public override void Draw() { if (HudHandler.PlayerHealth <= 0) { Program.MainGameLoop.ActiveGameState = new UrDeadState(); } GL.PushMatrix(); GL.Translate(((Program.Window.Width / 2) - ((GridWidth * 16) - 16)) + CameraPos.X, ((Program.Window.Height / 2) - ((GridHeight * 16) - 16)) + CameraPos.Y, 0); GameWorld.Draw("ground"); Player.Draw(); ZombieList.ForEach(x => x.Draw()); ProjectileList.ForEach(x => x.Draw()); ParticleList.ForEach(x => x.Draw()); GameWorld.Draw("walls"); GL.PopMatrix(); if (!InShop) { HudHandler.Draw(); } else { shopState.Draw(); } }
public GameplayState() { //Loader.LoadShizzle(); if (Loader.CheckMap()) { GameWorld = Loader.LoadMap(); } GridWidth = 39; GridHeight = 22; Player = new Player("Player", new Vector2(Program.Window.Width / 2 - 150, Program.Window.Height / 2 - 60)); GameWorld.getGameGrid("walls").collision = true; HudHandler.Init(); FontHandler.TextList = new List <Text>(); }
private void Start() { //Sets game objects view = GetComponent <PhotonView>(); deck = GameObject.FindWithTag("Deck").GetComponent <Deck>(); turnHandler = GameObject.Find("TurnHandler").GetComponent <TurnHandler>(); lights = GameObject.Find("Lights").GetComponent <Lights>(); //Instantiate local hud if (view.IsMine) { playerHud = Instantiate(playerHud); } //Sets game on button for host, sets waiting screen for clients if (PhotonNetwork.IsMasterClient && view.IsMine) { gameStartButton = playerHud.transform.Find("GameStartButton").GetComponent <Button>(); gameStartButton.gameObject.SetActive(true); gameStartButton.onClick.AddListener(HostGameStart); } else if (view.IsMine) { gameStartButton = playerHud.transform.Find("GameStartWaitButton").GetComponent <Button>(); gameStartButton.gameObject.SetActive(true); } //Subscribe to events playerHud.drawCardsEvent += NetworkDrawCard; playerHud.playCardsEvent += TryPlayCard; playerHud.believeEvent += BlindPlayCard; PhotonNetwork.NetworkingClient.EventReceived += HandlePhotonEvents; UICardHandler.cardSelected += ChangeCardsToPlay; deck.BumGame += BumGame; FindSpawnPoint(); }
/// <summary> /// Finalise la création de la partie en générant l'Inputhandler, (pour les évènements au clavier) l'HudHandler /// (pour l'interface) avec le menu en jeu et l'état de game over. /// </summary> private void Init() { _world = World.GetWorld(); _inputHandler = new InputHandler(_world.GetPlayers(), Form, new GameMenuState(Form, this)); _hudHandler = new HudHandler(_world.GetPlayers()); }