public void InitializeSprites(ContentManager Content) { for (GunLevelUnit gunLevel = 0; gunLevel < Units.MaxGunLevel; gunLevel++) { horizontalProjectiles[gunLevel] = new Sprite(Content, "Bullet", Units.TileToPixel(HorizontalProjectileSourceXs[gunLevel]), Units.TileToPixel(ProjectileSourceYs[gunLevel]), Units.TileToPixel(1), Units.TileToPixel(1)); verticalProjectiles[gunLevel] = new Sprite(Content, "Bullet", Units.TileToPixel(HorizontalProjectileSourceXs[gunLevel] + 1), Units.TileToPixel(ProjectileSourceYs[gunLevel]), Units.TileToPixel(1), Units.TileToPixel(1)); } for (SpriteState.HorizontalFacing horizontalFacing = SpriteState.HorizontalFacing.FirstHorizontalFacing; horizontalFacing < SpriteState.HorizontalFacing.LastHorizontalFacing; ++horizontalFacing) { for (SpriteState.VerticalFacing verticalFacing = SpriteState.VerticalFacing.FirstVerticalFacing; verticalFacing < SpriteState.VerticalFacing.LastVerticalFacing; ++verticalFacing) { InitializeSprite(Content, new PolarStarSpriteState( new Tuple <SpriteState.HorizontalFacing, SpriteState.VerticalFacing>( horizontalFacing, verticalFacing))); } } }
public void Draw(SpriteBatch spriteBatch, GunLevelUnit gunLevel, GunExperienceUnit currentExperience, GunExperienceUnit levelExpereince) { levelSprite.Draw(spriteBatch, Units.TileToGame(LevelDrawX), DrawY); number.number = Convert.ToInt32(gunLevel); number.LoadNumber(); number.Draw(spriteBatch, LevelNumberDrawX, DrawY); experienceBarSprite.Draw(spriteBatch, ExperienceBarDrawX, DrawY); if (currentExperience < levelExpereince) { fillSprite.SetPercentageWidth((float)currentExperience / (float)levelExpereince); fillSprite.Draw(spriteBatch, ExperienceBarDrawX, DrawY); } else { maxSprite.Draw(spriteBatch, ExperienceBarDrawX, DrawY); } if (flashTimer.Active && flashTimer.CurrentTime.Ticks / FlashPeriod.Ticks % 2 == 0) { flashSprite.Draw(spriteBatch, ExperienceBarDrawX, DrawY); } }
public Projectile(Sprite sprite, SpriteState.HorizontalFacing horizontalDirection, SpriteState.VerticalFacing verticalDirection, GameUnit x, GameUnit y, GunLevelUnit gunLevel, ParticleTools particleTools) { this.sprite = sprite; this.horizontalDirection = horizontalDirection; this.verticalDirection = verticalDirection; this.x = x; this.y = y; this.gunLevel = gunLevel; offset = 0; alive = true; particleTools.FrontSystem.AddNewParticle(ProjectileStarParticle.Create(particleTools.Content, x, y)); }