mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
496 lines
21 KiB
C#
496 lines
21 KiB
C#
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using ProjectZ.InGame.Map;
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using ProjectZ.InGame.SaveLoad;
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namespace ProjectZ.InGame.Things
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{
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class ItemDrawHelper
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{
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private static DictAtlasEntry SpriteLetter;
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private static DictAtlasEntry SpriteHeart;
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private static DictAtlasEntry SpriteRubee;
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private static Rectangle RecLetters;
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private static Rectangle RecHeart;
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private static Rectangle RecRubee;
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private static int _hearthDistance = 1;
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private static int _heartsDistance = 1;
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private static readonly int LetterMargin = 1;
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public static Point RubeeSize;
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private static int _paddingHud = 4;
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private static Color _relictColorOne = new Color(0, 135, 115);
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private static Color _relictColorTwo = new Color(255, 255, 255);
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public static Color[] CloakColors = { new Color(16, 173, 66), new Color(24, 132, 255), new Color(255, 8, 41) };
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private static Rectangle _recRelicts = new Rectangle(224, 128, 16, 16);
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private static float _colorCounter;
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private const int ColorTime = 8000;
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public static int LetterWidth = 6;
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public static int LetterHeight = 6;
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private static float _rubyCounter;
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private static float _rubyTime;
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private static float _rubySoundIndex;
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private static int _rubyStart;
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private static int _rubyEnd;
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private static int _rubyCount;
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private static bool _rubyAnimation;
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private static float _heartCounter;
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private static int _heartCount;
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private static bool _heartAnimation;
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private static bool _heartSounds;
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public static void Load()
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{
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SpriteLetter = Resources.GetSprite("ui letter");
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SpriteHeart = Resources.GetSprite("ui heart");
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SpriteRubee = Resources.GetSprite("ui ruby");
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RecLetters = SpriteLetter.ScaledRectangle;
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RecHeart = SpriteHeart.ScaledRectangle;
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RecRubee = SpriteRubee.ScaledRectangle;
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RubeeSize = new Point((RecLetters.Width + LetterMargin) * 3 + RecRubee.Width, RecRubee.Height);
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}
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public static void Init()
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{
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_rubyAnimation = false;
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_heartAnimation = false;
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var item = Game1.GameManager.GetItem("ruby");
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if (item != null)
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_rubyCount = item.Count;
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else
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_rubyCount = 0;
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_heartCount = Game1.GameManager.CurrentHealth;
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}
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public static void Update()
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{
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// rotate color
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// @MOVE
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_colorCounter += Game1.DeltaTime;
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var upTime = ColorTime / 3;
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var timeR = (_colorCounter - upTime) % ColorTime;
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var timeG = (_colorCounter) % ColorTime;
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var timeB = (_colorCounter - upTime * 2) % ColorTime;
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// rotate through the color wheel
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var colorR = MathHelper.Clamp(MathF.Abs(timeR - upTime) / (upTime / 2.25f) - 1, 0, 1);
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var colorG = MathHelper.Clamp(MathF.Abs(timeG - upTime) / (upTime / 2.25f) - 1, 0, 1);
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var colorB = MathHelper.Clamp(MathF.Abs(timeB - upTime) / (upTime / 2.25f) - 1, 0, 1);
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_relictColorOne = new Color(
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MathHelper.Clamp((byte)(colorR * 120), 0, 255),
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MathHelper.Clamp((byte)(colorG * 80), 0, 255),
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MathHelper.Clamp((byte)(colorB * 140), 0, 255));
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_relictColorTwo = new Color(
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MathHelper.Clamp((byte)(colorR * 220), 0, 255),
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MathHelper.Clamp((byte)(colorG * 180), 0, 255),
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MathHelper.Clamp((byte)(colorB * 240), 0, 255));
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UpdateRubyAnimation();
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UpdateHeartAnimation();
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}
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private static void UpdateRubyAnimation()
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{
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var item = Game1.GameManager.GetItem("ruby");
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var realCount = 0;
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if (item != null)
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realCount = item.Count;
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if (!Game1.GameManager.InGameOverlay.TextboxOverlay.IsOpen &&
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!Game1.GameManager.InGameOverlay.MenuIsOpen())
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{
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// start the animation?
