示例#1
0
 protected virtual void draw_level_up(SpriteBatch sprite_batch, Vector2 offset)
 {
     sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
     if (levelup_spark_active)
     {
         LevelUp_Spark.draw(sprite_batch, offset);
     }
     sprite_batch.End();
     if (Level_Window != null)
     {
         Level_Window.draw(sprite_batch);
     }
 }
 protected virtual void draw_map_combat(SpriteBatch sprite_batch)
 {
     if (Map_Miss_Spark != null)
     {
         sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
         Map_Miss_Spark.draw(sprite_batch, Global.game_map.display_loc);
         sprite_batch.End();
     }
     if (Map_NoDamage_Spark != null)
     {
         sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
         Map_NoDamage_Spark.draw(sprite_batch, Global.game_map.display_loc);
         sprite_batch.End();
     }
     draw_skill_gain_popup(sprite_batch);
     draw_wlvl_popup(sprite_batch);
     draw_wbreak_popup(sprite_batch);
     if (Combat_HUD != null)
     {
         sprite_batch.GraphicsDevice.ScissorRectangle = Combat_HUD.scissor_rect();
         if (sprite_batch.GraphicsDevice.ScissorRectangle.Width > 0 && sprite_batch.GraphicsDevice.ScissorRectangle.Width > 0)
         {
             sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, Combat_HUD.raster_state);
             Combat_HUD.draw(sprite_batch);
             sprite_batch.End();
         }
     }
     if (Exp_Gauge != null)
     {
         sprite_batch.GraphicsDevice.ScissorRectangle = Exp_Gauge.scissor_rect();
         if (sprite_batch.GraphicsDevice.ScissorRectangle.Width > 0 && sprite_batch.GraphicsDevice.ScissorRectangle.Width > 0)
         {
             sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, Exp_Gauge.raster_state);
             Exp_Gauge.draw(sprite_batch);
             sprite_batch.End();
         }
     }
 }