public HasPoint ( int x, int y ) : bool | ||
x | int | The x-coordinate of the point |
y | int | The y-coordinate of the point |
return | bool |
/// <summary> /// Draws a visualization of a SurgeAbility on a target GUIElement. By using this method /// to draw the SurgeAbility, you're sure it's drawn the same way every time. /// </summary> /// <param name="target">The GUIElement to draw the SurgeAbility on.</param> /// <param name="ability">The SurgeAbility to display.</param> /// <param name="xPosition">The top-left x-coordinate to start drawing from.</param> /// <param name="yPosition">The top-left y-coordinate to start drawing from.</param> /// <param name="small">True if the surge ability should be drawn as compact as possible, else false.</param> public static void DrawSurgeAbility(GUIElement target, SurgeAbility ability, int xPosition, int yPosition, bool small) { Contract.Requires(target != null); Contract.Requires(ability != null); Contract.Requires(target.HasPoint(target.Bound.X + xPosition, target.Bound.Y + yPosition)); // icons int cost = ability.Cost; int costX = target.Bound.X + xPosition; while (cost > 0) { Image img = new Image(target.Game.Content.Load<Texture2D>("Images/Other/surge")); target.AddDrawable(target.Name, img, new Vector2(costX, target.Bound.Y + yPosition)); cost--; costX += img.Texture.Width + (small ? -5 : +2); } // text costX += 10; string s = ability.Ability.ToString(); if (small) s = s.Replace("Damage", "Dmg"); target.AddText(target.Name, ":" + s, new Vector2(costX - target.Bound.X, yPosition)); }
/// <summary> /// Draws a given dice-type to the target GUIElement. By using this method /// to draw the EDice, you're sure it's drawn the same way every time. /// </summary> /// <param name="target">The GUIElement to display the dice in.</param> /// <param name="dice">The dice to display.</param> /// <param name="x">The top-left x-coordinate to start drawing from.</param> /// <param name="y">The top-left y-coordinate to start drawing from.</param> /// <param name="size">The width and height in pixels.</param> public static void DrawDice(GUIElement target, EDice dice, int x, int y, int size) { Contract.Requires(target != null); Contract.Requires(target.HasPoint(x, y)); Contract.Requires(size > 0); Contract.Requires(x + size < target.Bound.X + target.Bound.Width); if (dicetinary == null) LoadDiceTextures(target.Game); target.AddDrawable(target.Name, new Image(dicetinary[dice]), new Rectangle(x, y, size, size)); }