Ejemplo n.º 1
0
        public void follow()
        {
            if (centerX < -95 || centerX > 810)
            {
                movementSpeed = 0;
            }

            else if (Math.Abs(robot.getCenterX() - centerX) < 5)
            {
                movementSpeed = 0;
            }

            else
            {
                if (robot.getCenterX() >= centerX)
                {
                    movementSpeed = 1;
                }
                else
                {
                    movementSpeed = -1;
                }
            }
        }
Ejemplo n.º 2
0
        public override void paint(float deltaTime)
        {
            var g = game.getGraphics();

            g.drawImage(Assets.background, bg1.getBgX(), bg1.getBgY());
            g.drawImage(Assets.background, bg2.getBgX(), bg2.getBgY());
            paintTiles(g);

            var projectiles = robot.getProjectiles();

            for (int i = 0; i < projectiles.Size(); i++)
            {
                Projectile p = (Projectile)projectiles.Get(i);
                g.drawRect(p.getX(), p.getY(), 10, 5, Color.YELLOW);
            }
            // First draw the game elements.

            g.drawImage(currentSprite, robot.getCenterX() - 61,
                        robot.getCenterY() - 63);
            g.drawImage(hanim.getImage(), hb.getCenterX() - 48,
                        hb.getCenterY() - 48);
            g.drawImage(hanim.getImage(), hb2.getCenterX() - 48,
                        hb2.getCenterY() - 48);

            // Example:
            // g.drawImage(Assets.background, 0, 0);
            // g.drawImage(Assets.character, characterX, characterY);

            // Secondly, draw the UI above the game elements.
            if (state == GameState.Ready)
            {
                drawReadyUI();
            }
            if (state == GameState.Running)
            {
                drawRunningUI();
            }
            if (state == GameState.Paused)
            {
                drawPausedUI();
            }
            if (state == GameState.GameOver)
            {
                drawGameOverUI();
            }
        }