Example #1
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            if (!gameStarted)
            {
                ShowSplashScreen();
            }
            else
            {
                // players points
                if (showP2Score)
                {
                    spriteBatch.DrawString(fontScoreP2, P2_PNTS_MSG + scoreP2,
                                           new Vector2(50, 20), Color.Red);
                }
                spriteBatch.DrawString(fontScoreP1, P1_PNTS_MSG + scoreP1,
                                       new Vector2(50, 430), Color.Blue);

                for (int i = 0; i < p1Hand.GetNumCardsInHand(); i++)
                {
                    // display player 1 hand
                    Card c = p1Hand.GetCard(i);
                    //c.setTurned(true);
                    c.CardRectangle = new Rectangle(50 + CARD_CAP * i, 310, Card.CARD_WIDTH, Card.CARD_HEIGHT);
                    c.Draw(spriteBatch);
                }
                for (int j = 0; j < p2Hand.GetNumCardsInHand(); j++)
                {
                    // display opponent hand
                    Card co = p2Hand.GetCard(j);
                    //if (j == 0)
                    //    co.setTurned(true);
                    co.CardRectangle = new Rectangle(50 + CARD_CAP * j, 60, Card.CARD_WIDTH, Card.CARD_HEIGHT);
                    co.Draw(spriteBatch);
                }

                if (winner != "")
                {
                    // we have a winner
                    spriteBatch.DrawString(fontScoreP1, winner,
                                           new Vector2(screenWidth / 2 - fontScoreP1.Texture.Width / 2, screenHeight / 2), Color.Purple);
                }
                else
                {
                    // ask the player 1 to draw a card
                    spriteBatch.DrawString(fontScoreP1, DRAWCARD_MSG,
                                           new Vector2(screenWidth / 2 - fontScoreP1.Texture.Width / 2, screenHeight / 2), Color.Purple);
                }

                // display the card under the pile
                m_deck.GetCard(0).Draw(spriteBatch);
            }
            spriteBatch.End();
            base.Draw(gameTime);
        }
Example #2
0
        /// <summary>
        /// Draw deck background and all cards of this deck
        /// </summary>
        /// <param name="theSpriteBatch"></param>
        public virtual void Draw(SpriteBatch theSpriteBatch)
        {
            // Draw empty deck background
            Rectangle r = new Rectangle(m_pos.X, m_pos.Y, Card.CARD_WIDTH, Card.CARD_HEIGHT);

            if (m_background != null)
            {
                theSpriteBatch.Draw(m_background, r, Color.White);
            }

            // Draw cards
            for (int i = 0; i < m_cards.Count; i++)
            {
                Card c = m_cards[i];
                c.Draw(theSpriteBatch);
            }
        }
Example #3
0
        /// <summary>
        /// Draws all the cards in the hand, if dealer the first card is hidden
        /// </summary>
        public void Draw(SpriteBatch spriteBatch, bool magEye, Card topCard)
        {
            foreach (Card card in cards)
            {
                int locY;
                if (isDealer)
                {
                    locY = Constants.DEALER_Y;
                }
                else
                {
                    locY = Constants.PLAYER_Y;
                }

                location = new Point(
                    Constants.OFFSET + (Constants.CARD_SIZE.X + Constants.SPAN) * cards.IndexOf(card),
                    locY);
                card.Draw(spriteBatch, location, false);
            }
            if (magEye)
            {
                int locY;
                if (isDealer)
                {
                    Card cardD = cards[0];
                    locY     = Constants.DEALER_Y + Constants.SMALL_OFFSET.Y;
                    location = new Point(Constants.OFFSET + Constants.SMALL_OFFSET.X, locY);
                    cardD.Draw(spriteBatch, location, true);
                }
                else
                {
                    locY     = Constants.PLAYER_Y + Constants.SMALL_OFFSET.Y;
                    location = new Point(Constants.OFFSET + Constants.SMALL_OFFSET.X +
                                         (Constants.CARD_SIZE.X + Constants.SPAN) * cards.Count, locY);
                    topCard.Draw(spriteBatch, location, true);
                }
            }
        }