Esempio n. 1
0
        public override void Update(GameTime gt)
        {
            MouseState mouseState = Mouse.GetState();
            Pistol     pistol     = Game1.objectHandler.SearchFirst <Pistol>();

            if (pistol != null)
            {
                if (pistol.reloadTimer.Triggered)
                {
                    bounds.Height = 0;
                }
                else
                {
                    bounds.Height = (int)MathHelper.Lerp(50f, 0, pistol.reloadTimer.PercentageDone);
                    yOff          = (int)MathHelper.Lerp(50f, 0, pistol.reloadTimer.PercentageDone);
                }
            }
            else
            {
                bounds.Height = 0;
            }

            bounds.X = mouseState.X + 5;
            bounds.Y = mouseState.Y - yOff;
        }
Esempio n. 2
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)
        {
            var mouseState = Mouse.GetState();

            GraphicsDevice.Clear(new Color(0, 0, 30));

            // TODO: Add your drawing code here
            spriteBatch.Begin(SpriteSortMode.Deferred, samplerState: SamplerState.PointClamp, transformMatrix: camera.WorldMatrix);
            string coinCounterVal    = "Coins: " + coinCount.ToString();
            string shortInstructions = "WASD or Arrows to move\nHold Click or Space to shoot\nTab to toggle Minimap\nBackspace to Quit";
            string instructions      = "WASD or Arrows to move\nHold Click or Space to shoot\nR to Reload\nE to purchase item\nTab to toggle Minimap\nBackspace to Quit";
            string nodeTrackerVal    = RoomShower.playerRoomX.ToString() + ", " + RoomShower.playerRoomY.ToString();

            objectHandler.Draw(spriteBatch);
            heartManager.Draw(spriteBatch);
            if (showMiniMap)
            {
                foreach (MinimapRoom miniroom in minirooms)
                {
                    miniroom.Draw(spriteBatch);
                }
            }
            if (objectHandler.SearchFirst <Pistol>() != null)
            {
                Pistol pistol = objectHandler.SearchFirst <Pistol>();
                spriteBatch.DrawString(debugTextFont, pistol.ammo + "/" + pistol.maxAmmo, new Point(0, screenY - 100).ToVector2(), Color.White, 0f, Vector2.Zero, 2f, SpriteEffects.None, 0f);
            }
            spriteBatch.DrawString(debugTextFont, coinCounterVal + "\n" + instructions + "\n" + "FPS: " + Math.Round(1f / gameTime.ElapsedGameTime.TotalSeconds), new Vector2(0, 150), Color.White);
            if (objectHandler.SearchFirst <Weapon>() != null)
            {
                weaponrotation = objectHandler.SearchFirst <Weapon>().direction.ToString();
            }
            if (debugStats)
            {
                spriteBatch.DrawString(debugTextFont, "x: " + mouseState.X + " y: " + mouseState.Y + "\n x:" + objectHandler.SearchFirst <Character>().bounds.X + "y:" + objectHandler.SearchFirst <Character>().bounds.Y + "\n" + nodeTrackerVal + "\n" + Character.totalXP + "\n" + "X: " + mouseState.X / 64 + "Y: " + mouseState.Y / 64 + "\n" + weaponrotation, new Vector2(mouseState.X + 20, mouseState.Y - 10), color: Color.White);
            }
            if (win)
            {
                spriteBatch.DrawString(debugTextFont, "You Win!", new Vector2(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2), Color.Magenta, 0f, Vector2.Zero, 4f, SpriteEffects.None, 0f);
            }

            spriteBatch.End();
            spriteBatch.Begin(SpriteSortMode.Deferred, samplerState: SamplerState.PointClamp);
            if (gameOver && playPressed)
            {
                spriteBatch.Draw(whitePixelTexture, new Rectangle(0, 0, 5000, 5000), Color.Black);
                spriteBatch.DrawString(debugTextFont, "Game Over", new Vector2(500, 350), Color.Red, 0f, new Vector2(0, 0), 2f, SpriteEffects.None, 0f);
            }
            if (!playPressed)
            {
                spriteBatch.Draw(mainmenuTexture, new Rectangle(0, 0, screenX, screenY), Color.White);
                spriteBatch.DrawString(debugTextFont, "Press 1 to choose the Wand\nPress 2 to choose the Pistol\n(recommended)", new Vector2(300, 350), Color.LimeGreen, 0f, new Vector2(0, 0), 2f, SpriteEffects.None, 0f);
                spriteBatch.DrawString(debugTextFont, shortInstructions, new Vector2(300, 200), Color.Yellow, 0f, new Vector2(0, 0), 2f, SpriteEffects.None, 0f);
                spriteBatch.Draw(pistolTexture, new Rectangle(700, 395, 26, 17), Color.White);
                spriteBatch.Draw(wandTexture, new Rectangle(700, 355, 6, 32), Color.White);
            }
            spriteBatch.End();
            base.Draw(gameTime);
        }