public override void Draw(GameTime gametime, SpriteBatch g) { switch (GameState) { case StateofGame.ExplicationLiberation: g.GraphicsDevice.Clear(Color.LightBlue); g.DrawString(GameResources.Texte, "\nNiveau Liberation - \nAgent Loxi vous devrez sauver la victime \nen sautant de plateforme en platforme \navant la fin du temps imparti \n" + "sinon le prisonnier sera tué bonne chance !!! \n\nrappel des commande \nWASD=direction\nshift=courir \nEspace=Sauter \nC=Attaque Appuyer sur Espace", new Vector2(20, 0), Color.Black); break; case StateofGame.Game: g.End(); g.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, Camera.Transform); g.GraphicsDevice.Clear(Color.DimGray); g.Draw(GameResources.BackgroundEtoile, new Rectangle(-1000, 0, 3000, 1500), null, Color.White, 0, new Vector2(), SpriteEffects.FlipHorizontally, 0); g.Draw(GameResources.BackgroundEtoile, new Rectangle(-1000, 1500, 3000, 1500), null, Color.White, 0, new Vector2(), SpriteEffects.None, 0); g.Draw(GameResources.BackgroundEtoile, new Rectangle(2000, 0, 3000, 1500), null, Color.White, 0, new Vector2(), SpriteEffects.FlipVertically, 0); g.Draw(GameResources.BackgroundEtoile, new Rectangle(2000, 1500, 3000, 1500), null, Color.White, 0, new Vector2(), SpriteEffects.FlipVertically, 0); foreach (ObjCollisionable platform in Platforms) { platform.Draw(g); } if (Joueur != null && AnimationPlayer.m_Animation != null) { if (Reussi) { g.DrawString(GameResources.Texte, "Win thankyou!!!", new Vector2(Camera.X - 350, Camera.Y - 220), Color.Red); } else { g.DrawString(GameResources.Texte, TempsJeu.ToString(), new Vector2(Camera.X - 350, Camera.Y - 220), Color.Red); Joueur.Draw(gametime, g); } AnimationPlayer.Draw(gametime, g, PositionDaffi, SpriteEffects.FlipHorizontally); } break; } }
public override void Draw(GameTime gametime, SpriteBatch g) { Joueur.Draw(gametime, g); foreach (ObjCollisionable muret in Mur) { muret.Draw(g); } foreach (EnemyPatrol Ennemie in EnnemiesPatrols) { Ennemie.Draw(gametime, g); } switch (CurrentEmplacement) { #region outBase case Emplacement.outbase: switch (SideofOutBase) { case EmplacementoutBase.frontside: g.Draw(GameResources.BunkerUpperView, new Rectangle(0, 0, 800, 500), Color.White); g.Draw(GameResources.Donald, new Vector2(450, 200), Color.White); Animationplayer.Draw(gametime, g, new Vector2(350, 250), SpriteEffects.None); Animationplayer.Draw(gametime, g, new Vector2(450, 250), SpriteEffects.FlipHorizontally); Animationplayer.Draw(gametime, g, new Vector2(30, 150), SpriteEffects.None); Animationplayer.Draw(gametime, g, new Vector2(600, 200), SpriteEffects.None); Animationplayer.Draw(gametime, g, new Vector2(600, 100), SpriteEffects.FlipHorizontally); g.Draw(GameResources.BulleParole, new Vector2(200, 350), Color.White); g.DrawString(GameResources.Texte2, Parole, new Vector2(220, 380), Color.Blue); if (RetourAFront == 2) { g.Draw(GameResources.Cercle, new Rectangle(135, 245, 80, 80), Color.White); g.DrawString(GameResources.Texte, "APPUYER SUR ESPACE", new Vector2(220, 280), Color.Red); } else { g.Draw(GameResources.Test, rFlecheDroite, Color.White); g.Draw(GameResources.Test, rFlecheGauche, Color.White); g.Draw(GameResources.Fleche, rFlecheDroite, Color.Blue); g.Draw(GameResources.Fleche, rFlecheGauche, null, Color.Red, 0f, new Vector2(), SpriteEffects.FlipHorizontally, 0f); } break; case EmplacementoutBase.leftside: g.Draw(GameResources.BunkerLeftSide, new Rectangle(0, 0, 800, 500), Color.White); g.Draw(GameResources.Test, rFlecheDroite, Color.White); g.Draw(GameResources.Fleche, rFlecheDroite, Color.Blue); EnnemiPatrouille1.Draw(gametime, g); break; case EmplacementoutBase.rightside: g.Draw(GameResources.BunkerRightSide, new Rectangle(0, 0, 800, 500), Color.White); g.Draw(GameResources.Test, rFlecheGauche, Color.White); g.Draw(GameResources.Fleche, rFlecheGauche, null, Color.Red, 0f, new Vector2(), SpriteEffects.FlipHorizontally, 0f); EnnemiPatrouille2.Draw(gametime, g); break; } g.DrawString(GameResources.Texte, "A Pour Aller à gauche et D pour aller à droite", new Vector2(50, 10), Color.White); break; #endregion #region InBase case Emplacement.inBase: Joueur.Draw(gametime, g); g.DrawString(GameResources.Texte2, "JAUGE DE\nDÉTECTION", new Vector2(10, 10), Color.Blue); foreach (ObjCollisionable muret in Mur) { muret.Draw(g); } switch (PartofInBase) { case EmplacementInBase.A: g.GraphicsDevice.Clear(Color.DarkOrange); g.Draw(GameResources.Test, rDestinationb, Color.White); g.DrawString(GameResources.Texte, "PARTIE \n A", new Vector2(100, 150), Color.Blue); g.DrawString(GameResources.Texte2, "Partie \n Suivante", new Vector2(rDestinationb.X + 40, rDestinationb.Y + 40), Color.Blue); break; case EmplacementInBase.B: g.GraphicsDevice.Clear(Color.IndianRed); g.Draw(GameResources.Test, rDestinationc, Color.White); g.DrawString(GameResources.Texte, "PARTIE \n B", new Vector2(200, 220), Color.Blue); g.DrawString(GameResources.Texte2, "Partie \n Suivante", new Vector2(rDestinationc.X + 40, rDestinationc.Y + 40), Color.Blue); break; case EmplacementInBase.C: g.GraphicsDevice.Clear(Color.DarkGray); g.Draw(GameResources.Test, rDestinationd, Color.White); g.DrawString(GameResources.Texte, "PARTIE \n C", new Vector2(600, 220), Color.Blue); g.DrawString(GameResources.Texte2, "Partie Suivante", new Vector2(rDestinationd.X + 10, rDestinationd.Y + 10), Color.Blue); break; } break; #endregion #region ExplicationNiv1 case Emplacement.ExplicationNiv1: g.GraphicsDevice.Clear(Color.Black); g.DrawString(GameResources.Texte, Parole, new Vector2(), Color.Red); break; #endregion } if (BarreDeDetection != null) { BarreDeDetection.Draw(g); } }
public override void Draw(GameTime gametime, SpriteBatch g) { switch (StateOfGame) { #region beforeFight case GameState.BeforeFight: g.Draw(GameResources.grotte, new Vector2(), Color.SlateGray); g.Draw(GameResources.Perchoir, new Rectangle(300, 100, 140, 140), Color.SlateGray); if (Timer >= 2) { g.Draw(GameResources.SplinterSingle, new Rectangle(300, 100, GameResources.SplinterSingle.Width * 2, GameResources.SplinterSingle.Height * 2), Color.White); if (Timer >= 3) { g.Draw(GameResources.BulleParole, BullePosition, null, Color.White, RotationBulle, new Vector2(), SpriteEffects.None, 0); g.DrawString(GameResources.Texte2, Parole, ParolePosition, CouleurParole); } if (Timer >= 16) { AnimationPlayer.Draw(gametime, g, new Vector2(600, 300), SpriteEffects.None); } if (Timer >= 20) { g.DrawString(GameResources.Texte2, "Direction = A,D\n Sauter = Espace\n Tirer = C \n Courir=Shift+Direction", new Vector2(10, 10), Color.White); } } break; #endregion #region Fight case GameState.Raphael: if (Presentationfinie) { g.Draw(GameResources.grotte2, new Vector2(), Color.OrangeRed); } break; case GameState.Michelangelo: if (Presentationfinie) { g.Draw(GameResources.grotte3, new Vector2(), Color.Orange); } break; case GameState.Donatello: if (Presentationfinie) { g.Draw(GameResources.grotte4, new Vector2(), Color.Purple); } break; case GameState.Leonardo: { if (Presentationfinie) { g.Draw(GameResources.grotte5, new Vector2(), Color.Blue); } } break; #endregion #region afterFight case GameState.AfterFight: g.Draw(GameResources.grotte5, new Vector2(), Color.Gray); if (Timer <= 7 || Timer >= 14) { g.Draw(GameResources.SplinterSingle, new Rectangle(190, 200, GameResources.SplinterSingle.Width * 2, GameResources.SplinterSingle.Height * 2), Color.White); } else { AnimationPlayer.Draw(gametime, g, new Vector2(270, 350), SpriteEffects.None); } if (Timer >= 1) { g.Draw(GameResources.BulleParole, BullePosition, null, Color.White, RotationBulle, new Vector2(), SpriteEffects.None, 0); g.DrawString(GameResources.Texte2, Parole, ParolePosition, CouleurParole); } AP2.Draw(gametime, g, new Vector2(400, 500), SpriteEffects.FlipHorizontally); AP3.Draw(gametime, g, new Vector2(490, 500), SpriteEffects.FlipHorizontally); AP4.Draw(gametime, g, new Vector2(580, 500), SpriteEffects.FlipHorizontally); AP5.Draw(gametime, g, new Vector2(670, 500), SpriteEffects.FlipHorizontally); break; #endregion } #region Affichage lors des présentation if (StateOfGame != GameState.BeforeFight && StateOfGame != GameState.AfterFight && !Presentationfinie) { g.GraphicsDevice.Clear(Color.Black); AnimationPlayer.Draw(gametime, g, new Vector2(g.GraphicsDevice.Viewport.Width / 2, g.GraphicsDevice.Viewport.Height), SpriteEffects.None); if (AnimationPlayer.m_FrameIndex == 3) { g.DrawString(GameResources.Texte, OpponentName, new Vector2(550, 100), OpponentColor); g.DrawString(GameResources.Texte2, "Direction = A,D\n Sauter = Espace\n Tirer = C \n Courir=Shift+Direction", new Vector2(10, 10), OpponentColor); } } #endregion //Sinon #region Affiche Bonhomme et Ennemi else { Joueur.Draw(gametime, g); if (Vie != null && MechantVie != null && Ennemi != null && !ColorBackToNormal) { Vie.Draw(g); MechantVie.Draw(g); Ennemi.Draw(g, gametime); } } #endregion }