private static void DrawScoreAndLivesRect(ISpriteBatch spriteBatch) { var r = new Rectangle(342, 6, 148, 20); spriteBatch.DrawRectangle(r, Color.Blue); r.Inflate(-2, -2); spriteBatch.DrawRectangle(r, Color.Black); }
private void DrawRemainingEnergy(ISpriteBatch spriteBatch, int playerEnergy) { bool isAboutToDie = playerEnergy < 4; int barLength = isAboutToDie ? (playerEnergy + 1) << 4 : Math.Min(playerEnergy >> 2, 64); var barColour = isAboutToDie ? Color.Red : Color.Green; var r = new Rectangle(32, 12, barLength * 2, 8); spriteBatch.DrawRectangle(r, barColour); #if DEBUG r = new Rectangle(168, 8, 28, 16); spriteBatch.DrawRectangle(r, Color.Black); DrawValue(spriteBatch, playerEnergy, 168 + 24, 8); #endif }
private static void DrawEnergyRect(ISpriteBatch spriteBatch, bool isGameRunningSlowly) { // outer frame var r = new Rectangle(22, 6, 148, 20); spriteBatch.DrawRectangle(r, isGameRunningSlowly ? Color.Red : Color.Blue); // clear inner area r.Inflate(-2, -2); spriteBatch.DrawRectangle(r, Color.Black); // always start off with energy bar in blue r = new Rectangle(32, 12, 128, 8); spriteBatch.DrawRectangle(r, Color.Blue); }
private void DrawScoreAndLives(ISpriteBatch spriteBatch) { var r = new Rectangle(342, 6, 148, 20); spriteBatch.DrawRectangle(r, Color.Blue); r.Inflate(-2, -2); spriteBatch.DrawRectangle(r, Color.Black); DrawValue(spriteBatch, this._displayedScore, 416, 8); for (int i = 0; i < this._lives; i++) { Vector2 destination = new Vector2(480 - ((i + 1) * 16), 8) + spriteBatch.WindowOffset; spriteBatch.DrawEntireTexture(this._life, destination); } }
private void DrawEnergy(ISpriteBatch spriteBatch) { var r = new Rectangle(22, 6, 148, 20); spriteBatch.DrawRectangle(r, Color.Blue); r.Inflate(-2, -2); spriteBatch.DrawRectangle(r, Color.Black); r = new Rectangle(32, 12, 128, 8); spriteBatch.DrawRectangle(r, Color.Blue); if (!this.World.Player.IsExtant) return; bool isAboutToDie = this.World.Player.Energy < 4; int barLength = isAboutToDie ? (this.World.Player.Energy + 1) << 4 : Math.Min(this.World.Player.Energy >> 2, 64); Color barColour = isAboutToDie ? Color.Red : Color.Green; r = new Rectangle(32, 12, barLength * 2, 8); spriteBatch.DrawRectangle(r, barColour); #if DEBUG r = new Rectangle(168, 8, 28, 16); spriteBatch.DrawRectangle(r, Color.Black); DrawValue(spriteBatch, this.World.Player.Energy, 168 + 24, 8); #endif }