//Drawing Life and Coin status
        internal void Draw(float a_elapsedTime, SpriteBatch a_spriteBatch)
        {
            Vector2 pos = m_camera.VisualizeCordinates(10 + m_camera.GetScreenRectangle.X, 5);

            m_animationSystem.UpdateAndDraw(a_elapsedTime, Color.White, pos, Model.State.ID.STATIC_ONE, AnimationSystem.Texture.EXTRA_LIFE);
            m_animationSystem.UpdateAndDraw(a_elapsedTime, Color.White, pos + new Vector2(2, 40), Model.State.ID.STATIC_TWO, AnimationSystem.Texture.COIN);
            a_spriteBatch.DrawString(m_font, m_gameModel.Player.Life.ToString(), m_camera.VisualizeCordinates(55 + m_camera.GetScreenRectangle.X, 11), Color.YellowGreen);
            a_spriteBatch.DrawString(m_font, m_gameModel.Player.Coins.ToString(), m_camera.VisualizeCordinates(55 + m_camera.GetScreenRectangle.X, 48), Color.LightGoldenrodYellow);
        }
Exemple #2
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 internal void DrawPlatforms(SpriteBatch a_spriteBatch, Model.TMXLevel a_level)
 {
     foreach (Model.MovingPlatform platform in a_level.MovingPlatforms.Where(x => x.GetPlatformArea.Intersects(m_camera.GetScreenRectangle)))
     {
         Vector2 position = m_camera.VisualizeCordinates(platform.GetPlatformArea.X, platform.GetPlatformArea.Y);
         a_spriteBatch.Draw(m_platform, position, Color.White);
     }
 }
Exemple #3
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        //Metod för utritning av spelare
        private void DrawPlayer(float a_elapsedTime)
        {
            if (m_player.IsAlive())
            {
                DrawWeapon(a_elapsedTime, m_player.UnitState, m_player.WeaponState, m_player);
            }
            else
            {
                m_player.UnitState = Model.Unit.IS_DEAD;
            }
            //Ritar spelare
            Vector2 playerPosition = m_camera.VisualizeCordinates(m_player.ThisUnit.Bounds.X, m_player.ThisUnit.Bounds.Y);

            m_animationSystem.UpdateAndDraw(a_elapsedTime, Color.White, playerPosition, m_player.UnitState, AnimationSystem.PLAYER);

            //Börjat leka med armor.
            if (m_player.HasHelm)
            {
                DrawArmor(a_elapsedTime, m_player, m_player.UnitState, AnimationSystem.ARMOR_HEAD);
            }
        }
Exemple #4
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        /// <summary>
        /// Method for drawing the player
        /// </summary>
        /// <param name="elapsedTime">Elapsed time in milleseconds</param>
        private void DrawPlayer(float elapsedTime)
        {
            if (_player.IsAlive())
            {
                DrawWeapon(elapsedTime, _player.UnitState, _player.WeaponState, _player);
            }
            else
            {
                _player.UnitState = Model.State.IS_DEAD;
            }

            //Drawing player
            Vector2 playerPosition = _camera.VisualizeCordinates(_player.ThisUnit.Bounds.X, _player.ThisUnit.Bounds.Y);

            _animationSystem.UpdateAndDraw(elapsedTime, Color.White, playerPosition, _player.UnitState, AnimationSystem.Texture.PLAYER);

            //Armor
            if (_player.HasHelm)
            {
                DrawArmor(elapsedTime, _player, _player.UnitState, AnimationSystem.Texture.ARMOR_HEAD);
            }
        }
        //Draw method
        internal void Draw(float a_elapsedTime, SpriteBatch m_spriteBatch)
        {
            #region Enemies
            foreach (Model.Enemy enemy in m_gameModel.Enemies)
            {
                //Visualizing coordinates
                Vector2 enemyPosition = m_camera.VisualizeCordinates(enemy.Obj.Bounds.X, enemy.Obj.Bounds.Y);

                if (enemy.IsAlive)
                {
                    //Crawler
                    if (enemy.EnemyType == Model.Enemy.Type.Crawler)
                    {
                        //Adjusting position
                        enemyPosition = enemyPosition - new Vector2(9, 6);
                        if (m_gameModel.TMXLevel.TriggerOneIsActive && enemy.UnitState == Model.State.ID.MOVING_RIGHT)
                        {
                            enemy.UnitState = Model.State.ID.FACING_RIGHT;
                        }
                        else if (m_gameModel.TMXLevel.TriggerOneIsActive && enemy.UnitState == Model.State.ID.MOVING_LEFT)
                        {
                            enemy.UnitState = Model.State.ID.FACING_LEFT;
                        }

