y)); } }
public void Render(Renderers.RendererDestinationData destData, int tick) { // We don't need to render anything as this overlay isn't animated and always remains the same destData.Blit(buffer, new Point(0, 0)); if (tick > tickCount.Tick + minDisplayTime) { //if (Renderers.Screen.ScreenRenderer.RenderOptions.Map.Loaded && Renderers.Screen.ScreenRenderer.RenderOptions.Map == Maps.MapHelper.Maps[Enums.MapID.TempActive]) { if (Renderers.Screen.ScreenRenderer.RenderOptions.Map.Name == this.mapName) { Renderers.Screen.ScreenRenderer.RenderOptions.ScreenOverlay = null; } //} MinTimePassed = true; } }
public void Render(Renderers.RendererDestinationData destData, int tick) { // We don't need to render anything as this overlay isn't animated and always remains the same int add = (((tick / 4) % 8) - 4) * 6; if (add < 0) { add *= -1; } for (int i = 0; i < buffer.Length; i++) { buffer[i].Alpha = (byte)(32 + add); destData.Blit(buffer[i], new Point(0, 0)); } }
public void Render(Renderers.RendererDestinationData destData, int tick) { // We don't need to render anything as this overlay isn't animated and always remains the same destData.Blit(buffer, new Point(0, 0)); }
public void Render(Renderers.RendererDestinationData destData, int tick, Point focus) { // We don't need to render anything as this overlay isn't animated and always remains the same destData.Blit(buffer, new Point(focus.X - buffer.Width / 2, focus.Y - buffer.Height / 2)); }