public void Draw(GameTime gameTime, VariableBundle gameState, SpriteBatch spriteBatch, Rectangle destinationRectangle, Color color, float rotation, Vector2 origin, float layerDepth) { // NOTE: origin is in SOURCE (frame) coordinates! Frame frame = getCurrentFrame(gameTime, gameState); spriteBatch.DrawEx(this.texture, destinationRectangle, frame.bounds, color, rotation, origin, SpriteEffects.None, layerDepth); }
public void Draw(Frame frame, SpriteBatch spriteBatch, Rectangle destinationRectangle, Color color, float rotation, Vector2 origin, float layerDepth) { spriteBatch.DrawEx(this.texture, destinationRectangle, frame.bounds, color, rotation, origin, SpriteEffects.None, layerDepth); }
public void Draw(GameTime gameTime, VariableBundle gameState, SpriteBatch spriteBatch, Point destinationPoint) { Frame frame = getCurrentFrame(gameTime, gameState); spriteBatch.DrawEx(this.texture, new Rectangle(destinationPoint.X, destinationPoint.Y, frame.bounds.Width, frame.bounds.Height), frame.bounds, Color.White); }
public void Draw(Frame frame, SpriteBatch spriteBatch, Point destinationPoint) { spriteBatch.DrawEx(this.texture, new Rectangle(destinationPoint.X, destinationPoint.Y, frame.bounds.Width, frame.bounds.Height), frame.bounds, Color.White); }
public void Draw(GameTime gameTime, VariableBundle gameState, SpriteBatch spriteBatch, Rectangle destinationRectangle, Color color) { Frame frame = getCurrentFrame(gameTime, gameState); spriteBatch.DrawEx(this.texture, destinationRectangle, frame.bounds, color); }
public void Draw(Frame frame, SpriteBatch spriteBatch, Rectangle destinationRectangle, Color color) { spriteBatch.DrawEx(this.texture, destinationRectangle, frame.bounds, color); }