public override void DrawCard(SpriteBatch sBatch, SpriteFont dungeonFont) { sBatch.Draw(CardTexture, new Vector2(274, 130), new Rectangle?(), Color.White, 0f, new Vector2(248, 0), .75f, SpriteEffects.None, 1); switch (enemyTurnState) { case EnemyTurnState.STARTCOMBAT: sBatch.Draw(Buttons["Combat Button"].ButtonTexture, new Vector2(770, 600), new Rectangle?(), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 1); break; case EnemyTurnState.COMBAT: CurrentCombat.DrawCombat(sBatch, dungeonFont); break; case EnemyTurnState.COMPLETE: break; default: break; } }
public override void DrawCard(SpriteBatch sBatch, SpriteFont dungeonFont) { sBatch.Draw(CardTexture, new Vector2(274, 130), new Rectangle?(), Color.White, 0f, new Vector2(248, 0), .75f, SpriteEffects.None, 1); switch (bossTurnState) { case BossTurnState.STARTCOMBAT: sBatch.Draw(Buttons["Combat Button"].ButtonTexture, new Vector2(770, 600), new Rectangle?(), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 1); break; case BossTurnState.COMBAT: CurrentCombat.DrawCombat(sBatch, dungeonFont); break; case BossTurnState.REWARDS: sBatch.Draw(Buttons["Roll Die"].ButtonTexture, new Vector2(770, 600), new Rectangle?(), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 1); sBatch.DrawString(dungeonFont, "Roll to determine your reward.", new Vector2(620, 230), Color.White); break; case BossTurnState.ROLLANIMATION: RewardDie.DrawCombatDie(sBatch); break; case BossTurnState.REMOVESPELL: RewardDie.DrawCombatDie(sBatch); sBatch.Draw(Buttons["Rewards"].ButtonTexture, new Vector2(650, 150), new Rectangle?(), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 1); //sBatch.DrawString(dungeonFont, "You Rolled a: " + TreasureResult, new Vector2(725, 200), Color.White); sBatch.DrawString(dungeonFont, "Click a spell to remove or", new Vector2(650, 290), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 0f); sBatch.DrawString(dungeonFont, "click done to keep current spells", new Vector2(600, 340), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 0f); sBatch.Draw(Buttons["Done Button"].ButtonTexture, new Vector2(770, 600), new Rectangle?(), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 1); break; case BossTurnState.REVIEW: RewardDie.DrawCombatDie(sBatch); sBatch.Draw(Buttons["Rewards"].ButtonTexture, new Vector2(650, 150), new Rectangle?(), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 1); sBatch.Draw(Buttons["Done Button"].ButtonTexture, new Vector2(770, 600), new Rectangle?(), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 1); break; case BossTurnState.COMPLETE: break; default: break; } }
public override void DrawCard(SpriteBatch sBatch, SpriteFont dungeonFont) { sBatch.Draw(CardTexture, new Vector2(274, 130), new Rectangle?(), Color.White, 0f, new Vector2(248, 0), .75f, SpriteEffects.None, 1); switch (eventCardTurnState) { case EventCardTurnState.INITIAL_ROLL: sBatch.DrawString(dungeonFont, "Roll for event.", new Vector2(770, 200), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 0f); sBatch.Draw(Buttons["Roll Die"].ButtonTexture, new Vector2(770, 600), new Rectangle?(), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 1); break; case EventCardTurnState.ROLLANIMATION: EventDie.DrawCombatDie(sBatch); break; case EventCardTurnState.SKILL_CHECK: EventDie.DrawCombatDie(sBatch); sBatch.DrawString(dungeonFont, "Roll for skill check.", new Vector2(720, 200), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 0f); sBatch.Draw(Buttons["Roll Die"].ButtonTexture, new Vector2(770, 600), new Rectangle?(), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 1); int counter = 650; foreach (var item in CurrentButtons) { sBatch.Draw(item.ButtonTexture, new Vector2(counter, 300), new Rectangle?(), Color.White, 0f, new Vector2(), .50f, SpriteEffects.None, 1); counter += 80; } break; case EventCardTurnState.ADJUSTOPTION: EventDie.DrawCombatDie(sBatch); int counter2 = 650; foreach (var item in CurrentButtons) { sBatch.Draw(item.ButtonTexture, new Vector2(counter2, 300), new Rectangle?(), Color.White, 0f, new Vector2(), .50f, SpriteEffects.None, 1); counter2 += 80; } sBatch.DrawString(dungeonFont, "Success! Adjust your event +1 or -1 ", new Vector2(600, 200), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 0f); break; case EventCardTurnState.HANDLE_EVENT: EventDie.DrawCombatDie(sBatch); int counter3 = 650; foreach (var item in CurrentButtons) { sBatch.Draw(item.ButtonTexture, new Vector2(counter3, 300), new Rectangle?(), Color.White, 0f, new Vector2(), .50f, SpriteEffects.None, 1); counter3 += 80; } sBatch.DrawString(dungeonFont, "Failed skill check.", new Vector2(740, 200), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 0f); break; case EventCardTurnState.FIGHT_MONSTER: sBatch.Draw(Buttons["Combat Button"].ButtonTexture, new Vector2(770, 600), new Rectangle?(), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 1); break; case EventCardTurnState.COMBAT: CurrentCombat.DrawCombat(sBatch, dungeonFont); break; case EventCardTurnState.COMPLETE: break; default: break; } }