Beispiel #1
0
        public override void draw(SpriteBatch sprite_batch)
        {
            Window_Img.draw(sprite_batch, new Vector2(-5, -5));
            Objective.draw(sprite_batch, -(NAME_LOC + new Vector2(42, -2)));
            switch (Global.game_system.Objective_Mode[0])
            {
            // Rout
            case 1:
                Enemy_Label.draw(sprite_batch, -(loc + ENEMY_LABEL_LOC + new Vector2(-2, -2)));
                Enemy_Count.draw(sprite_batch, -(loc + ENEMY_LOC + new Vector2(-1, -2)));
                break;

            // Time Limit
            case 2:
                if (Global.game_system.Objective_Mode[1] != this.turn)
                {
                    Turn_Label.draw(sprite_batch, -(loc + TURN_LABEL_LOC + new Vector2(-2, -2)));
                    Turn_Slash.draw(sprite_batch, -(loc + TURN_LOC + new Vector2(-2, -2)));
                    Turn_Max.draw(sprite_batch, -(loc + TURN_LOC + new Vector2(-3 + 24, -2)));
                    Turn_Count.draw(sprite_batch, -(loc + TURN_LOC + new Vector2(-3, -2)));
                }
                else
                {
                    Turn_Count.draw(sprite_batch, -(loc + TURN_LOC + new Vector2(-3 + 16, -2)));
                }
                break;
            }
        }
Beispiel #2
0
 private void draw_gameplay_data(SpriteBatch sprite_batch, Vector2 offset)
 {
     // Turns/Funds panel
     sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
     Game_Data_Window.draw(sprite_batch, offset);
     Turn_Label.draw(sprite_batch, offset);
     Funds_Label.draw(sprite_batch, offset);
     Gold_G.draw(sprite_batch, offset);
     Turn.draw(sprite_batch, offset);
     Funds.draw(sprite_batch, offset);
     Counter.draw(sprite_batch, offset);
     sprite_batch.End();
 }