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if (!_rubyAnimation)
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{
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if (_rubyCount + 1 < realCount)
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{
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_rubyCounter = 0;
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_rubyAnimation = true;
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_rubyStart = _rubyCount;
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_rubyEnd = realCount;
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_rubySoundIndex = 0;
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_rubyCount++;
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_rubyTime = 32 * (realCount - _rubyCount);
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if (_rubyTime > 2000)
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_rubyTime = 2000;
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}
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else if (_rubyCount - 1 > realCount)
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{
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_rubyCounter = 0;
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_rubyAnimation = true;
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_rubyStart = _rubyCount;
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_rubyEnd = realCount;
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_rubySoundIndex = 0;
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_rubyCount--;
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_rubyTime = 32 * (_rubyCount - realCount);
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if (_rubyTime > 2000)
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_rubyTime = 2000;
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}
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else
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_rubyCount = realCount;
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}
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if (_rubyAnimation && _rubyCount != _rubyEnd)
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{
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_rubyCounter += Game1.DeltaTime;
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if (_rubyCounter > _rubyTime)
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_rubyCounter = _rubyTime;
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_rubyCount = (int)MathHelper.Lerp(_rubyStart, _rubyEnd, _rubyCounter / _rubyTime);
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// ruby sound every 2 frames
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if ((_rubySoundIndex + 1) * 32 <= _rubyCounter)
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{
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_rubySoundIndex++;
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Game1.GameManager.PlaySoundEffect("D370-05-05");
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}
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}
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else
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{
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_rubyAnimation = false;
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}
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}
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}
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public static void EnableHeartAnimationSound()
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{
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_heartSounds = true;
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}
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private static void UpdateHeartAnimation()
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{
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var realCount = Game1.GameManager.CurrentHealth;
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if (!Game1.GameManager.InGameOverlay.TextboxOverlay.IsOpen &&
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!Game1.GameManager.InGameOverlay.MenuIsOpen())
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{
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// start the animation?
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if (!_heartAnimation)
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{
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if (_heartCount + 4 < realCount)
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{
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_heartCounter = 0;
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_heartAnimation = true;
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if (!_heartSounds)
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_heartCount += 4;
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else
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_heartCounter = 200;
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}
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else
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_heartCount = realCount;
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}
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if (_heartAnimation && _heartCount != realCount)
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{
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_heartCounter += Game1.DeltaTime;
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if (_heartCounter > 200)
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{
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_heartCounter -= 200;
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_heartCount += 4;
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if (_heartSounds)
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Game1.GameManager.PlaySoundEffect("D370-06-06");
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if (_heartCount >= realCount)
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{
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_heartCount = realCount;
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_heartAnimation = false;
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_heartSounds = false;
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}
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}
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}
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}
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}
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public static void DrawLevel(SpriteBatch spriteBatch, int posX, int posY, int number, int scale, Color textColor)
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{
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// add L- if the number is < 0
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// L- 0 1 2 3...
