public void Draw(SpriteBatch spriteBatch, textWorthy eventIncident) { switch (eventIncident) { case textWorthy.collisionKill: text = "+60 (Score)"; textColor = Color.BurlyWood; break; case textWorthy.shotKill: text = "+100 (Score)"; textColor = Color.Orange; break; case textWorthy.collisionHealthLoss: textColor = Color.Red; text = "-10 (Health)"; break; default: break; } // spriteBatch.DrawString(Font, text, currentPosition, textColor); spriteBatch.DrawString(Font, text, currentPosition, textColor); }
private void AddCombatText(textWorthy incident, Vector2 startPosition) { CombatText combatText = new CombatText(); combatText.Initialize(incident, startPosition, combatFont); //initializes indicent and position feilds for combatText currentText.Add(combatText); //adds new combat text to the list } //@ end of method the object (combatText) is out of scope (memory allocation free'd up)
public void Initialize(textWorthy incident, Vector2 startPosition, SpriteFont font) { currentPosition = startPosition; Incident = incident; Font = font; }
private void AddCombatText(textWorthy incident, Vector2 startPosition) { CombatText combatText = new CombatText(); combatText.Initialize(incident, startPosition,combatFont); //initializes indicent and position feilds for combatText currentText.Add(combatText); //adds new combat text to the list }