public void Draw(GameTime gameTime, Map map) { map.parent.spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, null, null, null, map.parent.Cam.Transformation); switch (Type) { case ItemType.Rocket: map.parent.spriteBatch.Draw(Textures.BazookaItem, map.GetTile(Position), Color.White); break; case ItemType.Fuel: map.parent.spriteBatch.Draw(Textures.ChainsawItem, map.GetTile(Position), Color.White); break; case ItemType.Healthpack: map.parent.spriteBatch.Draw(Textures.HealthItem, map.GetTile(Position), Color.White); break; case ItemType.Launcher: map.parent.spriteBatch.Draw(Textures.LauncherItem, map.GetTile(Position), Color.White); break; case ItemType.Ammo: map.parent.spriteBatch.Draw(Textures.MachinegunItem, map.GetTile(Position), Color.White); break; case ItemType.Shotgun: map.parent.spriteBatch.Draw(Textures.ShotgunItem, map.GetTile(Position), Color.White); break; default: Textures.Arial15.DrawText(map.spriteBatch, Type.ToString(), map.GetTile(Position), Color.White); break; } map.parent.spriteBatch.End(); }
public void Draw(GameTime gameTime, Map map) { Vector2 pos = map.GetTile(Position); map.spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, map.parent.Cam.Transformation); Textures.Arial15.DrawText(map.spriteBatch, PlayerId.ToString(), pos, Color.Yellow); map.spriteBatch.End(); }
public void Draw(GameTime gameTime, Map map) { map.parent.spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, null, null, null, map.parent.Cam.Transformation); Vector2 pos = map.GetTile(Position); if (Team == 2) { map.parent.spriteBatch.Draw(Textures.PlayerPistol2, pos, null, Color.White, DegreeToRadian(Angle), new Vector2(Textures.PlayerPistol2.Width / 2, Textures.PlayerPistol2.Height / 2), 1, SpriteEffects.None, 0); } else { map.parent.spriteBatch.Draw(Textures.PlayerPistol1, pos, null, Color.White, DegreeToRadian(Angle), new Vector2(Textures.PlayerPistol1.Width / 2, Textures.PlayerPistol1.Height / 2), 1, SpriteEffects.None, 0); } Textures.Arial15.DrawText(map.spriteBatch, this.Name + " " + Health, pos + new Vector2(0, Textures.PlayerPistol1.Height), Color.Yellow); map.spriteBatch.End(); }
public void Update(GameTime gameTime, Map map) { if (Vector2.Distance(Position, NextPosition) > 20) { Position = NextPosition; } NextPosition = Position; byte pickedItem = 0; if (Health > 0) { var newPos = Position; if (map.parent.keyboardState.IsKeyDown(Keys.A)) { newPos.X -= 4; } if (map.parent.keyboardState.IsKeyDown(Keys.D)) { newPos.X += 4; } if (map.parent.keyboardState.IsKeyDown(Keys.W)) { newPos.Y += 4; } if (map.parent.keyboardState.IsKeyDown(Keys.S)) { newPos.Y -= 4; } if (!map.IsWall(newPos)) { Position = newPos; } Vector2 pos = map.parent.Cam.MouseCursorInWorld - map.GetTile(Position); this.Angle = RadianToDegree(Math.Atan2(pos.Y, pos.X)); while (Angle > 360) { Angle -= 360; } //Camera.Location = Position; map.parent.Cam.Pos = map.GetTile(Position); HasAmmo = 1; foreach (var i in map.parent.cbn.Items.Values) { if (this.Bounding.Intersects(i.Bounding)) { pickedItem = i.Id; break; } } if (map.parent.mouseState.LeftButton == ButtonState.Pressed && !lastPressed) { Weapon w = Weapon.WeaponList[(WeaponType)HeldWeapon]; // Tarkastetaan, onko panoksia //ammoExists = False //If aWeapon(player\weapon, WPNF_AMMO) > 0 Then ammoExists = True //// Tutkitaan voidaanko lähettää tieto ampumisesta //shootNow = 0 //If (MouseDown(1) = True Or KeyDown(cbKeySpace) = True) And (player\weapon<>WPN_PISTOL Or gNotShotYet = True) And gConsoleMode = False And gDevConsole = False And gSessionComplete = False And player\spawnTime = 0 And player\team <> 0 Then // // Onko ase latingissa // If player\lastShoot + aWeapon(player\weapon, WPNF_RELOADTIME) < Timer() And player\health > 0 Then // // Onko ammuksia // If aWeapon(player\weapon, WPNF_AMMO) > 0 Or aWeapon(player\weapon, WPNF_AMMO_MAX) = 0 Then // // Latingissa on, vähennetään ammuksia // aWeapon(player\weapon, WPNF_AMMO) = aWeapon(player\weapon, WPNF_AMMO) - 1 // aWeaponAmmos(player\weapon) = aWeapon(player\weapon, WPNF_AMMO) * 3 // player\lastShoot = Timer() // shootNow = True // Else // PlayGameSound(SND_EMPTY, ObjectX(player\obj), ObjectY(player\obj)) // player\lastShoot = Timer() // EndIf // gNotShotYet = False // Ammuttiin jo. Pistoolit eivät ammu ennen kuin klikkaa uudestaan // EndIf //EndIf } } lastPressed = map.parent.mouseState.LeftButton == ButtonState.Pressed; if (gameTime.TotalGameTime - map.parent.lastUpdate > TimeSpan.FromMilliseconds(100)) { map.parent.cbn.UpdatePlayer(lastPressed ? (byte)1 : (byte)0, pickedItem); map.parent.lastUpdate = gameTime.TotalGameTime; } }