示例#1
0
        public override void DrawCard(SpriteBatch sBatch, SpriteFont dungeonFont)
        {
            sBatch.Draw(CardTexture, new Vector2(274, 130), new Rectangle?(), Color.White, 0f, new Vector2(248, 0), .75f, SpriteEffects.None, 1);

            switch (enemyTurnState)
            {
            case EnemyTurnState.STARTCOMBAT:

                sBatch.Draw(Buttons["Combat Button"].ButtonTexture, new Vector2(770, 600), new Rectangle?(), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 1);


                break;

            case EnemyTurnState.COMBAT:

                CurrentCombat.DrawCombat(sBatch, dungeonFont);
                break;

            case EnemyTurnState.COMPLETE:
                break;

            default:
                break;
            }
        }
示例#2
0
        public override void DrawCard(SpriteBatch sBatch, SpriteFont dungeonFont)
        {
            sBatch.Draw(CardTexture, new Vector2(274, 130), new Rectangle?(), Color.White, 0f, new Vector2(248, 0), .75f, SpriteEffects.None, 1);

            switch (bossTurnState)
            {
            case BossTurnState.STARTCOMBAT:

                sBatch.Draw(Buttons["Combat Button"].ButtonTexture, new Vector2(770, 600), new Rectangle?(), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 1);

                break;

            case BossTurnState.COMBAT:

                CurrentCombat.DrawCombat(sBatch, dungeonFont);

                break;

            case BossTurnState.REWARDS:

                sBatch.Draw(Buttons["Roll Die"].ButtonTexture, new Vector2(770, 600), new Rectangle?(), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 1);
                sBatch.DrawString(dungeonFont, "Roll to determine your reward.", new Vector2(620, 230), Color.White);

                break;

            case BossTurnState.ROLLANIMATION:

                RewardDie.DrawCombatDie(sBatch);

                break;

            case BossTurnState.REMOVESPELL:

                RewardDie.DrawCombatDie(sBatch);
                sBatch.Draw(Buttons["Rewards"].ButtonTexture, new Vector2(650, 150), new Rectangle?(), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 1);
                //sBatch.DrawString(dungeonFont, "You Rolled a:  " + TreasureResult, new Vector2(725, 200), Color.White);
                sBatch.DrawString(dungeonFont, "Click a spell to remove or", new Vector2(650, 290), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 0f);
                sBatch.DrawString(dungeonFont, "click done to keep current spells", new Vector2(600, 340), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 0f);
                sBatch.Draw(Buttons["Done Button"].ButtonTexture, new Vector2(770, 600), new Rectangle?(), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 1);

                break;

            case BossTurnState.REVIEW:

                RewardDie.DrawCombatDie(sBatch);
                sBatch.Draw(Buttons["Rewards"].ButtonTexture, new Vector2(650, 150), new Rectangle?(), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 1);
                sBatch.Draw(Buttons["Done Button"].ButtonTexture, new Vector2(770, 600), new Rectangle?(), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 1);

                break;

            case BossTurnState.COMPLETE:


                break;

            default:
                break;
            }
        }
示例#3
0
        public override void DrawCard(SpriteBatch sBatch, SpriteFont dungeonFont)
        {
            sBatch.Draw(CardTexture, new Vector2(274, 130), new Rectangle?(), Color.White, 0f, new Vector2(248, 0), .75f, SpriteEffects.None, 1);
            switch (eventCardTurnState)
            {
            case EventCardTurnState.INITIAL_ROLL:
                sBatch.DrawString(dungeonFont, "Roll for event.", new Vector2(770, 200), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 0f);
                sBatch.Draw(Buttons["Roll Die"].ButtonTexture, new Vector2(770, 600), new Rectangle?(), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 1);

                break;

            case EventCardTurnState.ROLLANIMATION:

                EventDie.DrawCombatDie(sBatch);

                break;

            case EventCardTurnState.SKILL_CHECK:

                EventDie.DrawCombatDie(sBatch);
                sBatch.DrawString(dungeonFont, "Roll for skill check.", new Vector2(720, 200), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 0f);
                sBatch.Draw(Buttons["Roll Die"].ButtonTexture, new Vector2(770, 600), new Rectangle?(), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 1);

                int counter = 650;
                foreach (var item in CurrentButtons)
                {
                    sBatch.Draw(item.ButtonTexture, new Vector2(counter, 300), new Rectangle?(), Color.White, 0f, new Vector2(), .50f, SpriteEffects.None, 1);
                    counter += 80;
                }

                break;

            case EventCardTurnState.ADJUSTOPTION:

                EventDie.DrawCombatDie(sBatch);
                int counter2 = 650;
                foreach (var item in CurrentButtons)
                {
                    sBatch.Draw(item.ButtonTexture, new Vector2(counter2, 300), new Rectangle?(), Color.White, 0f, new Vector2(), .50f, SpriteEffects.None, 1);
                    counter2 += 80;
                }
                sBatch.DrawString(dungeonFont, "Success! Adjust your event +1 or -1 ", new Vector2(600, 200), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 0f);


                break;

            case EventCardTurnState.HANDLE_EVENT:

                EventDie.DrawCombatDie(sBatch);
                int counter3 = 650;
                foreach (var item in CurrentButtons)
                {
                    sBatch.Draw(item.ButtonTexture, new Vector2(counter3, 300), new Rectangle?(), Color.White, 0f, new Vector2(), .50f, SpriteEffects.None, 1);
                    counter3 += 80;
                }
                sBatch.DrawString(dungeonFont, "Failed skill check.", new Vector2(740, 200), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 0f);


                break;

            case EventCardTurnState.FIGHT_MONSTER:


                sBatch.Draw(Buttons["Combat Button"].ButtonTexture, new Vector2(770, 600), new Rectangle?(), Color.White, 0f, new Vector2(), 1f, SpriteEffects.None, 1);

                break;

            case EventCardTurnState.COMBAT:

                CurrentCombat.DrawCombat(sBatch, dungeonFont);

                break;

            case EventCardTurnState.COMPLETE:
                break;

            default:
                break;
            }
        }