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Commit cd2fa471 authored by Trandinh Thien's avatar Trandinh Thien
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Renamed DrawUI to DrawClass. Added doxygen to said class

parent 1967c430
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...@@ -70,7 +70,7 @@ ...@@ -70,7 +70,7 @@
<ItemGroup> <ItemGroup>
<Compile Include="Animation.cs" /> <Compile Include="Animation.cs" />
<Compile Include="Archer.cs" /> <Compile Include="Archer.cs" />
<Compile Include="drawUI.cs" /> <Compile Include="DrawClass.cs" />
<Compile Include="FireBlast.cs" /> <Compile Include="FireBlast.cs" />
<Compile Include="IronSword.cs" /> <Compile Include="IronSword.cs" />
<Compile Include="LongBow.cs" /> <Compile Include="LongBow.cs" />
......
...@@ -334,11 +334,11 @@ namespace Controller ...@@ -334,11 +334,11 @@ namespace Controller
spriteBatch.Draw(backGround, Vector2.Zero, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 1); spriteBatch.Draw(backGround, Vector2.Zero, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 1);
// draws units for player 1 and 2 // draws units for player 1 and 2
drawUI.DrawUnit(spriteBatch, player1); DrawClass.DrawUnit(spriteBatch, player1);
drawUI.DrawUnit(spriteBatch, player2); DrawClass.DrawUnit(spriteBatch, player2);
//draws damage popup //draws damage popup
drawUI.drawDamagePopup(spriteBatch, font); DrawClass.drawDamagePopup(spriteBatch, font);
#region When Unit is selected #region When Unit is selected
// if unit is currently clicked on // if unit is currently clicked on
...@@ -347,14 +347,14 @@ namespace Controller ...@@ -347,14 +347,14 @@ namespace Controller
Unit unit = GameState.selectedUnit; Unit unit = GameState.selectedUnit;
if (!GameState.isAnimating) if (!GameState.isAnimating)
{ {
drawUI.drawHighlightNodes(spriteBatch, graph, moveableNode, attackableNode); DrawClass.drawHighlightNodes(spriteBatch, graph, moveableNode, attackableNode);
if (GameState.dropDownMenuOpen) // if dropDowMenu should be opened, draw dropDownMenu if (GameState.dropDownMenuOpen) // if dropDowMenu should be opened, draw dropDownMenu
{ {
drawUI.drawDropDownMenu(spriteBatch); DrawClass.drawDropDownMenu(spriteBatch);
} }
if (GameState.inventoryOpen) if (GameState.inventoryOpen)
{ {
drawUI.drawInventoryMenu(spriteBatch, font); DrawClass.drawInventoryMenu(spriteBatch, font);
} }
} }
} }
...@@ -363,12 +363,12 @@ namespace Controller ...@@ -363,12 +363,12 @@ namespace Controller
// redraws unit at game over to be darker // redraws unit at game over to be darker
if (GameState.gameOver) if (GameState.gameOver)
{ {
drawUI.drawUnitsAtGameOver(spriteBatch, player1, player2); DrawClass.drawUnitsAtGameOver(spriteBatch, player1, player2);
} }
// draws end turn button // draws end turn button
if (GameState.endTurnButton) if (GameState.endTurnButton)
{ {
drawUI.drawEndTurnButton(spriteBatch, endTurnButton); DrawClass.drawEndTurnButton(spriteBatch, endTurnButton);
} }
break; break;
} }
...@@ -385,11 +385,11 @@ namespace Controller ...@@ -385,11 +385,11 @@ namespace Controller
//draw attack confirm menu //draw attack confirm menu
if (GameState.attackConfirmOpen && !GameState.isAnimating) if (GameState.attackConfirmOpen && !GameState.isAnimating)
{ {
drawUI.drawAttackConfirm(spriteBatch, font, largeFont, largestFont, player1, graph); DrawClass.drawAttackConfirm(spriteBatch, font, largeFont, largestFont, player1, graph);
} }
//draw char info screen menu //draw char info screen menu
drawUI.drawInfoScreen(spriteBatch, player1, font, largeFont); DrawClass.drawInfoScreen(spriteBatch, player1, font, largeFont);
Unit unit = GameState.selectedUnit; Unit unit = GameState.selectedUnit;
#region Attack menu #region Attack menu
...@@ -543,12 +543,12 @@ namespace Controller ...@@ -543,12 +543,12 @@ namespace Controller
//draw game over menu //draw game over menu
if (GameState.gameOver) if (GameState.gameOver)
{ {
drawUI.drawGameOverMenu(spriteBatch, gameOver, backGround, largestFont); DrawClass.drawGameOverMenu(spriteBatch, gameOver, backGround, largestFont);
} }
//draw turn transition //draw turn transition
if (GameState.transitionTurn) if (GameState.transitionTurn)
{ {
drawUI.drawTurnTransition(spriteBatch, player1Transition, player2Transition, player1); DrawClass.drawTurnTransition(spriteBatch, player1Transition, player2Transition, player1);
} }
spriteBatch.End(); spriteBatch.End();
......
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