Beispiel #1
0
        public override void Draw(GameTime gameTime)
        {
            tileEngine.Draw(gameTime);
            foreach (Character c in positions.Keys)
            {
                Rectangle cBounds = tileEngine.BoundingRectangle(positions[c].X, positions[c].Y);
                if (State == BattleState.CHARACTER_ATTACK && selectedAOE.ContainsKey(positions[c]))
                {
                    if (Player.Party.Contains(c))
                    {
                        Game.SpriteBatch.Draw(Game.Content.Load <Texture2D>("Town View\\GenericFriend"), cBounds, Color.Red);
                    }
                    else
                    {
                        Game.SpriteBatch.Draw(Game.Content.Load <Texture2D>("Town View\\GenericEnemy"), cBounds, Color.Red);
                    }
                }
                else if (State == BattleState.CHARACTER_ATTACK && selectedValidMoves.ContainsKey(positions[c]))
                {
                    if (Player.Party.Contains(c))
                    {
                        Game.SpriteBatch.Draw(Game.Content.Load <Texture2D>("Town View\\GenericFriend"), cBounds, Color.Yellow);
                    }
                    else
                    {
                        Game.SpriteBatch.Draw(Game.Content.Load <Texture2D>("Town View\\GenericEnemy"), cBounds, Color.Yellow);
                    }
                }
                else
                {
                    if (Player.Party.Contains(c))
                    {
                        Game.SpriteBatch.Draw(Game.Content.Load <Texture2D>("Town View\\GenericFriend"), cBounds, Color.White);
                    }
                    else
                    {
                        Game.SpriteBatch.Draw(Game.Content.Load <Texture2D>("Town View\\GenericEnemy"), cBounds, Color.White);
                    }
                }
            }
            foreach (Character c in positions.Keys)
            {
                Rectangle cBounds = tileEngine.BoundingRectangle(positions[c].X, positions[c].Y);
                Game.SpriteBatch.Draw(Game.Content.Load <Texture2D>("button"), new Rectangle(cBounds.X, cBounds.Top - 40, cBounds.Width, 20), Color.Red);
                Game.SpriteBatch.Draw(Game.Content.Load <Texture2D>("button"), new Rectangle(cBounds.X, cBounds.Top - 40, c.CurrHealth * cBounds.Width / c.MaxHealth, 20), Color.Green);
                Game.SpriteBatch.Draw(Game.Content.Load <Texture2D>("button"), new Rectangle(cBounds.X, cBounds.Top - 20, cBounds.Width, 20), Color.Brown);
                Game.SpriteBatch.Draw(Game.Content.Load <Texture2D>("button"), new Rectangle(cBounds.X, cBounds.Top - 20, c.CurrMovementPoints * cBounds.Width / c.MaxMovementPoints, 20), Color.Blue);
                Game.SpriteBatch.DrawString(
                    Game.Content.Load <SpriteFont>("Fonts\\Default"),
                    c.Name,
                    new Vector2(tileEngine.BoundingRectangle(positions[c].X, positions[c].Y).X, tileEngine.BoundingRectangle(positions[c].X, positions[c].Y).Y - 40),
                    Color.White);
            }
            switch (State)
            {
            case BattleState.CHARACTER_ATTACK:
            case BattleState.CHARACTER_MOVE:
            case BattleState.CHARACTER_SELECT:
            case BattleState.SETUP:
                cursor.Draw(gameTime);
                break;
            }

            flash.Draw(gameTime);
        }
Beispiel #2
0
 public override void Draw(GameTime gameTime)
 {
     tileEngine.Draw(gameTime);
     playerAvatar.Draw(gameTime);
 }