public override bool AddTempStatus(TempStatus tempStatus) { bool ret = base.AddTempStatus(tempStatus); // If the status is not an instant kill, add the status sprite if (ret) { if (tempStatus != TempStatus.Mini) { StatusSprite statSpr = StatusSpriteManager.GetStatusSprite(); SetStatusSprite(statSpr, tempStat: tempStatus); } } return(ret); }
public override bool AddPermStatus(PermStatus permStatus) { bool ret = base.AddPermStatus(permStatus); if (ret) { // If the status is not an instant kill, add the status sprite PermStatus[] killStatuses = new PermStatus[] { PermStatus.KO, PermStatus.Stone, PermStatus.Toad }; if (!killStatuses.Contains(permStatus)) { StatusSprite statSpr = StatusSpriteManager.GetStatusSprite(); SetStatusSprite(statSpr, permStat: permStatus); } } return(ret); }
/// <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.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(gameBackground, new Vector2(), Color.White); spriteBatch.Draw(bg1, new Vector2(), Color.White); spriteBatch.Draw(bg2, new Vector2(512, 0), Color.White); sceneOne.Draw(spriteBatch); sceneTwo.Draw(spriteBatch); TextManager.Draw(spriteBatch); StatusSpriteManager.Draw(spriteBatch); MagicSpriteManager.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }
/// <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) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } sceneOne.UpdateSceneText(); sceneTwo.UpdateSceneText(); sceneOne.Update(gameTime); sceneTwo.Update(gameTime); // Update Managers StatusSpriteManager.Update(gameTime); MagicSpriteManager.Update(gameTime); TeamManager.Update(gameTime); base.Update(gameTime); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Graphics gameBackground = Content.Load <Texture2D>("Graphics\\GameArea"); font = Content.Load <SpriteFont>("Graphics\\Font"); // Managers MonsterManager.LoadContent(); SpellManager.LoadContent(); SoundManager.LoadContent(Content); TextManager.LoadContent(Content, font); TeamManager.LoadContent(); StatusSpriteManager.LoadContent(Content); MagicSpriteManager.LoadContent(Content); // Populate the scenes with random monsters PopulateScenes(); // Threading combatThread.Start(); }