public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch) { base.Draw(gameTime, spriteBatch); spriteBatch.BeginCam(Camera); foreach (var entityPlayer in client.OtherPlayers) entityPlayer.MultiToPlayer(this, TexturesManager.Player).Draw(gameTime, spriteBatch); //spriteBatch.DrawUI(TexturesManager.Menu, Convert.ToString.Count), Vector2.One, Color.Blue); spriteBatch.End(); }
public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch) { spriteBatch.BeginCam(camera); MapFirst.Draw(spriteBatch, true); if (isShown) if (Player.pos.X >= 0 && Player.pos.Y >= 0) spriteBatch.Draw(TexturesManager.Tile, Player.pos); foreach (Monster entity in Entities.OfType<Monster>()) entity.Draw(gameTime, spriteBatch); Player.Draw(gameTime, spriteBatch); MapFirst.Draw(spriteBatch, false); foreach (WorldEffect worldEffect in WorldEffects) worldEffect.Draw(gameTime, spriteBatch); if (gameTime.TotalGameTime.TotalMilliseconds % 10000 < 10) i = RandomManager.Next(0, 2); Temps.Pluie(spriteBatch, gameTime, MapFirst.Data, i == 1 ? false : true); Temps.Neige(spriteBatch, gameTime, MapFirst.Data, i == 2 ? false : true); spriteBatch.End(); spriteBatch.Begin(); MainGame.cursor.Draw(spriteBatch); foreach (Entity entity in Entities) entity.DrawUI(gameTime, spriteBatch); Player.DrawUI(gameTime, spriteBatch); foreach (Window win in Windows) win.Draw(gameTime, spriteBatch); if (isShown) DrawInfo(gameTime, spriteBatch, Color.White); spriteBatch.End(); }
public override void Draw(GameTime gameTime, UberSpriteBatch spriteBatch) { spriteBatch.BeginCam(Camera); MapFirst.Draw(spriteBatch, true, Player.CanMove ? Player.Position : Player.AstralPosition); foreach (Monster entity in Entities.OfType<Monster>()) entity.Draw(gameTime, spriteBatch); Player.Draw(gameTime, spriteBatch); MapFirst.Draw(spriteBatch, false, Player.CanMove ? Player.Position : Player.AstralPosition); spriteBatch.End(); spriteBatch.Begin(); foreach (Entity entity in Entities) entity.DrawUI(gameTime, spriteBatch); Player.DrawUI(gameTime, spriteBatch); foreach (WorldEffect worldEffect in WorldEffects) worldEffect.Draw(gameTime, spriteBatch); foreach (Window win in Windows) win.Draw(gameTime, spriteBatch); if (isShown) DrawInfo(gameTime, spriteBatch, Color.White); spriteBatch.End(); }