                        m_animationSystem.UpdateAndDraw(a_elapsedTime, Color.White, enemyPosition, enemy.UnitState, AnimationSystem.Texture.CRAWLER);
                    }
                    //Shooter
                    else if (enemy.EnemyType == Model.Enemy.Type.Shooter)
                    {
                        m_animationSystem.UpdateAndDraw(a_elapsedTime, Color.White, enemyPosition, enemy.UnitState, AnimationSystem.Texture.SHOOTER);
                    }
                    //Jumper
                    else if (enemy.EnemyType == Model.Enemy.Type.Jumper)
                    {
                        enemyPosition = enemyPosition - new Vector2(12, 0);
                        if (m_gameModel.TMXLevel.TriggerOneIsActive && enemy.UnitState == Model.State.ID.MOVING_LEFT)
                        {
                            m_animationSystem.UpdateAndDraw(a_elapsedTime, Color.White, enemyPosition, Model.State.ID.FACING_LEFT, AnimationSystem.Texture.JUMPER);
                        }
                        else if (m_gameModel.TMXLevel.TriggerOneIsActive)
                        {
                            m_animationSystem.UpdateAndDraw(a_elapsedTime, Color.White, enemyPosition, Model.State.ID.FACING_RIGHT, AnimationSystem.Texture.JUMPER);
                        }
                        else if (enemy.IsJumping && enemy.UnitState == Model.State.ID.MOVING_LEFT)
                        {
                            m_animationSystem.UpdateAndDraw(a_elapsedTime, Color.White, enemyPosition, Model.State.ID.JUMPING_LEFT, AnimationSystem.Texture.JUMPER);
                        }
                        else if (enemy.IsJumping)
                        {
                            m_animationSystem.UpdateAndDraw(a_elapsedTime, Color.White, enemyPosition, Model.State.ID.JUMPING_RIGHT, AnimationSystem.Texture.JUMPER);
                        }
                        else
                        {
                            m_animationSystem.UpdateAndDraw(a_elapsedTime, Color.White, enemyPosition, enemy.UnitState, AnimationSystem.Texture.JUMPER);
                        }
                    }
                }
                else
                {
                    //Drawing dead enemy animations
                    AnimationSystem.Texture texture;

                    if (enemy.UnitState == Model.State.ID.MOVING_RIGHT ||
                        enemy.UnitState == Model.State.ID.JUMPING_RIGHT ||
                        enemy.UnitState == Model.State.ID.FACING_RIGHT)
                    {
                        enemy.UnitState = Model.State.ID.IS_DEAD_RIGHT;
                    }
                    if (enemy.UnitState == Model.State.ID.MOVING_LEFT ||
                        enemy.UnitState == Model.State.ID.JUMPING_LEFT ||
                        enemy.UnitState == Model.State.ID.FACING_LEFT)
                    {
                        enemy.UnitState = Model.State.ID.IS_DEAD_LEFT;
                    }
                    if (enemy.EnemyType == Model.Enemy.Type.Crawler)
                    {
                        texture = AnimationSystem.Texture.CRAWLER;
                    }
                    else if (enemy.EnemyType == Model.Enemy.Type.Jumper)
                    {
                        texture = AnimationSystem.Texture.JUMPER;
                    }
                    else
                    {
                        texture = AnimationSystem.Texture.SHOOTER;
                    }

                    //Getting a decreasing float number in order to fade the animation
                    float rbg = enemy.Visibility;
                    m_animationSystem.UpdateAndDraw(a_elapsedTime, new Color(rbg, rbg, rbg, rbg), enemyPosition, enemy.UnitState, texture);
                }
            }

            //Drawing enemy projectiles
            int frameY = 0;
            foreach (Model.Projectile projectile in m_gameModel.Projectiles)
            {
                if (projectile.DirectionLeft)
                {
                    frameY = 1;
                }
                else
                {
                    frameY = 0;
                }
                if (m_camera.GetScreenRectangle.Contains(projectile.Rec))
                {
                    m_animationSystem.DrawMultibleAnimations(Color.White, m_camera.VisualizeCordinates(projectile.Rec.X, projectile.Rec.Y), frameY, AnimationSystem.Texture.SHOOT);
                }
                else
                {
                    projectile.Active = false;
                }
            }
            if (!m_gameModel.TMXLevel.TriggerOneIsActive)
            {
                m_animationSystem.UpdateMultibleAnimations(a_elapsedTime, AnimationSystem.Texture.SHOOT, frameY);
            }

            #endregion

            #region Player

            //Visualizing player position
            Vector2 playerPosition = m_camera.VisualizeCordinates(m_gameModel.Player.Obj.Bounds.X - 22, m_gameModel.Player.Obj.Bounds.Y);

            //Drawing smoke @ player if powerup one is active
            if (m_gameModel.Player.PowerUpOneIsActive)
            {
                if (m_smokeSystem.SmokeWasReset)
                {
                    m_smokeSystem.UpdateAndDraw(a_elapsedTime, playerPosition + new Vector2(40, 50), m_spriteBatch);
                }
                else
                {
                    m_smokeSystem.LoadNewSmoke();
                    m_smokeSystem.SmokeWasReset = true;
                }
            }
            else
            {
                m_smokeSystem.SmokeWasReset = false;
            }