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var letter0 = number < 0 ? 0 : number / 10 + 1;
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var letter1 = number < 0 ? -number + 1 : number % 10 + 1;
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spriteBatch.Draw(SpriteLetter.Texture, new Rectangle(posX, posY, RecLetters.Width * scale, RecLetters.Height * scale),
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new Rectangle(RecLetters.X + letter0 * (RecLetters.Width + (int)SpriteLetter.Scale), RecLetters.Y, RecLetters.Width, RecLetters.Height), textColor);
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spriteBatch.Draw(SpriteLetter.Texture, new Rectangle(posX + RecLetters.Width * scale, posY, RecLetters.Width * scale, RecLetters.Height * scale),
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new Rectangle(RecLetters.X + letter1 * (RecLetters.Width + (int)SpriteLetter.Scale), RecLetters.Y, RecLetters.Width, RecLetters.Height), textColor);
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}
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public static void DrawNumber(SpriteBatch spriteBatch, int posX, int posY, int number, int length, int scale, Color textColor)
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{
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for (var i = 0; i < length; i++)
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{
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var letter = number / (int)Math.Pow(10, length - i - 1) % 10 + 1;
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spriteBatch.Draw(SpriteLetter.Texture, new Rectangle(
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posX + (RecLetters.Width + LetterMargin) * i * scale,
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posY, RecLetters.Width * scale, RecLetters.Height * scale),
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new Rectangle(RecLetters.X + letter * (RecLetters.Width + (int)SpriteLetter.Scale), RecLetters.Y, RecLetters.Width, RecLetters.Height), textColor);
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}
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}
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public static void DrawItem(SpriteBatch spriteBatch, GameItem item, Vector2 position, Color color, int scale, bool mapSprite = false)
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{
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if (item == null)
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return;
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var baseItem = item.SourceRectangle.HasValue ? item : Game1.GameManager.ItemManager[item.Name];
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Rectangle sourceRectangle;
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DictAtlasEntry sprite;
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if (baseItem.MapSprite != null && mapSprite)
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{
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sprite = baseItem.MapSprite;
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sourceRectangle = baseItem.MapSprite.ScaledRectangle;
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}
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else
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{
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sprite = baseItem.Sprite;
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sourceRectangle = baseItem.Sprite.ScaledRectangle;
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}
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if (item.Name == "ruby" && item.AnimateSprite)
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{
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var frameLength = 10 / 60f * 1000;
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sourceRectangle.X += (int)((Game1.TotalGameTime % (frameLength * 4)) / frameLength) * (sourceRectangle.Width + sprite.TextureScale);
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}
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// draw the item
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if ((item.Name == "sword1" || item.Name == "sword2" || item.Name == "sword1PoP" || item.Name == "sword2PoP") && Game1.GameManager.PieceOfPowerIsActive)
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{
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if (Game1.TotalTime % (16 / 0.06) >= 8 / 0.06)
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{
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var swordSprite = Resources.GetSprite("swordBlink");
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sourceRectangle = swordSprite.SourceRectangle;
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}
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DrawHelper.DrawNormalized(spriteBatch, sprite.Texture, new Vector2(position.X, position.Y), sourceRectangle, color, scale * sprite.Scale);
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}
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else if (item.Name == "pieceOfPower")
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{
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if (Game1.TotalTime % (16 / 0.06) >= 8 / 0.06)
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sourceRectangle.X += sourceRectangle.Width + sprite.TextureScale;
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DrawHelper.DrawNormalized(spriteBatch, sprite.Texture, new Vector2(position.X, position.Y), sourceRectangle, color, scale * sprite.Scale);
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}
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else if (item.Name == "cloakBlue")
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{
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var transparency = color.A / 255f;
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DrawHelper.DrawNormalized(spriteBatch, sprite.Texture, new Vector2(position.X, position.Y), sourceRectangle, new Color(253, 188, 140) * transparency, scale * sprite.Scale);
