示例#1
0
 public void RenewParticle(Vector2 position, Vector2 initialForce, float angle, float angularVelocity, Color color, Vector2 scale, float TTL, IDs id)
 {
     this.Sprite = SpriteHandler.GetSprite((int)id);
     if (Sprite is Sprite)
     {
         Sprite.Origin = new Vector2(Sprite.SpriteRect.Width / 2, Sprite.SpriteRect.Height / 2); //! If drawables constructor changes, so must this
     }
     Stop();
     Sprite.Origin = new Vector2(Sprite.SpriteRect.Width / 2, Sprite.SpriteRect.Height / 2); //! hmmm
     Position      = position;
     AddForce(initialForce);
     this.angle           = angle;
     this.angularVelocity = angularVelocity;
     baseColor            = color;
     this.Sprite.MColor   = color;
     baseScale            = scale;
     this.Sprite.Scale    = baseScale;
     currentTTL           = new Timer(TTL);
     this.TTL             = TTL;
     this.id  = id;
     IsActive = true;
     Behaviour();
     if (id == IDs.AFTERIMAGE)
     {
         currentTTL.AddTime(-currentTTL.currentTime / 2);
     }
 }
示例#2
0
 public virtual void SetStats(IDs id)
 {
     Sprite = SpriteHandler.GetSprite((int)id);
     Team   = EntityConstants.GetStatsFromID(EntityConstants.TEAM, id);
     if (Sprite is Sprite)
     {
         Sprite.Origin = new Vector2(Sprite.SpriteRect.Width / 2, Sprite.SpriteRect.Height / 2);
     }
 }
 public AnimatedEventHandler(Game1 game, EventOperator op, GameMode gameMode)
 {
     this.gameMode = gameMode;
     this.game     = game;
     this.op       = op;
     this.font     = DrawHelper.BIGFONT;
     boss          = new BossAppearance();
     eventTimer    = new Timer(COUNTDOWNTIME);
     logo          = SpriteHandler.GetSprite((int)IDs.LOGO);
     logo.Position = new Vector2(WindowSize.Width / 2, WindowSize.Height / 2);
     logo.Origin   = new Vector2(logo.SpriteRect.Width / 2, logo.SpriteRect.Height / 2);
 }
示例#4
0
        public void Draw(SpriteBatch spriteBatch, GameTime gameTime, bool fullDraw)
        {
            if (!BetweenLevelsTimer.IsFinished && fullDraw)
            {
                Sprite popupBkg = SpriteHandler.GetSprite((int)IDs.POPUPTEXTBKG);
                popupBkg.Position   = wordPos - new Vector2((popupBkg.SpriteRect.Width / 2) - 50, (popupBkg.SpriteRect.Height / 2) - 35);
                popupBkg.Scale      = new Vector2(0.8f, 0.5f);
                popupBkg.LayerDepth = 0;

                popupBkg.Draw(spriteBatch, gameTime); // layer deapth doesnt work sp need this
                string s = "Wave " + Level + " incoming!";

                spriteBatch.DrawOutlinedString(3, new Color(32, 32, 32), DrawHelper.SCOREFONT, s,
                                               DrawHelper.CenteredWordPosition(s, DrawHelper.SCOREFONT, wordPos), Color.Wheat);
            }
        }
        private void InitBackgrounds()
        {
            float xScaleFactorForBkg = (cols + 2) * spacing + offsetX * 2 + (cols + 1) * itemSize * ClickableItem.SCALEFACTOR - itemSize / 2;

            upgradeBarBkg       = SpriteHandler.GetSprite((int)IDs.UPGRADEBAR);
            screenBkg           = SpriteHandler.GetSprite((int)IDs.MENUSCREENBKG);
            outlineBkg          = SpriteHandler.GetSprite((int)IDs.UPGRADEBAR);
            outlineBkg.MColor   = Color.DarkGray;
            outlineBkg.Position = new Vector2(xScaleFactorForBkg, 0);
            int yScaleFactorForBkg = WindowSize.Height / 3;                     // original sprite is 1x3

            outlineBkg.Scale         = new Vector2(4, yScaleFactorForBkg);
            screenBkg.Scale          = new Vector2(WindowSize.Width, WindowSize.Height);
            upgradeBarBkg.Scale      = new Vector2(xScaleFactorForBkg, yScaleFactorForBkg);
            upgradeBarBkg.LayerDepth = 1; // background should be in background
            screenBkg.LayerDepth     = 0;
        }
        public UpgradeBarItem(Vector2 position, SpriteFont font, IDs id = IDs.DEFAULT) : base(position, id)
        {
            this.font    = font;
            box          = SpriteHandler.GetSprite((int)IDs.EMPTYPART);
            box.Position = position;
            box.Origin  -= new Vector2(-halfSpriteSize, -halfSpriteSize); // corrects origin to sprite
            box.Scale   *= SCALEFACTOR;
            if (id == IDs.RECTHULLPART || id == IDs.HAMMERPART || id == IDs.ROTATEPART)
            {
                Sprite.Scale *= 0.7f;
            }
            BoundBox = new Rectangle((int)position.X, (int)position.Y, (int)(32 * SCALEFACTOR), (int)(32 * SCALEFACTOR));
            BoundBox.Offset(-halfSpriteSize * SCALEFACTOR, -halfSpriteSize * SCALEFACTOR);
            SetPrice();
            SetName();
            Vector2 belowItemVector = new Vector2(position.X, position.Y + halfSpriteSize * SCALEFACTOR + belowItemSpacing);
            Vector2 belowNameVector = new Vector2(belowItemVector.X, belowItemVector.Y + namePriceSpacing);

            belowItemPosition = DrawHelper.CenteredWordPosition(Name, font, belowItemVector);
            belowNamePosition = DrawHelper.CenteredWordPosition("$" + Price.ToString(), font, belowNameVector);
        }
        internal void Draw(SpriteBatch spriteBatch, GameTime gameTime)
        {
            UpgradeBar.Draw(spriteBatch, gameTime);
            Vector2 wordPos  = new Vector2(WindowSize.Width / 2, WindowSize.Height / 2 - 350);
            Sprite  popupBkg = SpriteHandler.GetSprite((int)IDs.POPUPTEXTBKG);

            popupBkg.Scale      = new Vector2(0.8f, 0.5f);
            popupBkg.LayerDepth = 0;

            string temp = "Upgrade your ship!";

            popupBkg.Position = wordPos - new Vector2(popupBkg.SpriteRect.Width / 2 - 55, -40 + popupBkg.SpriteRect.Height / 2);
            popupBkg.Draw(spriteBatch, gameTime);
            spriteBatch.DrawOutlinedString(3, new Color(32, 32, 32), DrawHelper.UPGRADEFONT, temp,
                                           DrawHelper.CenteredWordPosition(temp, DrawHelper.UPGRADEFONT, wordPos), Color.Wheat);
            popupBkg.Draw(spriteBatch, gameTime); // layer deapth doesnt work sp need this

            foreach (KeyValuePair <int, ShipItem> item in shipItems)
            {
                item.Value.Draw(spriteBatch, gameTime);
            }
        }