            //Getting a decreasing float number in order to fade the animation when the player gets hit
            float c = m_gameModel.Player.Visibility;
            m_animationSystem.UpdateAndDraw(a_elapsedTime, new Color(c, c, c, c), playerPosition, m_gameModel.Player.UnitState, AnimationSystem.Texture.AVATAR);

            #endregion
        }
        //Drawing items and triggers
        internal void Draw(float a_elapsedTime, SpriteBatch a_spriteBatch)
        {
            #region Collectable Items & Triggers
            //Seperate updating calls for items
            m_animationSystem.UpdateMultibleAnimations(a_elapsedTime, AnimationSystem.Texture.COIN, 0);
            m_animationSystem.UpdateMultibleAnimations(a_elapsedTime, AnimationSystem.Texture.POWER_UP_ONE, 0);
            m_animationSystem.UpdateMultibleAnimations(a_elapsedTime, AnimationSystem.Texture.EXTRA_LIFE, 0);

            foreach (Vector4 item in m_level.GetItemsInRegion(m_camera.GetScreenRectangle))
            {
                //Getting the items/triggers as a Vector4: position x, position y, visibility, type
                Vector2 pos       = m_camera.VisualizeCordinates((int)item.X, (int)item.Y);
                float   isVisible = item.W;
                float   type      = item.Z;

                //Coins
                if (isVisible == 1 && type == (int)Model.TMXLevel.ItemType.Coin)
                {
                    m_animationSystem.DrawMultibleAnimations(Color.White, pos, 0, AnimationSystem.Texture.COIN);
                }
                //Power up one
                if (isVisible == 1 && type == (int)Model.TMXLevel.ItemType.PowerUpOne && !m_player.PowerUpOneIsActive)
                {
                    pos = pos - new Vector2(16, 16);
                    m_animationSystem.DrawMultibleAnimations(Color.White, pos, 0, AnimationSystem.Texture.POWER_UP_ONE);
                }
                //Extra life
                if (isVisible == 1 && type == (int)Model.TMXLevel.ItemType.ExtraLife)
                {
                    pos = pos - new Vector2(4, 5);
                    m_animationSystem.DrawMultibleAnimations(Color.White, pos, 0, AnimationSystem.Texture.EXTRA_LIFE);
                }
                //Trigger one
                if (isVisible == 1 && type == (int)Model.TMXLevel.ItemType.TriggerOne)
                {
                    if (m_level.TriggerOneIsActive)
                    {
                        pos = pos - new Vector2(7, 20);
                        m_animationSystem.UpdateAndDraw(a_elapsedTime, Color.White, pos, Model.State.ID.STATIC_ONE, AnimationSystem.Texture.TRIGGER_ONE);
                    }
                    else
                    {
                        pos = pos - new Vector2(18, 20);
                        m_animationSystem.UpdateAndDraw(a_elapsedTime, Color.White, pos, Model.State.ID.STATIC_TWO, AnimationSystem.Texture.TRIGGER_ONE);
                    }
                }
                //Triger two
                if (isVisible == 1 && type == (int)Model.TMXLevel.ItemType.TriggerTwo)
                {
                    if (m_level.TriggerTwoIsActive)
                    {
                        pos = pos - new Vector2(7, 20);
                        m_animationSystem.UpdateAndDraw(a_elapsedTime, Color.White, pos, Model.State.ID.STATIC_ONE, AnimationSystem.Texture.TRIGGER_TWO);
                    }
                    else
                    {
                        pos = pos - new Vector2(18, 20);
                        m_animationSystem.UpdateAndDraw(a_elapsedTime, Color.White, pos, Model.State.ID.STATIC_TWO, AnimationSystem.Texture.TRIGGER_TWO);
                    }
                }
            }
            #endregion

            #region MovementAids
            foreach (Vector4 item in m_level.GetMovmentAidsInRegion(m_camera.GetScreenRectangle))
            {
                //Getting the MovementAid object as a Vector4: position x, position y, visibility, type
                Vector2 pos       = m_camera.VisualizeCordinates((int)item.X - 10, (int)item.Y - 10);
                float   isVisible = item.W;
                float   type      = item.Z;

                //Check if the player hits a trampoline
                if (m_player.SpeedY == 10)
                {
                    m_trampolineWatch.Start();
                }

                //Differentiate animation when triggered
                if (type == (int)Model.TMXLevel.MovementAidType.Trampoline && m_trampolineWatch.IsRunning && m_trampolineWatch.ElapsedMilliseconds < 1000)
                {
                    m_animationSystem.UpdateAndDraw(a_elapsedTime, Color.White, pos, Model.State.ID.STATIC_TWO, AnimationSystem.Texture.TRAMPOLINE);
                }

                else if (type == (int)Model.TMXLevel.MovementAidType.Trampoline)
                {
                    m_trampolineWatch.Stop();
                    m_trampolineWatch.Reset();
                    m_animationSystem.UpdateAndDraw(a_elapsedTime, Color.White, pos, Model.State.ID.STATIC_ONE, AnimationSystem.Texture.TRAMPOLINE);
                }
            }
            #endregion
        }