Exemple #1
0
        public override void Draw(GameTime gameTime, RenderEngine renderer)
        {
            if (IsFaceUp && Collection.Count > 0)
            {
                renderer.AddRenderTask(Collection[0].Art, Position, Size, Color4.White);
            }
            else if (!IsFaceUp)
            {
                renderer.AddRenderTask(CardInfo.CardBack, Position, Size, Color4.White);
            }

            base.Draw(gameTime, renderer);
        }
Exemple #2
0
 public override void Draw(GameTime gameTime, RenderEngine renderer)
 {
     if (texture != null)
     {
         Vector2 position = Position;
         renderer.AddRenderTask(texture, position, Size, Color4.White, -1f);
     }
 }
Exemple #3
0
        public override void Draw(GameTime gameTime, RenderEngine renderer)
        {
            if (Card == null)
            {
                return;
            }

            float rotation = (Card.IsTapped) ? 1.571f : 0f;

            if (IgnoreCardStates)
            {
                renderer.AddRenderTask(Card.Art, Position, Size, 0f, new Vector2(0.5f, 0.5f), Color4.White);
            }
            else if (Hovered)
            {
                renderer.AddOutlineTask(Card.Art, Position, Size, HoveredColor, rotation, new Vector2(0.5f, 0.5f), OutlineHovered);
            }
            else if (Card.IsValidTarget)
            {
                renderer.AddOutlineTask(Card.Art, Position, Size, HighlightedColor, rotation, new Vector2(0.5f, 0.5f), OutlineHighlighted);
            }
            else
            {
                renderer.AddRenderTask(Card.Art, Position, Size, rotation, new Vector2(0.5f, 0.5f), Color4.White);
            }


            //If the card is face down, add a half-transparent card back texture over it
            if (Card.IsFaceDown && !IgnoreCardStates)
            {
                if (Hovered)
                {
                    Color4 outlineColor = (Card.IsValidTarget) ? OutlineHighlighted : OutlineHovered;
                    renderer.AddOutlineTask(CardInfo.CardBack, Position, Size, new Color4(1f, 1f, 1f, 0.85f), rotation, new Vector2(0.5f, 0.5f), outlineColor, -0.1f);
                }
                else
                {
                    renderer.AddRenderTask(CardInfo.CardBack, Position, Size, rotation, new Vector2(0.5f, 0.5f), new Color4(1f, 1f, 1f, 0.85f), -0.1f);
                }
            }

            base.Draw(gameTime, renderer);
        }
        public override void Draw(GameTime gameTime, RenderEngine renderer)
        {
            //Draw each fill texture for individual elements
            foreach (Control child in Children)
            {
                Color4 color = (child.Hovered) ? HighlightColor : BackgroundColor;
                renderer.AddRenderTask(fillTexture, child.Position, child.Size, color, -2f);
            }

            base.Draw(gameTime, renderer);
        }
        public override void Draw(GameTime gameTime, RenderEngine renderer)
        {
            renderer.AddRenderTask(backgroundTexture, Position, Size, Color4.White);

            //Overwrite base.Draw()
            bool ignoreFirstMain = (mainCounter == 1);

            foreach (TextBox textBox in Children)
            {
                if (textBox.Text != gameState.CurrentPhase.ToString())
                {
                    textBox.TextColor = Color4.Black;
                    textBox.Draw(gameTime, renderer);
                }
                else
                {
                    if (gameState.CurrentPhase.ToString() == Phases.Main.ToString())
                    {
                        //Convoluted way to keep track of both main phases
                        if (ignoreFirstMain)
                        {
                            ignoreFirstMain   = false;
                            textBox.TextColor = Color4.Black;
                            textBox.Draw(gameTime, renderer);

                            continue;
                        }
                        else
                        {
                            ignoreFirstMain   = true;
                            textBox.TextColor = Color4.White;
                            textBox.Draw(gameTime, renderer);
                        }
                    }

                    textBox.TextColor = Color4.White;
                    textBox.Draw(gameTime, renderer);
                }
            }
        }
Exemple #6
0
        public override void Draw(GameTime gameTime, RenderEngine renderer)
        {
            renderer.AddRenderTask(playfieldTexture, Vector2.Zero, Color4.White, 1f);

            base.Draw(gameTime, renderer);
        }
 public override void Draw(GameTime gameTime, RenderEngine renderer)
 {
     renderer.AddRenderTask(symbol, Position + textureOffset, Color4.White, -0.5f);
     base.Draw(gameTime, renderer);
 }
 public override void Draw(GameTime gameTime, RenderEngine renderer)
 {
     renderer.AddRenderTask(textBox.Texture, this.Position, textBox.Size, textBox.TextColor, -3f);
 }
Exemple #9
0
        public override void Draw(GameTime gameTime, RenderEngine renderer)
        {
            renderer.AddRenderTask(texture, Position, Size, textColor, -1f);

            base.Draw(gameTime, renderer);
        }