/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); GraphicsDevice.Viewport = gameView; spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, Camera.Transform); switch (state) { case GameState.TitleScreen: break; case GameState.MainMenu: mainmenu.Draw(spriteBatch); break; case GameState.NewGame: newgame.Draw(spriteBatch); break; case GameState.Running: Tilemanager.Draw(spriteBatch); Playermanager.Draw(spriteBatch); break; case GameState.Paused: Tilemanager.Draw(spriteBatch); Playermanager.Draw(spriteBatch); pausemenu.Draw(spriteBatch); break; } //spriteBatch.DrawString(FpsFont, Convert.ToString(MaxTicks), new Vector2(750, 50), Color.White); spriteBatch.End(); // GraphicsDevice.Viewport = sideHUD; spriteBatch.Begin(); Texture2D rect = new Texture2D(graphics.GraphicsDevice, sideHUD.Width, sideHUD.Height); Color[] data = new Color[sideHUD.Width * sideHUD.Height]; for (int i = 0; i < data.Length; ++i) { data[i] = Color.DarkGray; } rect.SetData(data); spriteBatch.Draw(rect, Vector2.Zero, Color.White); spriteBatch.End(); base.Draw(gameTime); }
private void Awake() { gamemanager = FindObjectOfType <Gamemanager>(); playermanager = FindObjectOfType <Playermanager>(); animator = playermanager.GetComponent <Animator>(); fademanager = FindObjectOfType <Fademanager>(); // mapchage는 여러개라서 나중에 오류의 원인일수도 DirSave = new Queue <string>(); }
void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); }
public override bool CanBePickedUp() { Playermanager pm = Playermanager.ins; if (pm.CurrentHP < pm.MaxHP) { return(true); } else if (ignoreMaxHP) { return(true); } return(false); }
//spawning and setting up components, called at the beginning of the scene protected void setComponents() { animator = gameObject.GetComponent <Animator>(); spriteRenderer = gameObject.GetComponent <SpriteRenderer>(); rb2d = gameObject.GetComponent <Rigidbody2D>(); bc2d = gameObject.GetComponent <BoxCollider2D>(); setUpAudio(); manager = GameObject.Find("/Overlay/UIManager"); playermanager = GameObject.Find("/Playermanager").GetComponent <Playermanager>(); originDrag = rb2d.drag; facingRight = true; originGravity = rb2d.gravityScale; InputManager.playerAlive = true; }
public override void Update() { if (lookDir != Vector3.zero && !strtSpd) { // Debug.Log(";)"); strtSpd = true; rb.velocity = startSpeed * lookDir; } // else Debug.Log("No ;)"); if (pm == null) { pm = Playermanager.ins; } if (playerObject == null) { playerObject = pm.playerObject; } else { Vector3 dirToPlayer = (playerObject.transform.position - transform.position).normalized; rb.velocity += moveSpeed * Time.deltaTime * dirToPlayer; transform.position = new Vector3(transform.position.x, playerObject.transform.position.y, transform.position.z); } }
private void Start() { pm = Playermanager.ins; DontDestroyOnLoad(gameObject); }
void Awake() { instance = this; }
public override void Start() { base.Start(); pm = Playermanager.ins; }
// Start is called before the first frame update void Start() { player = GameObject.FindGameObjectWithTag("Player"); getPlayerInfo = Playermanager.ins; }
private void Start() { pm = Playermanager.ins; bookAnimatior = book.GetComponent <Animator>(); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { TouchManager.Instance.Update(Camera); // Update camera position //Vector2 cameraMovement = Vector2.Zero; //position += cameraMovement/Camera.Zoom; switch (state) { case GameState.TitleScreen: break; case GameState.MainMenu: mainmenu.Update(); Camera.Zoom = 1f; Camera.Update(Vector2.Zero, 64 * 32, 64 * 32); position = Camera.Position; break; case GameState.NewGame: newgame.Update(gameTime, this); Camera.Update(Vector2.Zero, 64 * 32, 64 * 32); position = Camera.Position; break; case GameState.LoadGame: //Tilemanager.LoadMap(mapname); Playermanager.Players[Playermanager.CurrentPlayerID].NewRound(); Playermanager.Players[Playermanager.CurrentPlayerID].NewRound(); state = GameState.Running; break; case GameState.SaveGame: Playermanager.SaveGame(SaveDir); break; case GameState.Running: Playermanager.Update(gameTime, this); Tilemanager.Update(); Camera.Zoom = 2f; position -= TouchManager.Instance.SwipeDirection / Camera.Zoom; Camera.Update(position, Tilemanager.MapBounds.Width, Tilemanager.MapBounds.Height); position = Camera.Position; //Camera.Update(GraphicsDevice.Viewport); /*if (Esc.IsKeyDown(Keys.Escape) == true) * { * state = GameState.Paused; * } * if ((Playermanager.player[Playermanager.playing].end == true && Playermanager.player[Playermanager.playing].hud.newBool == false) || (Playermanager.player[Playermanager.notplaying].end == true && Playermanager.player[Playermanager.notplaying].hud.newBool == false)) * { * state = GameState.MainMenu; * * }*/ break; case GameState.Paused: pausemenu.Update(); break; case GameState.Exit: this.Exit(); break; } // FPS räknare--------------------------------- //if (tSec == DateTime.Now.Second) //{ // tTicks += 1; //} //else //{ // MaxTicks = tTicks; // tTicks = 0; // tSec = DateTime.Now.Second; //} //-------------------------------------------- base.Update(gameTime); }
private void Awake() { instance = this; }