Esempio n. 1
0
        public override void Draw(GameTime gametime, SpriteBatch spritebatch)
        {
            spritebatch.Begin();
            spritebatch.Draw(background, new Vector2(0, 0), Color.White);
            foreach (var component in components)
            {
                component.Draw(spritebatch);
            }

            coinsAndHeartsManager.Draw(spritebatch, _content);
            spritebatch.End();
        }
Esempio n. 2
0
        public override void Draw(GameTime gametime, SpriteBatch spritebatch)
        {
            spritebatch.Begin();
            spritebatch.Draw(background, new Vector2(0, 0), Color.White);
            spritebatch.Draw(noteTexture, new Vector2(150, 200), Color.White);
            spritebatch.Draw(noteTexture, new Vector2(450, 200), Color.White);
            foreach (var component in _components)
            {
                component.Draw(spritebatch);
            }

            spritebatch.DrawString(btnTextFont, findThePassCtfButtonStr, new Vector2(200, 300), Color.Black);
            spritebatch.DrawString(btnTextFont, otherCtfButtonStr, new Vector2(500, 300), Color.Black);
            coinsAndHeartsManager.Draw(spritebatch, _content);

            spritebatch.End();
        }
Esempio n. 3
0
        public override void Draw(GameTime gametime, SpriteBatch spritebatch)
        {
            //draw static backgound
            spritebatch.Begin();
            spritebatch.Draw(background, new Vector2(0, 0), Color.White);
            coinsAndHeartsManager.Draw(spritebatch, _content);
            spritebatch.DrawString(font, time.ToString(), new Vector2(600, 5), Color.Black, 0f, new Vector2(0, 0), 2f, SpriteEffects.None, 0f);
            spritebatch.End();


            //draw game
            spritebatch.Begin(transformMatrix: camera.transform);

            foreach (Platform platform in platforms)
            {
                platform.Draw(spritebatch);
            }
            foreach (DrawablObject d in objects)
            {
                d.Draw(spritebatch);
            }
            foreach (Bomb bomb in bombsList)
            {
                bomb.Draw(spritebatch);
            }
            foreach (Coin coin in coins)
            {
                coin.Draw(spritebatch);
            }
            foreach (Enemy enemy in enemies)
            {
                enemy.Draw(spritebatch);
                drawRectangle(spritebatch, enemy.rectangle, _content);
            }
            star.Draw(spritebatch);


            hero.Draw(spritebatch);
            drawRectangle(spritebatch, hero.rectangle, _content);

            spritebatch.End();
        }
Esempio n. 4
0
 public override void Draw(GameTime gametime, SpriteBatch spritebatch)
 {
     if (isWaiting == 2)
     {
         Thread.Sleep(3000);
         isWaiting = 0;
     }
     spritebatch.Begin();
     spritebatch.Draw(background, new Vector2(0, 0), Color.White);
     foreach (var component in _components)
     {
         component.Draw(spritebatch);
     }
     coinsAndHeartsManager.Draw(spritebatch, _content);
     if (isWaiting == 1)
     {
         spritebatch.Draw(notEnoughMoneyError, new Vector2(200, 100), Color.White);
         isWaiting = 2;
     }
     spritebatch.End();
 }
Esempio n. 5
0
        public override void Draw(GameTime gametime, SpriteBatch spritebatch)
        {
            //if the animation of the slot machine is off
            spritebatch.Begin();
            spritebatch.Draw(background, new Vector2(0, 0), Color.White);
            spritebatch.Draw(smTexture, new Vector2(300, 200), Color.White);
            spritebatch.Draw(txtr3[0], new Vector2(320, 240), Color.White);
            spritebatch.Draw(txtr3[1], new Vector2(420, 240), Color.White);
            spritebatch.Draw(txtr3[2], new Vector2(520, 240), Color.White);
            spritebatch.Draw(insTexture, new Vector2(15, 100), Color.White);
            foreach (var component in components)
            {
                component.Draw(spritebatch);
            }
            coinsAndHeartsManager.Draw(spritebatch, _content);

            spritebatch.End();

            //handle animation
            if (isAnimation == true)
            {
                DateTime date = Load();
                DateTime curr = DateTime.UtcNow;
                Random   rand = new Random();

                if (date.Day == curr.Day && date.Month == curr.Month && date.Year == curr.Year)
                {
                    if (numOfChanges == 0)
                    {
                        handleErrorMsg(spritebatch, gametime);
                    }
                    else
                    {
                        Thread.Sleep(4000);//sleep
                        isAnimation = false;
                    }
                }
                else
                {
                    if (numOfChanges == 0)
                    {
                        txtr3 = new List <Texture2D> {
                            smTextures[0], smTextures[0], smTextures[0]
                        }
                    }
                    ;

                    if (numOfChanges < 20)
                    {
                        Thread.Sleep(200);//sleep
                        int num1 = rand.Next(0, 8);
                        int num2 = rand.Next(0, 8);
                        int num3 = rand.Next(0, 8);
                        txtr3 = new List <Texture2D> {
                            smTextures[num1], smTextures[num2], smTextures[num3]
                        };
                    }
                    else if (numOfChanges == 20)
                    {
                        //update prize
                        if (txtr3[0] == txtr3[1] && txtr3[0] == txtr3[2])
                        {
                            coinsAndHeartsManager.Update(new CoinsAndHearts(1, 0, 0, 0));
                            CoinsAndHeartsManager.Save(coinsAndHeartsManager);
                            spritebatch.Begin();
                            spritebatch.Draw(wonMsgs[0], new Vector2(270, 50), Color.White);
                            spritebatch.End();
                        }
                        else if (txtr3[0] == txtr3[1] || txtr3[0] == txtr3[2] || txtr3[2] == txtr3[1])
                        {
                            coinsAndHeartsManager.Update(new CoinsAndHearts(0, 5, 0, 0));
                            CoinsAndHeartsManager.Save(coinsAndHeartsManager);
                            spritebatch.Begin();
                            spritebatch.Draw(wonMsgs[1], new Vector2(270, 50), Color.White);
                            spritebatch.End();
                        }
                        else
                        {
                            coinsAndHeartsManager.Update(new CoinsAndHearts(0, 0, 10, 0));
                            CoinsAndHeartsManager.Save(coinsAndHeartsManager);
                            spritebatch.Begin();
                            spritebatch.Draw(wonMsgs[2], new Vector2(270, 50), Color.White);
                            spritebatch.End();
                        }
                    }
                    else
                    {
                        Thread.Sleep(4000);//sleep
                        Save(curr);
                        isAnimation = false;
                    }
                }
                numOfChanges++;
            }
        }