public override void Render(BattleCityDrawingContext context) { foreach (var border in context.GameState.Constructions) { context.DrawTile(StaticResources.Construction, null, border.X, border.Y, null); } }
public override void Render(BattleCityDrawingContext context) { foreach (var bullet in context.GameState.Bullets) { context.DrawTile(StaticResources.Bullet, null, bullet.X, bullet.Y, null); } }
public override void Render(BattleCityDrawingContext context) { var brush = Brushes.Cyan; context.DrawTileText( context.GameState.PlayerTank.FireCoolDown.ToString(), 20, brush, null, context.GameState.PlayerTank.X, context.GameState.PlayerTank.Y); foreach (var tank in context.GameState.AiTanks.Where(x => x.Alive)) { context.DrawTileText( tank.FireCoolDown.ToString(), 20, brush, null, tank.X, tank.Y); } foreach (var tank in context.GameState.Enemies.Where(x => x.Alive)) { context.DrawTileText( tank.FireCoolDown.ToString(), 20, brush, null, tank.X, tank.Y); } }
private BattleCityDrawingContext PrepareBattleCityDrawingContext(DrawingContext drawingContext) { var context = new BattleCityDrawingContext(GameState, drawingContext); Width = context.RenderSize.Width; Height = context.RenderSize.Height; return(context); }
public override void Render(BattleCityDrawingContext context) { context.DrawTile( context.GameState.PlayerTank.Alive ? StaticResources.Player : StaticResources.Dead, null, context.GameState.PlayerTank.X, context.GameState.PlayerTank.Y, context.GameState.PlayerTank.Direction); }
private void RenderLayers(BattleCityDrawingContext battleCityDrawingContext) { foreach (var battleCityLayer in BattleCityLayers) { if (battleCityLayer.Enabled) { battleCityLayer.Render(battleCityDrawingContext); } } }
private void DrawPositionColor(BattleCityDrawingContext context, Predicates predicates, Vector position) { if (predicates.IsUnderThreat(position)) { context.DrawTile(dangerous, null, position.X, position.Y, null); } else { context.DrawTile(safe, null, position.X, position.Y, null); } }
public override void Render(BattleCityDrawingContext context) { var predicates = new Predicates(context.GameState); DrawPositionColor(context, predicates, context.GameState.PlayerTank); foreach (var position in Vector.Around(context.GameState.PlayerTank).Where(x => predicates.IsVisible(x))) { DrawPositionColor(context, predicates, position); } }
public override void Render(BattleCityDrawingContext context) { foreach (var tank in context.GameState.AiTanks) { context.DrawTile( tank.Alive ? StaticResources.AITank : StaticResources.Dead, null, tank.X, tank.Y, tank.Direction); } }
public override void Render(BattleCityDrawingContext context) { var predicates = new Predicates(context.GameState); var navigation = new Navigation(context.GameState, predicates); if (navigation.Target?.Value == null) { return; } foreach (var step in navigation.Target.Value.Value) { context.DrawTile(null, new Pen(Brushes.Red, 1), step.X, step.Y, null); } }
public override void Render(BattleCityDrawingContext context) { var predicates = new Predicates(context.GameState); var navigation = new Navigation(context.GameState, predicates); foreach (var steps in navigation.Map) { if (steps.Value.Count < 5) { context.DrawTileText( steps.Value.Count.ToString(), 16, Brushes.Red, new Pen(Brushes.Gray, 1), steps.Key.X, steps.Key.Y); } } }
public override void Render(BattleCityDrawingContext context) { context.Clear(); }
public abstract void Render(BattleCityDrawingContext context);