Example #1
0
        public override void Draw(GameTime gameTime)
        {
            SpriteBatch.Begin();
            switch (RSG)
            {
            case PlayState.KEEP_UP:
                SpriteBatch.Draw(Textures.TextKeepUp,
                                 new Vector2(Center.X - Textures.TextKeepUp.Center().X, Center.Y - Textures.TextKeepUp.Center().Y),
                                 Color.White * (float)Math.Sin(ActionTween * Math.PI));
                break;

            case PlayState.READY:
                SpriteBatch.Draw(Textures.TextReady,
                                 new Vector2(Center.X - Textures.TextReady.Center().X, Center.Y - Textures.TextReady.Center().Y),
                                 Color.White * (float)Math.Sin(ActionTween * Math.PI));
                break;

            case PlayState.SET:
                SpriteBatch.Draw(Textures.TextSet,
                                 new Vector2(Center.X - Textures.TextSet.Center().X, Center.Y - Textures.TextSet.Center().Y),
                                 Color.White * (float)Math.Sin(ActionTween * Math.PI));
                break;

            case PlayState.GO:
                SpriteBatch.Draw(Textures.TextGo,
                                 new Vector2(Center.X - Textures.TextGo.Center().X, Center.Y - Textures.TextGo.Center().Y),
                                 Color.White * (float)Math.Sin(ActionTween * Math.PI));
                break;

            case PlayState.PLAY:

                break;
            }



            DrawProgress();

            if (Multiplier == 0)
            {
                SpriteBatch.Draw(Textures.X1, new Vector2(10, (int)Height - 83), Color.White * MultiplierTween);
            }
            if (Multiplier == 1)
            {
                SpriteBatch.Draw(Textures.X2, new Vector2(10, (int)Height - 83), Color.White * MultiplierTween);
            }
            if (Multiplier == 2)
            {
                SpriteBatch.Draw(Textures.X3, new Vector2(10, (int)Height - 83), Color.White * MultiplierTween);
            }
            if (Multiplier == 3)
            {
                SpriteBatch.Draw(Textures.X4, new Vector2(10, (int)Height - 83), Color.White * MultiplierTween);
            }
            if (CurrentFireWork != null)
            {
                SpriteBatch.Draw(Textures.Selector, CurrentFireWork.Location - Textures.Selector.Center(), null, CurrentFireWork.Color * CurrectSelectorTween, 0, Vector2.Zero, CurrentFireWork.Size, SpriteEffects.None, 1);
            }


            foreach (var s in ScoreParticles)
            {
                var t = MiniScore.GetTextureFor(s.Score);
                SpriteBatch.Draw(t, new Vector2(s.Location.X - (t.Width / 2f), s.Location.Y), Color.White * s.Fade);
            }

            foreach (var s in TimeParticles)
            {
                Utilities.DrawNumbersPlus(SpriteBatch, s.Time, s.Location, Color.White * s.Fade);
                //var t = MiniScore.GetTextureFor(s.Score);
                //SpriteBatch.Draw(t, new Vector2(s.Location.X - (t.Width / 2f), s.Location.Y), Color.White * s.Fade);
            }
            DrawScore();

            SpriteBatch.End();
            base.Draw(gameTime);
        }
Example #2
0
        public override void Draw(GameTime gameTime)
        {
//Draw Menu and Interfave
            SpriteBatch.Begin();
            SpriteBatch.Draw(Textures.Hand, new Vector2(HandMoveH - 52, HandMoveV - Textures.Hand.Height),
                             Color.White * HandFade);
            switch (RSG)
            {
            case PlayState.HAND_DOWN:
            case PlayState.HAND_UP:
            case PlayState.HAND_LEFT:
            case PlayState.HAND_RIGHT:
            case PlayState.HIDE_HAND:
            case PlayState.SHOW_HAND:
                if (HandFade.IsComplete)
                {
                    Selector.DrawSelector(SpriteBatch, new Vector2(Center.X - 52, Center.Y - Textures.Hand.Height),
                                          new Vector2(HandMoveH, HandMoveV - Textures.Hand.Height));
                }
                break;

            case PlayState.WATCH:
                SpriteBatch.Draw(Textures.TextWatch,
                                 new Vector2(Center.X - Textures.TextWatch.Center().X, Center.Y - Textures.TextWatch.Center().Y),
                                 Color.White * (float)Math.Sin(ActionTween * Math.PI));
                break;

            case PlayState.READY:
                SpriteBatch.Draw(Textures.TextReady,
                                 new Vector2(Center.X - Textures.TextReady.Center().X, Center.Y - Textures.TextReady.Center().Y),
                                 Color.White * (float)Math.Sin(ActionTween * Math.PI));
                break;

            case PlayState.SET:
                SpriteBatch.Draw(Textures.TextSet,
                                 new Vector2(Center.X - Textures.TextSet.Center().X, Center.Y - Textures.TextSet.Center().Y),
                                 Color.White * (float)Math.Sin(ActionTween * Math.PI));
                break;

            case PlayState.GO:
                SpriteBatch.Draw(Textures.TextGo,
                                 new Vector2(Center.X - Textures.TextGo.Center().X, Center.Y - Textures.TextGo.Center().Y),
                                 Color.White * (float)Math.Sin(ActionTween * Math.PI));
                break;

            case PlayState.PLAY:
                break;
            }

            SpriteBatch.Draw(Textures.Saved,
                             new Vector2(Center.X - Textures.Saved.Center().X, Center.Y - Textures.Saved.Center().Y),
                             Color.White * (float)Math.Sin(SavedTween * Math.PI));
            DrawProgress();
            foreach (var s in ScoreParticles)
            {
                var t = MiniScore.GetTextureFor(s.Score);
                SpriteBatch.Draw(t, new Vector2(s.Location.X - (t.Width / 2f), s.Location.Y), Color.White * s.Fade);
            }
            ScoreParticles.RemoveAll(p => p.Fade.IsComplete);
            DrawScore();

            SpriteBatch.Draw(Textures.Save,
                             new Vector2(0, (Game.GraphicsDevice.Viewport.Height - ((Textures.Save.Height * SaveTween.Value) + 30))), null, Color.White * SaveFadeTween.Value * FadeTween.Value, 0f, Vector2.Zero, SaveTween.Value, SpriteEffects.None, 1f);

            //  var rect =
            //     new Rectangle(0, (int)(Game.GraphicsDevice.Viewport.Height - ((Textures.Save.Height * SaveTween.Value))) - 30, (int)(Textures.Save.Width * SaveTween.Value), (int)(Textures.Save.Height * SaveTween.Value));
            //  Utilities.DrawRectangle(SpriteBatch, rect);
            //SpriteBatch.DrawString(Fonts.ArialSmall, Score + " Score" + ScoreParticles.Count + " Record" + RecordEvents.Count + "  Map " + CurrentMap.Events.Count, new Vector2(10, 10), Color.White);
            SpriteBatch.End();
            base.Draw(gameTime);
        }