Exemple #1
0
        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;
            }
        }
Exemple #2
0
 protected virtual void Die()
 {
     IsLive = false;
     EventDie?.Invoke();
     Destroy(this.gameObject);
 }