📄 levelup.cs
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using System;
using System.Drawing;
using DiamondPet.UserLayer;
namespace DiamondPet.LogicLayer.GameStateRunLogic
{
/// <summary>
/// LevelUp 的摘要说明。
/// </summary>
public class LevelUp : RunningState
{
public LevelUp(RunStateManager r) : base(r)
{}
#region 游戏主循环
public override void RunStateLogic()
{
if (this.runStateManager.gameDate.useSlowSpeed == true)
{
runStateManager.gameDate.useSlowSpeed = false;
GameConstResource.currentSpeed = this.runStateManager.gameDate.savedSpeed;
}
DrawAll();
Draw.DrawImage(Pictures.picturesImage[GameConstResource.levelUpNum],
GameConstResource.AppearPosX,
GameConstResource.AppearPosY,
Pictures.picturesImage[GameConstResource.levelUpNum].Width, Pictures.picturesImage[GameConstResource.levelUpNum].Height,
0,0,
Pictures.picturesImage[GameConstResource.levelUpNum].Width,Pictures.picturesImage[GameConstResource.levelUpNum].Height);
//向下移动
GameConstResource.AppearPosY += GameConstResource.upSpeed;
//闪动结束
if(GameConstResource.AppearPosY > 200)
{
//重置回调时间
this.runStateManager.gameDate.timeControl.LevelUpTimeReturn();
this.runStateManager.ChangeState(RunStateManager.SELECTBLOCK);
GameConstResource.AppearPosY = 0;
}
}
#endregion
#region 贴图
/// <summary>
/// 全部绘制
/// </summary>
protected override void DrawAll()
{
this.DrawMainBg();
this.DrawMainBlock();
Draw.DrawTempToImage();
this.DrawScore();
this.DrawPropetyBar();
this.DrawLevel();
}
#endregion
}
}
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