Exemple #1
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            KeyboardHandler();
            _isDrawing.WaitOne();
            WindowHeight = Window.ClientBounds.Height;
            WindowWidth = Window.ClientBounds.Width;
            if (ServDialog == null)
                ServDialog = new ServerDialog(this);
            ClickableList = new Dictionary<Rectangle, IClickable>();
            GraphicsDevice.Clear(_bgColour);
            SpriteBatch.Begin();
            DrawMouse();
            DrawAnnouncement();
            DrawGameAnnouncement();
            DrawDrawables();

            switch (GameState)
            {
                case -2:
                    DrawString("Waiting for the server to start game!",(int)(this.Window.ClientBounds.Width/2-Sf.MeasureString("Waiting for the server to start game!").X/2),this.Window.ClientBounds.Height/2,0f,1f);
                    break;
                case -1:
                    DrawString("Waiting for player list", (int)(this.Window.ClientBounds.Width / 2 - Sf.MeasureString("Waiting For Game to Start").X/2), this.Window.ClientBounds.Height, 0f, 1f);

                    break;
                case 0:
                    ServDialog.Draw();
                    break;
                case 1:
                    DrawTopCard();
                    break;
                case 2:
                    DrawTopCard();
                    DrawMouseoverCard();
                    break;
                case 3:
                    DrawString("Target a player!", Window.ClientBounds.Width/2 - 90,
                               Window.ClientBounds.Height/2, 0f, 1.5f);
                    break;
                case 4:
                    DrawTimedForm();
                    break;
            }
            //if (TimedDialog != null && TimedDialog.IsActive)
                //TimedDialog.Draw();
            for( int i = 0; i < AnimationList.Count; i++ )
            {
                AnimationList[i].Draw();
                if (AnimationList[i].Finished)
                    AnimationList.RemoveAt(i);
            }
            SpriteBatch.End();
            _isDrawing.ReleaseMutex();
            base.Draw(gameTime);
        }
Exemple #2
0
 public StartButton(int x, int y, int width, int height, float scale, string text, TwoClient twoClient, SpriteFont font, Texture2D butTexture, ServerDialog serverDialog)
     : base(x, y, width, height, scale, text, twoClient, font, butTexture)
 {
     _serverDialog = serverDialog;
 }