* - Adding visible flag to DrawableAxiosGameObject
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@ -115,6 +115,7 @@
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* 1.0.1.7 - 7/22/2012
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* - Adding Factory for Texture2D to create from a list (ie lay a list of texture2D row by row)
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* - Adding AddScreen method to ScreenManager to make the PlayerIndex optional (default of PlayerIndex.One)
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* - Adding visible flag to DrawableAxiosGameObject
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*
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*/
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#endregion
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@ -217,8 +217,8 @@ namespace Axios.Engine
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public override void Draw(GameTime gameTime)
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{
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//System.Diagnostics.Debugger.Break();
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if (Level != null)
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{
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foreach (Layer layer in Level.Layers)
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@ -3,6 +3,7 @@ using Axios.Engine.Interfaces;
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using FarseerPhysics.SamplesFramework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System.Diagnostics;
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namespace Axios.Engine
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{
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@ -10,14 +11,22 @@ namespace Axios.Engine
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{
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protected int _draworder;
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protected Texture2D Texture;
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protected bool _visible = true;
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//public Vector2 Position = new Vector2(); //set this to a property and adjust if adjustunits is true
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public bool Visible
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{
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get { return _visible; }
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set { this._visible = value; }
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}
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public Vector2 _position = Vector2.Zero;
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public Vector2 Position
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{
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get
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{
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//Debugger.Break();
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return ConvertUnits.ToDisplayUnits(_position);
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}
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set
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@ -78,16 +87,20 @@ namespace Axios.Engine
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public virtual void Draw(AxiosGameScreen gameScreen, GameTime gameTime)
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{
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if (_relativetocamera)
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gameScreen.ScreenManager.SpriteBatch.Begin(0, null, null, null, null, null, gameScreen.Camera.View);
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else
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gameScreen.ScreenManager.SpriteBatch.Begin();
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if (_adjustunits)
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gameScreen.ScreenManager.SpriteBatch.Draw(Texture, ConvertUnits.ToDisplayUnits(_position), null, Color.White, _rotation, Origin, _scale, SpriteEffects.None, 0);
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else
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gameScreen.ScreenManager.SpriteBatch.Draw(Texture, _position, null, Color.White, _rotation, Origin, _scale, SpriteEffects.None, 0);
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gameScreen.ScreenManager.SpriteBatch.End();
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//System.Diagnostics.Debugger.Break();
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//Vector2 test = ConvertUnits.ToDisplayUnits(_position);
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if (_visible)
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{
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if (_relativetocamera)
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gameScreen.ScreenManager.SpriteBatch.Begin(0, null, null, null, null, null, gameScreen.Camera.View);
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else
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gameScreen.ScreenManager.SpriteBatch.Begin();
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if (_adjustunits)
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gameScreen.ScreenManager.SpriteBatch.Draw(Texture, ConvertUnits.ToDisplayUnits(_position), null, Color.White, _rotation, Origin, _scale, SpriteEffects.None, 0);
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else
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gameScreen.ScreenManager.SpriteBatch.Draw(Texture, _position, null, Color.White, _rotation, Origin, _scale, SpriteEffects.None, 0);
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gameScreen.ScreenManager.SpriteBatch.End();
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}
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}
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public int DrawOrder
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