void MiniScreen.Draw(SpriteBatch sb) { if (effect.IsDisposed) { return; } DrawBackground(sb); DrawHud(sb); sb.Begin(samplerState: SamplerState.PointClamp); if (enemyDraw) { enemy.Draw(sb, bgTimer, flashColor, offsetHeightTop, offsetHeightBottom); } sb.End(); sb.Begin(samplerState: SamplerState.PointWrap); if (!victory || turnWaiter > 0.4) { text.Draw(sb); } if (victory && turnWaiter > 0.4) { sb.Draw(youWon, new Rectangle((Game1.width - 102) / 2, 18, 102, 10), new Rectangle(0, 0, 102, 10), victoryColor); } if (curPhase == Phase.AnimPhase && !text.visible) { int frame = magicAnim.getFrame(); sb.Draw(magic, new Rectangle(0, 0, Game1.width, Game1.height), new Rectangle((frame % 4) * Game1.width, (frame / 4) * Game1.height, Game1.width, Game1.height), magicColor); } sb.End(); }
public void Move(GameTime gameTime, bool notRunning = true) //SAFE TO ASSUME DOESN'T WORK. WASN'T TESTED WITH NPC { bool hPass = false; //Console.WriteLine("HSTATE: " + curStateH); //Console.WriteLine("VSTATE: " + curStateV); //Console.WriteLine(timer); timer += gameTime.ElapsedGameTime.TotalSeconds; if (timer > animSpeed) { if (notRunning) { walkDown.advanceFrame(); } timer = 0; } if (curStateH == HorizontalState.Right) // && body.LinearVelocity.X > 0) { if (body.LinearVelocity.X > 0) { hPass = true; flipped = false; //SetStateH(HorizontalState.Right); //curAnim = walkRight; offsetX = 9; //offsetY = 25; //animIndex = (int)State.Left; animIndex = walkDown.getFrame(); } } else if (curStateH == HorizontalState.Left) // && body.LinearVelocity.X < 0) { if (body.LinearVelocity.X < 0) { hPass = true; flipped = true; //SetStateH(HorizontalState.Left); //curAnim = walkRight; offsetX = 9; //offsetY = 25; //animIndex = (int)State.Left; animIndex = walkDown.getFrame(); } } else if (moveTimer == 0) //Resets direction when movement begins { offsetX = 0; } if (curStateV == VerticalState.Up) // && body.LinearVelocity.Y < 0) { if (body.LinearVelocity.Y < 0) { flipped = false; //SetStateV(VerticalState.Up); //curAnim = walkUp; //offsetX = 0; offsetY = 54; //animIndex = (int)State.Left; animIndex = walkDown.getFrame(); } } else if (curStateV == VerticalState.Down) // && body.LinearVelocity.Y > 0) { if (body.LinearVelocity.Y > 0) { flipped = false; //SetStateV(VerticalState.Down); //curAnim = walkDown; //offsetX = 0; offsetY = 0; //animIndex = (int)State.Left; animIndex = walkDown.getFrame(); } } else { if (moveTimer == 0) //Resets direction when movement begins { offsetY = 27; } if (!hPass) { SetStandingAnim(); } } }