コード例 #1
0
        /// <summary>
        /// Renders this gamestate.
        /// </summary>
        /// <param name="r">Renderer to use.</param>
        public void render(Renderer r)
        {
            r.begin(view);
            r.render(bgRenderable, new Physics(0.0f));
            render(r, projectiles);
            render(r, hostiles);
            renderHBar(r, hostiles);
            render(r, nonInteractives);
            render(r, players);
            renderHBar(r, players);
            render(r, gameObjectives);
            renderHBar(r, gameObjectives);
            render(r, hostileProjectiles);

            renderTimeBar(r);
            Vector2 rpos = new Vector2(50, r.Screenspace.Size.Y / (players.Count + 1));

            foreach (Entity p in this.players)
            {
                renderCooldowns(r, p, rpos);
                rpos.Y += r.Screenspace.Size.Y / (players.Count + 1);
            }

            int playerNo = 1;

            foreach (Entity p in players)
            {
                Vector2 scorePos = new Vector2(r.Screenspace.Size.X - 215, 50 + playerNo * 25);
                r.renderText("Player " + playerNo++ + " kills: " + p.Stats.Kills, scorePos, Color.White);
            }
        }
コード例 #2
0
ファイル: MainMenu.cs プロジェクト: realcore/progark-spill
 public void render(Renderer r)
 {
     r.beginScreen();
     Vector2 pos = 50 * Vector2.One;
     foreach (PlayerIndex p in controllers)
     {
         r.renderText(String.Format("Player {0} is connected", p), pos, Color.White, false);
         pos += 30 * Vector2.UnitY;
     }
     r.end();
 }
コード例 #3
0
        public void render(Renderer r)
        {
            r.beginScreen();
            Vector2 pos = 50 * Vector2.One;

            foreach (PlayerIndex p in controllers)
            {
                r.renderText(String.Format("Player {0} is connected", p), pos, Color.White, false);
                pos += 30 * Vector2.UnitY;
            }
            r.end();
        }
コード例 #4
0
ファイル: GameState.cs プロジェクト: realcore/progark-spill
        /// <summary>
        /// Renders this gamestate.
        /// </summary>
        /// <param name="r">Renderer to use.</param>
        public void render(Renderer r)
        {
            r.begin(view);
            r.render(bgRenderable, new Physics(0.0f));
            render(r, projectiles);
            render(r, hostiles);
            renderHBar(r, hostiles);
            render(r, nonInteractives);
            render(r, players);
            renderHBar(r, players);
            render(r, gameObjectives);
            renderHBar(r, gameObjectives);
            render(r, hostileProjectiles);

            renderTimeBar(r);
            Vector2 rpos = new Vector2(50, r.Screenspace.Size.Y / (players.Count + 1));
            foreach (Entity p in this.players)
            {
                renderCooldowns(r, p, rpos);
                rpos.Y += r.Screenspace.Size.Y / (players.Count + 1);
            }

            int playerNo = 1;

            foreach (Entity p in players)
            {
                Vector2 scorePos = new Vector2(r.Screenspace.Size.X - 215, 50 + playerNo * 25);
                r.renderText("Player " + playerNo++ + " kills: " + p.Stats.Kills, scorePos, Color.White);
            }
        }
コード例 #5
0
ファイル: PauseMenu.cs プロジェクト: realcore/progark-spill
 public void render(Renderer r)
 {
     r.beginScreen();
     r.renderText("Player X paused the game.", 0.5f * Vector2.One, Color.White, false);
     r.end();
 }
コード例 #6
0
 public void render(Renderer r)
 {
     r.beginScreen();
     r.renderText("Player X paused the game.", 0.5f * Vector2.One, Color.White, false);
     r.end();
 }