예제 #1
0
        // -------------------------------

        /// <summary>
        /// A simple method that gets the terrain entity at a grid location.
        /// </summary>
        /// <param name="X">The X to check</param>
        /// <param name="Y">The Y to check</param>
        /// <returns>Returns a terrain entity, null if there is none.</returns>
        public Terrain Get_Terrain_At(int X, int Y, bool background = false)
        {
            Terrain terrain_entity = null;

            string key = "X" + X + "Y" + Y;

            if (!background)
            {
                if (WorldTerrain.ContainsKey(key))
                {
                    terrain_entity = WorldTerrain[key];
                }
            }
            else
            {
                if (WorldBKGTerrain.ContainsKey(key))
                {
                    terrain_entity = WorldBKGTerrain[key];
                }
            }
            return(terrain_entity);
        }
예제 #2
0
        public override void Draw(GameTime gameTime)
        {
            if (Enabled)
            {
                // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                // World Render Order
                // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                // Prepare dead character list
                List <Character> Dead_Characters = new List <Character>();

                // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                // Update
                // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                // World Parallax
                // --------------------------------
                worldParallax.Update(gameTime);

                // Perform Combat Collision Checks
                // --------------------------------
                CollisionManager.Projectile_Collisions();
                CollisionManager.Character_Collision();

                // Terrain
                // --------------------------------
                foreach (KeyValuePair <string, Terrain> terrain in worldTerrain)
                {
                    terrain.Value.Update(gameTime);

                    if (terrain_changed)
                    {
                        terrain.Value.Terrain_Render();
                    }
                }
                if (has_background && worldBKGTerrain.Count() != 0)
                {
                    foreach (KeyValuePair <string, Terrain> terrain in worldBKGTerrain)
                    {
                        terrain.Value.Update(gameTime);

                        if (terrain_changed)
                        {
                            terrain.Value.Terrain_Render();
                        }
                    }
                }
                // Reset terrain changed flag
                terrain_changed = false;
                // ----------------------

                // Characters
                // --------------------------------
                if (Shared.Active_World.loaded)
                {
                    foreach (Character character in worldCharacters)
                    {
                        if (character.Is_dead() && !(character is Player))
                        {
                            Dead_Characters.Add(character);
                            character.Enabled = false;
                            break;
                        }
                        character.Update(gameTime);
                    }

                    if (Dead_Characters.Count() != 0)
                    {
                        foreach (Character dead_character in Dead_Characters)
                        {
                            worldCharacters.Remove(dead_character);
                        }
                    }
                }
                // --------------------------------

                // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                // Draw
                // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                // BKG Terrain
                // --------------------------------
                if (has_background && worldBKGTerrain.Count() != 0)
                {
                    foreach (KeyValuePair <string, Terrain> terrain in worldBKGTerrain)
                    {
                        terrain.Value.Draw(gameTime);
                    }
                }

                // Characters
                // --------------------------------
                foreach (Character character in worldCharacters)
                {
                    character.Draw(gameTime);
                }

                // Terrain
                // --------------------------------
                foreach (KeyValuePair <string, Terrain> terrain in worldTerrain)
                {
                    terrain.Value.Draw(gameTime);
                }

                if (Shared.Debug)
                {
                    string key = Get_Grid_Key(Shared.Player.Grid_Position.X, Shared.Player.Grid_Position.Y + 1);
                    if (WorldTerrain.ContainsKey(key))
                    {
                        Shared.DebugWindow.Message += WorldTerrain[key].Name + "\n";
                    }
                    else
                    {
                        Shared.DebugWindow.Message += "Air \n";
                    }

                    Shared.DebugWindow.Draw(gameTime);
                    Shared.DebugWindow.Message = "";
                }
                // --------------------------------

                // Effects
                // --------------------------------
                Particles.Draw_Effects(gameTime);
                // --------------------------------

                // Projectiles
                // --------------------------------
                Particles.Draw_Projectiles(gameTime);
                // --------------------------------

                // GUI
                // --------------------------------
                foreach (GUI_Element element in Shared.GUI)
                {
                    element.Draw(gameTime);
                }
                // --------------------------------
            }
        }