/// <summary> /// Renders this gamestate. /// </summary> /// <param name="r">Renderer to use.</param> public void render(Renderer r) { r.begin(view); r.render(bgRenderable, new Physics(0.0f)); render(r, projectiles); render(r, hostiles); renderHBar(r, hostiles); render(r, nonInteractives); render(r, players); renderHBar(r, players); render(r, gameObjectives); renderHBar(r, gameObjectives); render(r, hostileProjectiles); renderTimeBar(r); Vector2 rpos = new Vector2(50, r.Screenspace.Size.Y / (players.Count + 1)); foreach (Entity p in this.players) { renderCooldowns(r, p, rpos); rpos.Y += r.Screenspace.Size.Y / (players.Count + 1); } int playerNo = 1; foreach (Entity p in players) { Vector2 scorePos = new Vector2(r.Screenspace.Size.X - 215, 50 + playerNo * 25); r.renderText("Player " + playerNo++ + " kills: " + p.Stats.Kills, scorePos, Color.White); } }
/// <summary> /// Renders all entities in param to renderer. /// </summary> /// <param name="r">Renderer to use.</param> /// <param name="gameObjects">Entities to render.</param> private void render(Renderer r, List <Entity> gameObjects) { foreach (Entity gameObject in gameObjects) { if (gameObject.Renderable == null) { continue; } r.render(gameObject.Renderable, gameObject.Physics); } }
/// <summary> /// Render the ability cooldowns belonging to player. /// </summary> /// <param name="r">Renderer to use</param> /// <param name="player">Player whose cooldowns to render</param> /// <param name="rpos">Position to render them too</param> private void renderCooldowns(Renderer r, Entity player, Vector2 rpos) { int end = Math.Max(player.Abilities.Count, 4); for (int a = 1; a != end; ++a) { if (player.Abilities[a].Stats == null) { continue; } float s = 1 - Math.Max(player.Abilities[a].Stats.CurrentCooldown / player.Abilities[a].Stats.Cooldown, 0); this.pie.Scale = s * Vector2.One; this.pie.Tint = abilityColors[a]; r.render(pie, rpos, dirs[a]); } for (int i = 0; i != player.Stats.Levels; ++i) { float s = (float)Math.Pow(1.1f, i); this.ring.Scale = s * Vector2.One; r.render(this.ring, rpos, Vector2.UnitX); } this.ring.Scale = Vector2.One; }
/// <summary> /// Render the ability cooldowns belonging to player. /// </summary> /// <param name="r">Renderer to use</param> /// <param name="player">Player whose cooldowns to render</param> /// <param name="rpos">Position to render them too</param> private void renderCooldowns(Renderer r, Entity player, Vector2 rpos) { int end = Math.Max(player.Abilities.Count, 4); for (int a = 1; a != end; ++a) { if (player.Abilities[a].Stats == null) continue; float s = 1 - Math.Max(player.Abilities[a].Stats.CurrentCooldown / player.Abilities[a].Stats.Cooldown, 0); this.pie.Scale = s * Vector2.One; this.pie.Tint = abilityColors[a]; r.render(pie, rpos, dirs[a]); } for (int i = 0; i != player.Stats.Levels; ++i) { float s = (float)Math.Pow(1.1f, i); this.ring.Scale = s * Vector2.One; r.render(this.ring, rpos, Vector2.UnitX); } this.ring.Scale = Vector2.One; }
/// <summary> /// Renders all entities in param to renderer. /// </summary> /// <param name="r">Renderer to use.</param> /// <param name="gameObjects">Entities to render.</param> private void render(Renderer r, List<Entity> gameObjects) { foreach (Entity gameObject in gameObjects) { if (gameObject.Renderable == null) continue; r.render(gameObject.Renderable, gameObject.Physics); } }
public void render(Renderer renderer) { renderer.render(sprite, position, Velocity); }