public void Draw(SpriteBatch sb_) { foreach (Vector2 p in pos) { particle.Draw(sb_, p); } }
public void Draw(SpriteBatch sb, int hp) { tex.c_sourceRect = new Rectangle(0, 0, 16 * hp, 16); tex.Draw(sb, Vector2.Zero); }
public virtual void Draw(SpriteBatch sb_) { SelectTexWow(); currentTex.Draw(sb_, pos, facesLeft); }
//DRAW protected override void Draw(GameTime gameTime) { //TEXT DRAW Matrix scaler = Matrix.CreateScale(2f / zoom); GraphicsDevice.SetRenderTarget(textTarget); GraphicsDevice.Clear(Color.TransparentBlack); spriteBatch.Begin(); spriteBatch.End(); //OVERLAY DRAW GraphicsDevice.SetRenderTarget(overlayTarget); GraphicsDevice.Clear(Color.TransparentBlack); spriteBatch.Begin(transformMatrix: scaler, samplerState: SamplerState.PointWrap, sortMode: SpriteSortMode.Immediate); if (gp == GamePhase.Menu) { DrawMenuElements(); } else if (gp == GamePhase.End) { DrawEndElements(); } else { fd.DrawText("font", currentStr, new Rectangle(0, 272 + (int)(zoom - 1) * 320, 640, 320), spriteBatch); fd.DrawText("font", "wealth:" + wealth, new Rectangle(464, 16, 160, 320), spriteBatch); //fd.DrawText("font", player.isOnLadder.ToString(), new Rectangle(0, 272, 640, 320), spriteBatch); for (int x = 0; x < 5; x++) { if (x < player.hp) { fullheart.Draw(spriteBatch, new Vector2(16 + 16 * x, 16)); } if (x >= player.hp) { emptyheart.Draw(spriteBatch, new Vector2(16 + 16 * x, 16)); } } if (player.isDead) { fd.DrawText("font", "oh no! you got caught! press r to restart!", new Rectangle(64, 64, 512, 192), spriteBatch); } } spriteBatch.End(); //GAME DRAW Matrix translation = Matrix.CreateTranslation(new Vector3(-mapPos.X * 640, -mapPos.Y * 320, 0)) * scaler; GraphicsDevice.SetRenderTarget(gameTarget); GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(transformMatrix: translation, samplerState: SamplerState.PointWrap, sortMode: SpriteSortMode.Immediate); if (gp == GamePhase.Game) { DrawGameElements(); } spriteBatch.End(); //DEFINITIVE DRAW GraphicsDevice.SetRenderTarget(null); spriteBatch.Begin(samplerState: SamplerState.PointWrap, sortMode: SpriteSortMode.Immediate); Rectangle dest = new Rectangle(targetPos.X, targetPos.Y, (int)(virtualDims.X * scale), (int)(virtualDims.Y * scale)); spriteBatch.Draw(gameTarget, destinationRectangle: dest); spriteBatch.Draw(textTarget, destinationRectangle: dest); spriteBatch.Draw(overlayTarget, destinationRectangle: dest); spriteBatch.End(); // TODO: Add your drawing code here base.Draw(gameTime); }
void DrawEndElements() { endscr.Draw(spriteBatch, Vector2.Zero); }
void DrawMenuElements() { menu.Draw(spriteBatch, Vector2.Zero); }