using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace V3.Objects
{
// ReSharper disable once ClassNeverInstantiated.Global
public sealed class Transformation
{
public IObjectsManager ObjectsManager { private get; set; }
private KeyboardState mOldStateSpecialattack;
private KeyboardState mOldStateZombie;
private KeyboardState mOldStateMeatball;
private KeyboardState mOldStateSkeleton;
private KeyboardState mOldStateHorse;
internal Selection mSelection;
private Texture2D mNecroArea;
///
/// Call for transformations
///
public void Transform()
{
KeyboardState newState = Keyboard.GetState();
// Specialattack for Meatball (press 1)
if (newState.IsKeyDown(Keys.D1))
{
if (!mOldStateSpecialattack.IsKeyDown(Keys.D1))
{
mSelection.Specialattack();
}
}
mOldStateSpecialattack = newState;
// Transform Zombie (press 2)
if (newState.IsKeyDown(Keys.D2))
{
if (!mOldStateZombie.IsKeyDown(Keys.D2))
{
mSelection.TransformZombie();
}
}
mOldStateZombie = newState;
// Transform Meatball (press 3)
// Nneed five zombies
if (newState.IsKeyDown(Keys.D3))
{
if (!mOldStateMeatball.IsKeyDown(Keys.D3))
{
mSelection.TransformMeatball();
}
}
mOldStateMeatball = newState;
// Transform Skeleton (press 4)
// Need one zombie
if (newState.IsKeyDown(Keys.D4))
{
if (!mOldStateSkeleton.IsKeyDown(Keys.D4))
{
mSelection.TransformSkeleton();
}
}
mOldStateSkeleton = newState;
// Transform SkeletonHorse (press 5)
// Nneed 3 skeletons
if (newState.IsKeyDown(Keys.D5))
{
if (!mOldStateHorse.IsKeyDown(Keys.D5))
{
mSelection.TransformSkeletonHorse();
}
}
mOldStateHorse = newState;
}
//Draw(SpriteBatch spriteBatch, Vector2 position, MovementState movementState, MovementDirection movementDirection)
///
/// Load the selection and ellipse sprites for necromancers area
///
/// the content manager
public void LoadArea(ContentManager contentManager)
{
//mNecroArea = contentManager.Load("Sprites/selection");
mNecroArea = contentManager.Load("Sprites/ellipse");
}
///
/// Draw the area for necromancer
///
/// the sprite batch to use for drawing the object
public void DrawNecroArea(SpriteBatch spriteBatch)
{
//spriteBatch.Draw(mNecroArea, ObjectsManager.PlayerCharacter.Position - new Vector2(800, 400), null, Color.Red*0.3f, 0, Vector2.Zero, 25, SpriteEffects.None, 0);
spriteBatch.Draw(mNecroArea, ObjectsManager.PlayerCharacter.Position - new Vector2(640, 320), null, Color.Red*0.5f, 0, Vector2.Zero, 2.5f, SpriteEffects.None, 0);
}
}
}