示例#1
0
        public void DrawStep10(Camera2D camera, RenderStep step, GameTime gameTime)
        {
            m_projectileIconPool.Draw(camera);
            m_playerHUD.Draw(camera);

            if (m_lastEnemyHit != null && m_enemyHUDCounter > 0f)
            {
                m_enemyHUD.Draw(camera);
            }

            if (m_enemyHUDCounter > 0f)
            {
                ProceduralLevelScreen mEnemyHUDCounter = this;
                mEnemyHUDCounter.m_enemyHUDCounter = mEnemyHUDCounter.m_enemyHUDCounter - (float)gameTime.ElapsedGameTime.TotalSeconds;
            }

            if (CurrentRoom.Name != "Start" && CurrentRoom.Name != "Boss" && CurrentRoom.Name != "ChallengeBoss" && m_miniMapDisplay.Visible)
            {
                m_mapBG.Draw(camera);
                m_miniMapDisplay.Draw(camera);
            }

            if (CurrentRoom.Name != "Boss" && CurrentRoom.Name != "Ending")
            {
                m_compassBG.Draw(camera);
                m_compass.Draw(camera);
            }

            m_objectivePlate.Draw(camera);
            m_roomEnteringTitle.Draw(camera);
            m_roomTitle.Draw(camera);

            if (CurrentRoom.Name != "Ending" && (!Game.PlayerStats.TutorialComplete || Game.PlayerStats.Traits.X == 29f || Game.PlayerStats.Traits.Y == 29f) && Game.PlayerStats.SpecialItem != 8)
            {
                m_filmGrain.Draw(camera);
            }
        }
示例#2
0
 public void AttachMap(ProceduralLevelScreen level)
 {
 }
示例#3
0
 public EnemyObj(string spriteName, PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty)
     : base(spriteName, physicsManager, levelToAttachTo)
 {
 }
示例#4
0
 public CharacterObj(string spriteName, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo)
     : base(spriteName, physicsManager)
 {
 }
示例#5
0
 public EnemyObj_LastBoss(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("PlayerIdle_Character", target, physicsManager, levelToAttachTo, difficulty)
 {
 }
示例#6
0
 public EnemyObj_Chicken(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty)
     : base("EnemyChickenRun_Character", target, physicsManager, levelToAttachTo, difficulty)
 {
     this.Type = 26;
 }