public SparkGameView(SpriteBatch spriteBatch, Texture2D texture, Camera camera) { this.spriteBatch = spriteBatch; this.texture = texture; this.cam = camera; splitterSystem = new SplitterSystem(modelStartPosition); }
public SmokeGameView(SpriteBatch spriteBatch, Texture2D texture, Camera camera) { this.spriteBatch = spriteBatch; this.texture = texture; this.cam = camera; smokeSystem = new SmokeSystem(modelStartPosition); }
public void Draw(SpriteBatch spriteBatch, Camera camera, Texture2D texture) { for (int i = 0; i < MAX_PARTICLES; i++) { particles[i].Draw(spriteBatch, camera, texture); } }
public void Draw(SpriteBatch spriteBatch, Camera camera, Texture2D texture) { for (int i = 0; i < MAX_SMOKE; i++) { smokeClouds[i].Draw(spriteBatch, camera, texture); } }
public void Draw(SpriteBatch spriteBatch, Camera camera, Texture2D texture) { for (int i = 0; i < MAX_WAVE; i++) { shockwaves[i].Draw(spriteBatch, camera, texture); } }
internal void Draw(SpriteBatch spriteBatch, Camera camera, Texture2D texture) { Vector2 viewPosition = camera.GetVisualPositions(position); Vector2 visualRadius = camera.GetVisualPositions(smokeSize); Rectangle rect = new Rectangle((int)viewPosition.X, (int)viewPosition.Y, (int)visualRadius.X, (int)visualRadius.Y); Color color = new Color(visibility, visibility, visibility, visibility); spriteBatch.Draw(texture, viewPosition, null, color, rotation, new Vector2(origin, origin), size, SpriteEffects.None, 0); }
internal void Draw(SpriteBatch spriteBatch, Camera camera, Texture2D texture) { viewPosition = camera.GetVisualPositions(pos); Console.WriteLine(size); Vector2 visualSize = camera.GetVisualPositions(new Vector2(size,size)); Rectangle rect = new Rectangle((int)viewPosition.X - (int)visualSize.X / 2, (int)viewPosition.Y - (int)visualSize.Y / 2, (int)visualSize.X, (int)visualSize.Y); Color color = new Color(visibility, visibility, visibility, visibility); spriteBatch.Draw(texture, rect, color); }
internal void Draw(SpriteBatch spriteBatch, Camera camera, Texture2D texture) { Vector2 viewPosition = camera.GetVisualPositions(position); Vector2 visualRadius = camera.GetVisualPositions(radius); Rectangle rect = new Rectangle((int)viewPosition.X, (int)viewPosition.Y, (int)visualRadius.X, (int)visualRadius.Y); float t = timeLivedSeconds/maxLifeTime; if (t > 1.0) { t = 1.0f; } float endValue = 0.0f; float startValue = 1.0f; float visibility = endValue * t + (1.0f - t) * startValue; Color color = new Color(visibility, visibility, visibility, visibility); spriteBatch.Draw(texture, rect, color); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); sparkTexture = Content.Load<Texture2D>("spark"); smokeTexture = Content.Load<Texture2D>("particlesmoke"); swTexture = Content.Load<Texture2D>("shockwave"); cam = new View.Camera(400, 400); sparkView = new View.SparkGameView(spriteBatch, sparkTexture, cam); smokeView = new View.SmokeGameView(spriteBatch, smokeTexture, cam); swView = new View.SwGameView(spriteBatch, swTexture, cam); // TODO: use this.Content to load your game content here }