public override void Draw(SpriteBatch spriteBatch) { if (isAttacking) { spriteBatch.Draw(TextureManager.warriorAttack, new Vector2(pos.X, pos.Y), new Rectangle(currentFrameAttack.X * frameSizeAttack.X, currentFrameAttack.Y * frameSizeAttack.Y, frameSizeAttack.X, frameSizeAttack.Y), color, angle, new Vector2(frameSizeAttack.X / 2, frameSizeAttack.Y / 2 + 8), 1, EntityFx, 0); } else if (isShielding) { spriteBatch.Draw(TextureManager.warriorShield, new Vector2(pos.X, pos.Y), new Rectangle(currentFrameShield.X * frameSizeShield.X, currentFrameShield.Y * frameSizeShield.Y, frameSizeShield.X, frameSizeShield.Y), color, angle, new Vector2(frameSizeShield.X / 2, frameSizeShield.Y / 2 + 6), 1, EntityFx, 0); } else if (availableAPress == false) { spriteBatch.Draw(TextureManager.warriorCharge, new Vector2(pos.X, pos.Y), new Rectangle(0, 0, 50, 50), color, angle, new Vector2(frameSizeShield.X / 2, frameSizeShield.Y / 2 + 6), 1, EntityFx, 0); } else { spriteBatch.Draw(tex, pos, new Rectangle(currentFrame.X * frameSize.X, currentFrame.Y * frameSize.Y, frameSize.X, frameSize.Y), color, angle, new Vector2(frameSize.X / 2, frameSize.Y / 2), 1, EntityFx, 0); } spriteBatch.DrawString(FontManager.font, "current: " + currentFrameAttack + "\nframe size: " + currentFrameAttack + "\nsheet size: " + sheetSizeAttack, new Vector2(pos.X + 100, pos.Y + 100), Color.Blue); particleEngineCharge.Draw(spriteBatch); //base.Draw(spriteBatch); }
public override void Draw(SpriteBatch spriteBatch) { particleEngineFire.Draw(spriteBatch); particleEngineWater.Draw(spriteBatch); particleEngineSteam.Draw(spriteBatch); particleEngineRocks.Draw(spriteBatch); #region Draw Fireball foreach (Projectile f in FireBallList) { if (f != null) { f.Draw(spriteBatch); } } #endregion #region Draw waterball foreach (Projectile w in WaterBallList) { if (w != null) { w.Draw(spriteBatch); } } #endregion #region Draw Boulder foreach (Projectile b in BoulderList) { if (b != null) { b.Draw(spriteBatch); } } #endregion base.Draw(spriteBatch); if (shieldActivated) { spriteBatch.Draw(TextureManager.magicShield, pos, new Rectangle(0, 0, TextureManager.magicShield.Width, TextureManager.magicShield.Height), Color.White, 0, new Vector2(TextureManager.magicShield.Width / 2, TextureManager.magicShield.Height / 2), 1, SpriteEffects.None, 0); } }
public override void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(tex, pos, null, color, rotation, origin, 1.0f, SpriteEffects.None, 0); particleEngineSteam.Draw(spriteBatch); }
public override void Draw(SpriteBatch spriteBatch) { statusWindow.Draw(spriteBatch); particleEnginePowerShoot.Draw(spriteBatch); particleEngineDash.Draw(spriteBatch); foreach (Trap t in trapList) { t.Draw(spriteBatch); } foreach (Projectile p in powerShootList) { p.Draw(spriteBatch); } foreach (RainAttack r in rainAttackList) { r.Draw(spriteBatch); } base.Draw(spriteBatch); //kolla en bit verkligen snurrar rätt runt gubben, gör det för att checka skottens start pos //spriteBatch.Draw(tex, new Vector2(pos.X + 30, pos.Y + 30), new Rectangle(0, 0, 20, 20), col, angle, new Vector2(origin.X + 20, origin.Y + 20), 1, EntityFx, 0); #region shoot if (isReloading == true) { spriteBatch.Draw(TextureManager.reload, pos, new Rectangle(currentFrameReload.X * frameSizeReload.X, currentFrameReload.Y * frameSizeReload.Y, frameSizeReload.X, frameSizeReload.Y), Color.White, 0, new Vector2(frameSizeReload.X / 2, frameSizeReload.Y / 2), 1, SpriteEffects.None, 0); isShooting = false; } else { isShooting = true; } #endregion #region font, check values spriteBatch.DrawString(FontManager.font, "tid: " + timerSinceLastFrameReload + " " + milliSecondsPerFrameReload + "\nbool: " + isTransparent + "\ncolor: " + color + "\npos for rain: " + rainAttackPos + "\namount of powershoot: " + powerShootList.Count + "\namount of rain arrows: " + rainAttackList.Count + "\ncan place bool: " + canPlace + "\namount of traps: " + trapList.Count, new Vector2(pos.X + 100, pos.Y + 100), Color.Blue); #endregion #region circle move if (addPos == true) { spriteBatch.Draw(TextureManager.circles[0], rainAttackPos, new Rectangle(0, 0, 300, 300), Color.White, spinPlus, new Vector2(TextureManager.circles[0].Width / 2, TextureManager.circles[0].Height / 2), 1, SpriteEffects.None, 0); spriteBatch.Draw(TextureManager.circles[1], rainAttackPos, new Rectangle(0, 0, 300, 300), Color.White, spinMinus, new Vector2(TextureManager.circles[0].Width / 2, TextureManager.circles[0].Height / 2), 1, SpriteEffects.None, 0); spriteBatch.Draw(TextureManager.circles[2], rainAttackPos, new Rectangle(0, 0, 300, 300), Color.White, spinPlus, new Vector2(TextureManager.circles[0].Width / 2, TextureManager.circles[0].Height / 2), 1, SpriteEffects.None, 0); spriteBatch.Draw(TextureManager.circles[3], rainAttackPos, new Rectangle(0, 0, 300, 300), Color.White, spinPlus, new Vector2(TextureManager.circles[0].Width / 2, TextureManager.circles[0].Height / 2), 1, SpriteEffects.None, 0); spriteBatch.Draw(TextureManager.circles[4], rainAttackPos, new Rectangle(0, 0, 300, 300), Color.White, spinMinus, new Vector2(TextureManager.circles[0].Width / 2, TextureManager.circles[0].Height / 2), 1, SpriteEffects.None, 0); spriteBatch.Draw(TextureManager.circles[5], rainAttackPos, new Rectangle(0, 0, 300, 300), Color.White, spinPlus, new Vector2(TextureManager.circles[0].Width / 2, TextureManager.circles[0].Height / 2), 1, SpriteEffects.None, 0); spriteBatch.Draw(TextureManager.circles[6], rainAttackPos, new Rectangle(0, 0, 300, 300), Color.White, spinMinus, new Vector2(TextureManager.circles[0].Width / 2, TextureManager.circles[0].Height / 2), 1, SpriteEffects.None, 0); } #endregion }
public override void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(tex, center, null, Color.Lerp(Color.White, Color.Red, dispenserPower / 500), rotation, origin, 1.0f, SpriteEffects.None, 0); particleEngineSteam.Draw(spriteBatch); }