Exemple #1
0
        /// <summary>
        /// Renders this gamestate.
        /// </summary>
        /// <param name="r">Renderer to use.</param>
        public void render(Renderer r)
        {
            r.begin(view);
            r.render(bgRenderable, new Physics(0.0f));
            render(r, projectiles);
            render(r, hostiles);
            renderHBar(r, hostiles);
            render(r, nonInteractives);
            render(r, players);
            renderHBar(r, players);
            render(r, gameObjectives);
            renderHBar(r, gameObjectives);
            render(r, hostileProjectiles);

            renderTimeBar(r);
            Vector2 rpos = new Vector2(50, r.Screenspace.Size.Y / (players.Count + 1));

            foreach (Entity p in this.players)
            {
                renderCooldowns(r, p, rpos);
                rpos.Y += r.Screenspace.Size.Y / (players.Count + 1);
            }

            int playerNo = 1;

            foreach (Entity p in players)
            {
                Vector2 scorePos = new Vector2(r.Screenspace.Size.X - 215, 50 + playerNo * 25);
                r.renderText("Player " + playerNo++ + " kills: " + p.Stats.Kills, scorePos, Color.White);
            }
        }
Exemple #2
0
 /// <summary>
 /// Renders all entities in param to renderer.
 /// </summary>
 /// <param name="r">Renderer to use.</param>
 /// <param name="gameObjects">Entities to render.</param>
 private void render(Renderer r, List <Entity> gameObjects)
 {
     foreach (Entity gameObject in gameObjects)
     {
         if (gameObject.Renderable == null)
         {
             continue;
         }
         r.render(gameObject.Renderable, gameObject.Physics);
     }
 }
Exemple #3
0
        /// <summary>
        /// Render the ability cooldowns belonging to player.
        /// </summary>
        /// <param name="r">Renderer to use</param>
        /// <param name="player">Player whose cooldowns to render</param>
        /// <param name="rpos">Position to render them too</param>
        private void renderCooldowns(Renderer r, Entity player, Vector2 rpos)
        {
            int end = Math.Max(player.Abilities.Count, 4);

            for (int a = 1; a != end; ++a)
            {
                if (player.Abilities[a].Stats == null)
                {
                    continue;
                }
                float s = 1 - Math.Max(player.Abilities[a].Stats.CurrentCooldown / player.Abilities[a].Stats.Cooldown, 0);
                this.pie.Scale = s * Vector2.One;
                this.pie.Tint  = abilityColors[a];
                r.render(pie, rpos, dirs[a]);
            }

            for (int i = 0; i != player.Stats.Levels; ++i)
            {
                float s = (float)Math.Pow(1.1f, i);
                this.ring.Scale = s * Vector2.One;
                r.render(this.ring, rpos, Vector2.UnitX);
            }
            this.ring.Scale = Vector2.One;
        }
Exemple #4
0
        /// <summary>
        /// Render the ability cooldowns belonging to player.
        /// </summary>
        /// <param name="r">Renderer to use</param>
        /// <param name="player">Player whose cooldowns to render</param>
        /// <param name="rpos">Position to render them too</param>
        private void renderCooldowns(Renderer r, Entity player, Vector2 rpos)
        {
            int end = Math.Max(player.Abilities.Count, 4);
            for (int a = 1; a != end; ++a)
            {
                if (player.Abilities[a].Stats == null) continue;
                float s = 1 - Math.Max(player.Abilities[a].Stats.CurrentCooldown / player.Abilities[a].Stats.Cooldown, 0);
                this.pie.Scale = s * Vector2.One;
                this.pie.Tint = abilityColors[a];
                r.render(pie, rpos, dirs[a]);
            }

            for (int i = 0; i != player.Stats.Levels; ++i)
            {
                float s = (float)Math.Pow(1.1f, i);
                this.ring.Scale = s * Vector2.One;
                r.render(this.ring, rpos, Vector2.UnitX);
            }
            this.ring.Scale = Vector2.One;
        }
Exemple #5
0
 /// <summary>
 /// Renders all entities in param to renderer.
 /// </summary>
 /// <param name="r">Renderer to use.</param>
 /// <param name="gameObjects">Entities to render.</param>
 private void render(Renderer r, List<Entity> gameObjects)
 {
     foreach (Entity gameObject in gameObjects)
     {
         if (gameObject.Renderable == null)
             continue;
         r.render(gameObject.Renderable, gameObject.Physics);
     }
 }
Exemple #6
0
        /// <summary>
        /// Renders this gamestate.
        /// </summary>
        /// <param name="r">Renderer to use.</param>
        public void render(Renderer r)
        {
            r.begin(view);
            r.render(bgRenderable, new Physics(0.0f));
            render(r, projectiles);
            render(r, hostiles);
            renderHBar(r, hostiles);
            render(r, nonInteractives);
            render(r, players);
            renderHBar(r, players);
            render(r, gameObjectives);
            renderHBar(r, gameObjectives);
            render(r, hostileProjectiles);

            renderTimeBar(r);
            Vector2 rpos = new Vector2(50, r.Screenspace.Size.Y / (players.Count + 1));
            foreach (Entity p in this.players)
            {
                renderCooldowns(r, p, rpos);
                rpos.Y += r.Screenspace.Size.Y / (players.Count + 1);
            }

            int playerNo = 1;

            foreach (Entity p in players)
            {
                Vector2 scorePos = new Vector2(r.Screenspace.Size.X - 215, 50 + playerNo * 25);
                r.renderText("Player " + playerNo++ + " kills: " + p.Stats.Kills, scorePos, Color.White);
            }
        }
Exemple #7
0
 public void render(Renderer renderer)
 {
     renderer.render(sprite, position, Velocity);
 }