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DrawHelper.DrawNormalized(spriteBatch, sprite.Texture, new Vector2(position.X, position.Y),
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new Rectangle(sourceRectangle.X, sourceRectangle.Y + sourceRectangle.Height, sourceRectangle.Width, sourceRectangle.Height), CloakColors[1] * transparency, scale * sprite.Scale);
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}
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else if (item.Name == "cloakRed")
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{
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var transparency = color.A / 255f;
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DrawHelper.DrawNormalized(spriteBatch, sprite.Texture, new Vector2(position.X, position.Y), sourceRectangle, new Color(253, 188, 140) * transparency, scale * sprite.Scale);
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DrawHelper.DrawNormalized(spriteBatch, sprite.Texture, new Vector2(position.X, position.Y),
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new Rectangle(sourceRectangle.X, sourceRectangle.Y + sourceRectangle.Height, sourceRectangle.Width, sourceRectangle.Height), CloakColors[2] * transparency, scale * sprite.Scale);
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}
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else if (!item.IsRelict)
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{
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DrawHelper.DrawNormalized(spriteBatch, sprite.Texture, new Vector2(position.X, position.Y), sourceRectangle, color, scale * sprite.Scale);
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}
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else
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{
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var normalizedPosition = new Vector2(
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(float)Math.Round(position.X * MapManager.Camera.Scale) / MapManager.Camera.Scale,
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(float)Math.Round(position.Y * MapManager.Camera.Scale) / MapManager.Camera.Scale);
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DrawInstrument(spriteBatch, sprite, normalizedPosition);
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}
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}
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public static void DrawInstrument(SpriteBatch spriteBatch, DictAtlasEntry sprite, Vector2 position)
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{
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var rectangle = sprite.ScaledRectangle;
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// draw the item
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spriteBatch.Draw(Resources.SprItem, position,
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new Rectangle(rectangle.X + 0, rectangle.Y, rectangle.Width, rectangle.Height), Color.White, 0, Vector2.Zero, sprite.Scale, SpriteEffects.None, 0);
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spriteBatch.Draw(Resources.SprItem, position,
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new Rectangle(rectangle.X + 16 * sprite.TextureScale, rectangle.Y, rectangle.Width, rectangle.Height), _relictColorOne, 0, Vector2.Zero, sprite.Scale, SpriteEffects.None, 0); ;
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spriteBatch.Draw(Resources.SprItem, position,
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new Rectangle(rectangle.X + 32 * sprite.TextureScale, rectangle.Y, rectangle.Width, rectangle.Height), _relictColorTwo, 0, Vector2.Zero, sprite.Scale, SpriteEffects.None, 0);
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}
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public static void DrawRelictBackground(SpriteBatch spriteBatch, Vector2 position)
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{
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// draw the background
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spriteBatch.Draw(Resources.SprItem, position, _recRelicts, _relictColorOne);
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}
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public static void DrawItemWithInfo(SpriteBatch spriteBatch, GameItemCollected itemCollected, Point offset, Rectangle rectangle, int scale, Color color)
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{
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if (itemCollected == null)
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return;
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var item = Game1.GameManager.ItemManager[itemCollected.Name];
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Rectangle sourceRectangle;
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if (item.SourceRectangle.HasValue)
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sourceRectangle = item.SourceRectangle.Value;
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else
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{
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// at least the base item needs to have a source rectangle
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var baseItem = Game1.GameManager.ItemManager[item.Name];
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sourceRectangle = baseItem.SourceRectangle.Value;
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}
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var width = sourceRectangle.Width;
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if (item.Level > 0)
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width += 1 + RecLetters.Width * 2 + LetterMargin;
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else if (item.MaxCount != 1)
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width += 1 + RecLetters.Width * item.DrawLength + LetterMargin;
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var itemPosition = new Point(
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offset.X + rectangle.X * scale + rectangle.Width * scale / 2 - width / 2 * scale,
