public Num(ContentManager _content, Vector2 _position, SpriteID _spriteid) : base(_content,ID.NUM,_spriteid) { this.m_position = _position; this.Sprite.Frame = new Rectangle(0, 0, Sprite.Texture.Width / 10, Sprite.Texture.Height); this.m_timer = new Timer(); this.m_s_number = String.Empty; Action = null; }
public Num(ContentManager _content, Vector2 _position, SpriteID _spriteid) : base(_content, ID.NUM, _spriteid) { this.m_position = _position; this.Sprite.Frame = new Rectangle(0, 0, Sprite.Texture.Width / 10, Sprite.Texture.Height); this.m_timer = new Timer(); this.m_s_number = String.Empty; Action = null; }
public void MoireMoition() { if (this.m_timer.TimeSlice(66)) { m_a_position = new Vector2[m_a_position.Length]; for (int i = 0; i < m_a_position.Length; i++) { m_a_position[i] = new Vector2( this.m_position.X + this.Sprite.Frame.Width * i, this.m_position.Y + (int)(8 * Math.Cos(80 * (m_timer.TotalGameTime / Math.PI) * (i + 1)))); } } if (m_timer.StopWatch(1000)) { m_timer.ResetStopWatch(); m_a_position = null; this.Action -= MoireMoition; } }
//Decide what is done if a tile is selected public void ResolveTileSelection(Tile chosen) { m_tiles.ClearSelectedTiles(); m_tiles.SelectTile(chosen); if (selectedUnit && selectedUnit.Team == player.Team) { if (e_playerState == PlayerState.UnitMove) { this.ResolveAction = ResolveMove; } else if (e_playerState == PlayerState.UnitAttack) { this.ResolveAction = ResolveAttack; } else if (e_playerState == PlayerState.UnitPower) { this.ResolveAction = ResolvePower; } ResolveAction(chosen); } }
public void MoireMoition() { if (this.m_timer.TimeSlice(66)) { m_a_position = new Vector2[m_a_position.Length]; for (int i = 0; i < m_a_position.Length; i++) { m_a_position[i] = new Vector2( this.m_position.X + this.Sprite.Frame.Width * i, this.m_position.Y + (int)(8 * Math.Cos(80* (m_timer.TotalGameTime / Math.PI)* (i + 1)))); } } if (m_timer.StopWatch(1000)) { m_timer.ResetStopWatch(); m_a_position = null; this.Action -= MoireMoition; } }