Esempio n. 1
0
        public override void update(GameObject gameObject, SpriteRender spriteRender, GameTime gameTime, float depth)
        {
            string gameObjectStateString = GameObjectStateProvider.GetStateString(gameObject);


            TextureDefinition textureDefinition = TextureDefinitionFactory.Get(gameObjectStateString);

            // gameObject.state as first param
            Sprite sprite = gameObject.AnimationContainer.getCurrentSprite(TextureDefinitionFactory.Get(gameObjectStateString), gameTime);

            sprite.Depth = depth;
            spriteRender.Draw(sprite, gameObject.position, gameObject.Color);
        }
Esempio n. 2
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        public override void update(GameObject gameObject, SpriteRender spriteRender, GameTime gameTime, float depth)
        {
            int originY = Sprite.TILE_TEXTURE_HEIGHT * 2 + 48;

            string gameObjectStateString = GameObjectStateProvider.GetStateString(gameObject);

            TextureDefinition textureDefinition = TextureDefinitionFactory.Get(gameObjectStateString);

            Sprite sprite = gameObject.AnimationContainer.getCurrentSprite(TextureDefinitionFactory.Get(gameObjectStateString), gameTime);

            sprite.Depth = depth;
            spriteRender.Draw(sprite, gameObject.position, new Vector2(0, originY));
        }
Esempio n. 3
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        public override void update(GameObject gameObject, SpriteRender spriteRender, GameTime gameTime, float depth)
        {
            string gameObjectStateString = GameObjectStateProvider.GetStateString(gameObject);

            TextureDefinition textureDefinition = TextureDefinitionFactory.Get(gameObjectStateString);

            // gameObject.state as first param
            Sprite sprite = gameObject.AnimationContainer.getCurrentSprite(TextureDefinitionFactory.Get(gameObjectStateString), gameTime);

            sprite.Depth = 0.6f;

            //based on arrow facing rotate the sprite
            sprite.Size = new Vector2(0.3f, 0.3f);
            spriteRender.Draw(sprite, gameObject.position);
        }
Esempio n. 4
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        public override void update(GameObject gameObject, SpriteRender spriteRender, GameTime gameTime, float depth)
        {
            string gameObjectStateString = GameObjectStateProvider.GetStateString(gameObject);

            TextureDefinition textureDefinition = TextureDefinitionFactory.Get(gameObjectStateString);

            gameObject.Color = gameObject.Damaged ? Color.Red : Color.White;

            // gameObject.state as first param
            Sprite sprite = gameObject.AnimationContainer.getCurrentSprite(TextureDefinitionFactory.Get(gameObjectStateString), gameTime);

            sprite.Depth = depth;

            gameObject.Color = Color.White;
            if (gameObject.GameObjectStateContainer.GetPrevious() is StateWaving)
            {
                gameObject.Color = Color.Red;
            }

            spriteRender.Draw(sprite, gameObject.position, gameObject.Color);
        }