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offset.Y + rectangle.Y * scale + rectangle.Height * scale / 2 - sourceRectangle.Height / 2 * scale);
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var textPosition = new Point(
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itemPosition.X + (sourceRectangle.Width + 1) * scale,
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itemPosition.Y + sourceRectangle.Height * scale - RecLetters.Height * scale);
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// draw the item
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DrawItem(spriteBatch, item, new Vector2(itemPosition.X, itemPosition.Y), color, scale);
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if (item.Level > 0)
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{
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// draw the level of the item
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DrawLevel(spriteBatch,
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textPosition.X, textPosition.Y,
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-item.Level, scale, Color.Black * (color.A / 255f));
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}
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else if (item.MaxCount != 1)
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{
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// draw the count of the item
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DrawNumber(spriteBatch,
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textPosition.X, textPosition.Y,
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itemCollected.Count, item.DrawLength, scale, Color.Black * (color.A / 255f));
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}
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}
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public static Rectangle GetRubeeRectangle(Point position, int scale)
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{
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return new Rectangle(
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position.X - _paddingHud * scale, position.Y - _paddingHud * scale,
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((RecLetters.Width + LetterMargin) * 3 + RecRubee.Width + _paddingHud * 2) * scale,
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(RecLetters.Height + _paddingHud * 2) * scale);
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}
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public static void DrawRubee(SpriteBatch spriteBatch, Point position, int scale, Color color)
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{
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// draw the number
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DrawNumber(spriteBatch, position.X, position.Y, _rubyCount, 3, scale, color);
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|
|
||
|
// draw the rubee count
|
||
|
spriteBatch.Draw(SpriteRubee.Texture, new Rectangle(
|
||
|
position.X + (RecLetters.Width + LetterMargin) * 3 * scale,
|
||
|
position.Y - 1 * scale,
|
||
|
RecRubee.Width * scale,
|
||
|
RecRubee.Height * scale), RecRubee, Color.White * (color.A / 255f));
|
||
|
}
|
||
|
|
||
|
public static Rectangle GetHeartRectangle(Point position, int scale)
|
||
|
{
|
||
|
var width = MathHelper.Clamp(Game1.GameManager.MaxHearths, 0, 7);
|
||
|
var height = (int)Math.Ceiling(Game1.GameManager.MaxHearths / 7.0f);
|
||
|
return new Rectangle(position.X - _paddingHud * scale, position.Y - _paddingHud * scale,
|
||
|
(width * RecHeart.Width + (width - 1) + _paddingHud * 2) * scale,
|
||
|
(RecHeart.Height * height + _paddingHud * 2) * scale);
|
||
|
}
|
||
|
|
||
|
public static void DrawHearts(SpriteBatch spriteBatch, Point position, int scale, Color color)
|
||
|
{
|
||
|
// draw the hearths
|
||
|
for (var i = 0; i < Game1.GameManager.MaxHearths; i++)
|
||
|
{
|
||
|
var heartValue = _heartCount - i * 4;
|
||
|
var type = 0;
|
||
|
|
||
|
if (heartValue <= 0)
|
||
|
type = 4;
|
||
|
else if (heartValue <= 3)
|
||
|
type = 4 - heartValue;
|
||
|
|
||
|
spriteBatch.Draw(SpriteHeart.Texture, new Rectangle(
|
||
|
position.X + (RecHeart.Width + _hearthDistance) * (i % 7) * scale,
|
||
|
position.Y + (RecHeart.Width + _hearthDistance) * (i / 7) * scale,
|
||
|
RecHeart.Width * scale,
|
||
|
RecHeart.Height * scale),
|
||
|
new Rectangle(
|
||
|
RecHeart.X + type * (RecHeart.Width + (int)(_heartsDistance * SpriteHeart.Scale)),
|
||
|
RecHeart.Y, RecHeart.Width, RecHeart.Height), color);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//public static void DrawCollectedItem(SpriteBatch spriteBatch, string strName, Point offset, Rectangle drawPosition, int scale, Color backgroundColor)
|
||
|
//{
|
||
|
|
||
|
|
||
|
// var keySourceRec = Game1.GameManager.GetItem(strName);
|
||
|
|
||
|
// // draw the item
|
||
|
// if (keySourceRec != null)
|
||
|
// {
|
||
|
// var position = new Rectangle(
|
||
|
// drawPosition.X * scale + offset.X,
|
||
|
// drawPosition.Y * scale + offset.Y,
|
||
|
// drawPosition.Width * scale, drawPosition.Height * scale);
|
||
|
|
||
|
// DrawItemWithInfo(spriteBatch, keySourceRec, position, scale, Color.White);
|
||
|
// }
|
||
|
//}
|
||
|
|
||
|
//public static void DrawSmallKeys(SpriteBatch spriteBatch, Rectangle position)
|
||
|
//{
|
||
|
// var keyItem = Game1.GameManager.GetItem("smallkey");
|
||
|
|
||
|
// if (keyItem == null) return;
|
||
|
|
||
|
// var size = new Point(_recKey.Width + _letterSize.X , _recKey.Height );
|
||
|
|
||
|
// var drawPosition = new Point(position.X + position.Width / 2 - size.X / 2, position.Y + position.Height / 2 - size.Y / 2);
|
||
|
|
||
|
// // draw the key icon
|
||
|
// spriteBatch.Draw(Resources.SprUI, new Rectangle(
|
||
|
// drawPosition.X, drawPosition.Y, _recKey.Width , _recKey.Height ), _recKey, Color.White * transparency);
|
||
|
|
||
|
// // draw the number
|
||
|
// DrawNumber(spriteBatch,
|
||
|
// drawPosition.X + _recKey.Width ,
|
||
|
// drawPosition.Y + (_recKey.Height / 2 - Values.LetterHeight / 2) ,
|
||
|
// keyItem.Count, 1, _uiScale, Color.White * transparency);
|
||
|
//}
|
||
|
}
|
||
|
}
|