void BrickParticle::draw(Bengine::SpriteBatch & spriteBatch) { static int textureID = Bengine::ResourceManager::getTexture("Textures/brick.png").id; const glm::vec4 uvRect(0.0f, 0.0f, 1.0f, 1.0f); glm::vec4 destRect(m_position.x, m_position.y, m_width, m_height); spriteBatch.draw(destRect, uvRect, textureID, 0.0f, Bengine::ColorRGBA8(2, 29, 39, 255)); }
void Box::draw(Bengine::SpriteBatch& spriteBatch) { glm::vec4 destRect; destRect.x = m_body->GetPosition().x - m_dimensions.x / 2.0f; destRect.y = m_body->GetPosition().y - m_dimensions.y / 2.0f; destRect.z = m_dimensions.x; destRect.w = m_dimensions.y; spriteBatch.draw(destRect, m_uvRect, m_texture.id, 0.0f, m_color, m_body->GetAngle()); }
void ManaShield::draw(Bengine::SpriteBatch& spriteBatch, float x, float y) { glm::vec4 uv(0.0f, 0.0f, 1.0f, 1.0f); Bengine::ColorRGBA8 color((sin(_timer * 10) + 1) / 2 * 200 + 50, (sin(_timer * 15) + 1) / 2 * 200 + 50, (sin(_timer * 20) + 1) / 2 * 200 + 50, 200); if (_active) spriteBatch.draw(glm::vec4(x * CAMERA.getScreenDimensions().x / 32, y * CAMERA.getScreenDimensions().y / 18, CAMERA.getScreenDimensions().x / 32 * 1.6, CAMERA.getScreenDimensions().y / 18 * 1.6), _rotation, uv, _texture.id, 0.0f, color); }
void Agent::draw(Bengine::SpriteBatch& _spriteBatch) { static int textureID = Bengine::ResourceManager::getTexture("Textures/circle.png").id; const glm::vec4 uvRect(0.0f, 0.0f, 1.0f, 1.0f); glm::vec4 destRect; destRect.x = _position.x; destRect.y = _position.y; destRect.z = AGENT_WIDTH; destRect.w = AGENT_WIDTH; _spriteBatch.draw(destRect, uvRect, textureID, 0.0f, _color); }
void Homura::draw(Bengine::SpriteBatch& spriteBatch){ //draw the mana bar ----------------------------------------------------------------------------------------------------------------- static Bengine::GLTexture manaBarBG = Bengine::ResourceManager::getTexture("Textures/Character/manaBarBG.png"); static Bengine::GLTexture manaBarTick = Bengine::ResourceManager::getTexture("Textures/Character/manaBarTick.png"); static Bengine::GLTexture manaBarFrame = Bengine::ResourceManager::getTexture("Textures/Character/manaBarFrame.png"); glm::vec4 uv(0.0f, 0.0f, 1.0f, 1.0f); if (_alive) { spriteBatch.draw(glm::vec4(_body->GetPosition().x * TheMainGame::Instance()->_camera.getScreenDimensions().x / 32, _body->GetPosition().y * TheMainGame::Instance()->_camera.getScreenDimensions().y / 18 + TheMainGame::Instance()->_camera.getScreenDimensions().y / 18, TheMainGame::Instance()->_camera.getScreenDimensions().x / 16.7320261438, TheMainGame::Instance()->_camera.getScreenDimensions().y / 36), 0.0f, uv, manaBarBG.id, 0.0f, color); for (int i = 0; i < _mana; i++) { spriteBatch.draw(glm::vec4(_body->GetPosition().x * TheMainGame::Instance()->_camera.getScreenDimensions().x / 32 - TheMainGame::Instance()->_camera.getScreenDimensions().x / 34.1333333333 + (TheMainGame::Instance()->_camera.getScreenDimensions().x / 1706.66666667 * i), _body->GetPosition().y * TheMainGame::Instance()->_camera.getScreenDimensions().y / 18 + TheMainGame::Instance()->_camera.getScreenDimensions().y / 18, TheMainGame::Instance()->_camera.getScreenDimensions().x / 1706.66666667, TheMainGame::Instance()->_camera.getScreenDimensions().y / 36), 0.0f, uv, manaBarTick.id, 0.0f, color); } spriteBatch.draw(glm::vec4(_body->GetPosition().x * TheMainGame::Instance()->_camera.getScreenDimensions().x / 32, _body->GetPosition().y * TheMainGame::Instance()->_camera.getScreenDimensions().y / 18 + TheMainGame::Instance()->_camera.getScreenDimensions().y / 18, TheMainGame::Instance()->_camera.getScreenDimensions().x / 16.7320261438, TheMainGame::Instance()->_camera.getScreenDimensions().y / 36), 0.0f, uv, manaBarFrame.id, 0.0f, color); //--------------------------------------------------------------------------------------------------------------------- _manaShield->draw(spriteBatch, _body->GetPosition().x, _body->GetPosition().y); _currentState->draw(spriteBatch, _body); _mainWeaponState->draw(spriteBatch, _body->GetPosition().x, _body->GetPosition().y); } }
void Bullet::draw(Bengine::SpriteBatch& spriteBatch) { glm::vec4 destRect(_position.x + BULLET_RADIUS, _position.y + BULLET_RADIUS, BULLET_RADIUS * 2, BULLET_RADIUS * 2); const glm::vec4 uvRect(0.0f, 0.0f, 1.0f, 1.0f); Bengine::ColorRGBA8 color; color.r = 75; color.g = 75; color.b = 75; color.a = 255; spriteBatch.draw(destRect, uvRect, Bengine::ResourceManager::getTexture("Textures/circle.png").id, 0.0f, color); }