public void RenderGhosts(Graphics g, NPacMan.Game.Game game) { var cellSize = Sprites.PixelGrid; animated = !animated; foreach (var ghost in game.Ghosts.Values) { RenderGhost(g, cellSize, ghost); } }
public void RenderPowerPills(Graphics g, NPacMan.Game.Game game) { var cellSize = Sprites.PixelGrid; var powerPills = game.PowerPills; foreach (var powerPill in powerPills) { var x = powerPill.X * cellSize; var y = powerPill.Y * cellSize; _sprites.RenderSprite(g, x, y, _sprites.PowerPill()); } }
public void RenderCoins(Graphics g, NPacMan.Game.Game game) { var cellSize = Sprites.PixelGrid; var coins = game.Coins; foreach (var coin in coins) { var x = coin.X * cellSize; var y = coin.Y * cellSize; _sprites.RenderSprite(g, x, y, _sprites.Coin()); } }
public void RenderWalls(Graphics g, NPacMan.Game.Game game) { _mapLayout.UpdateFromGame(game); var cellSize = Sprites.PixelGrid; for (int y = 0; y < _mapLayout.DisplayHeight; y++) { for (int x = 0; x < _mapLayout.DisplayWidth; x++) { var posX = x * cellSize; var posY = y * cellSize; _sprites.RenderSprite(g, posX, posY, _sprites.Map(_mapLayout.BoardPieceToDisplay(x, y))); } } }
public void RenderPacMan(Graphics g, NPacMan.Game.Game game) { var cellSize = Sprites.PixelGrid; var x = game.PacMan.Location.X * cellSize; var y = game.PacMan.Location.Y * cellSize; _pacManAnimationDelay++; if (_pacManAnimationDelay == 3) { if (game.Status == GameStatus.Alive) { _pacManAnimation = (_pacManAnimation + 1) % 4; } else { _pacManAnimation = (_pacManAnimation + 1) % 4; } _pacManAnimationDelay = 0; } _sprites.RenderSprite(g, x, y, _sprites.PacMan(game.PacMan.Direction, _pacManAnimation, game.Status == GameStatus.Dying)); }