public DimensionalManager(EnemyManager enemyManager) { numberOfActiveDimensions = 0; renderPlanes = new List<RenderPlane>(); //RenderPlane startingRenderPlane = new RenderPlane(new Rectangle(0,0,350,700), 2, 1, new Position(0.0f, 0.0f, 0.0f), this, Color.Red); //RenderPlane secondRenderPlane = new RenderPlane(new Rectangle(350, 0, 350, 700), 0, 1, new Position(0.0f, 0.0f, 0.0f), this, Color.Maroon); //secondRenderPlane.SetRender2D(true); //renderPlanes.Add(startingRenderPlane); //renderPlanes.Add(secondRenderPlane); this.enemyManager = enemyManager; numberOfUnlockedDimensions = 0; dimensionalUpdateDrawer = new DimensionUnlockedAnimation(Game1.defaultFont14); }
public void Render(EnemyManager enemyManager, Player player, SpriteBatch spriteBatch) { //Draw background square // spriteBatch.Draw(Game1.square, renderTarget, bg); Position playerPos = player.getPosition(); Vector2 pos = GetScaledPosition(getPlanarPosition(playerPos)); renderPosition(spriteBatch, pos, Color.Aquamarine, 32); foreach (Enemy enemy in enemyManager.getEnemies()) { Position enemyPosition = enemy.GetPosition(); Vector2 planarPosition = getPlanarPosition(enemyPosition); //if we are rendering in 1D, the GetSize takes in to account the distance in the y axis float size = 2 * GetSize(enemy); if (IsInRenderFrame(planarPosition, size)) { Vector2 drawPosition = GetScaledPosition(planarPosition); switch (enemy.GetEnemyType()) { case EnemyType.StraightLine: { renderPosition(spriteBatch, drawPosition, Color.Red, size); break; } default: { renderPosition(spriteBatch, drawPosition, Color.Black, size); break; } } } } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { player = new Player(new Position(1)); enemyManager = new EnemyManager(); gameState = GameState.fadeIn; fadeState = 0; oldState = Keyboard.GetState(); base.Initialize(); }