/// <summary> /// Get the current renderer to draw the game /// </summary> public void Draw() { GuiEnvironment.GetRenderer().RenderWindow(); MetaHandler.ShowPanels(); // IA - Make the panel visible // IA - Single Player Mode only. if (_gameStates.Peek() == GameState.SinglePlayerMode) { MetaHandler.DisplayHungerInformation(); // IA - Show the hunger level progress bar and messages MetaHandler.DisplayTimer(); // IA - Make the timer visible MetaHandler.DisplayGameLevel(); // IA - Display the game level MetaHandler.DisplayAmmunitionLevel(_player.Weapon); // IA - Display info about amminutions (type and amount) MetaHandler.DisplayEnemiesInfo(SpawnedEnemies, EnemiesToBeRemoved); // IA - Display how many enemies have been destroyed. MetaHandler.DrawFoodField(GetPlayer().Inventory); } // IA - Only display the worth of minerals while the game runs. if (_gameStates.Peek() == GameState.SinglePlayerMode) { MetaHandler.DisplayRate(GetPlayer().Inventory.GetTotalValue(), GetPlayer().Inventory); } // IA - Two Players Mode only. if (_gameStates.Peek() == GameState.TwoPlayerMode) { MetaHandler.DisplayTwoPlayersInstructions(); MetaHandler.DisplaySinglePlayerWeaponInfo(_player, "Player 1", 15); MetaHandler.DisplaySinglePlayerWeaponInfo(_player2, "Player 2", 85); MetaHandler.DisplayRate(_player.Inventory.GetTotalValue(), _player.Inventory, "PLAYER 1", -190, Color.Wheat); MetaHandler.DisplayRate(_player2.Inventory.GetTotalValue(), _player2.Inventory, "PLAYER 2", 10, Color.Yellow); } }
/// <summary> /// Deploys the weapon. /// </summary> /// <param name="attackDirection">Attack direction.</param> public void DeployWeapon(AttackDirection attackDirection) //JY- player uses weapon { if (_weapon != null) { _weapon.Attack(_location, attackDirection); } MetaHandler.DisplayAmmunitionLevel(_weapon); }