public final void DrawMouseOver(SpriteBatch batch) { this.pathVisibleTime = 0.8f; batch.draw(this.gameContent.mouseOver, this.position.sub(this.gameContent.mouseOverOrigin), LColor.gold); batch.flush(); }
public final void Draw(GameTime gameTime, SpriteBatch batch) { for (Bullet bullet : this.bullets) { bullet.Draw(batch); } if (!this.isAlive()) { this.removeTime = Math.max( (this.removeTime - gameTime.getElapsedGameTime()), 0f); } LColor colour = LColor.white; this.animationPlayer .Draw(gameTime, batch, this.position, colour, 0f, (Math.abs(this.rotation) > 1.570796f) ? SpriteEffects.FlipHorizontally : SpriteEffects.None); batch.draw( this.gameContent.weapon[(int) this.rank.getValue()], this.position, null, colour, MathUtils.radToDeg(this.rotation), 15, 15, 1f, (Math.abs(this.rotation) > 1.570796f) ? SpriteEffects.FlipVertically : SpriteEffects.None); if (this.isAlive()) { batch.draw(this.gameContent.healthBar, this.position.sub( (this.gameContent.healthBar.getWidth() / 2), 20f), LColor.white); rect.setBounds( 0, 0, (int) ((this.health / this.MaxHealth) * this.gameContent.healthBar .getWidth()), this.gameContent.healthBar .getHeight()); batch.draw(this.gameContent.healthBar, this.position.sub( (this.gameContent.healthBar.getWidth() / 2), 20f), rect, LColor.red); batch.flush(); } }