public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { // If selected, show some way that it is selected /* * if (IsSelected) * { * * } */ // Draw PC's sprite using PlayableObject's Draw method. PlayableObjectState.Draw(spriteBatch, gameTime); Hand.Draw(spriteBatch, gameTime); }
public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { if (TakenDamageState && !Mario.Instance.StarPower) { if (takenDamageBuffer <= 0) { invisibleBuffer = GameValues.MarioInvisibleBuffer; visibleBuffer = GameValues.MarioVisibleBuffer; takenDamageBuffer = GameValues.MarioTakenDamageBuffer; TakenDamageState = false; } else if (invisibleBuffer > 0 && visibleBuffer == 0) { invisibleBuffer--; } else if (invisibleBuffer <= 0) { invisibleBuffer = 0; if (visibleBuffer < GameValues.MarioInvisibleBuffer) { PlayableObjectState.Draw(spriteBatch, gameTime); visibleBuffer++; } else { invisibleBuffer = GameValues.MarioInvisibleBuffer; visibleBuffer = GameValues.MarioVisibleBuffer; } } takenDamageBuffer--; } else { PlayableObjectState.Draw(spriteBatch, gameTime); } for (int i = 0; i < fireballs.Length; i++) { fireballs[i].Draw(spriteBatch, gameTime); } }