Example #1
0
        /// <summary>
        /// title bar design
        /// </summary>
        /// <param name="dp"></param>
        /// <param name="sr">log panel drawing area</param>
        /// <returns></returns>
        protected virtual ScreenY drawTitleBar(DrawProperty dp, ScreenRect sr)
        {
            var _bd         = new CanvasSolidColorBrush(dp.Canvas, Color.FromArgb(64, 0, 0, 0));
            var titleHeight = 8;
            var w3          = sr.Width / 4;
            var pst         = new ScreenPos[] { ScreenPos.From(sr.LT.X, sr.LT.Y + titleHeight + 16), ScreenPos.From(sr.LT.X, sr.LT.Y), ScreenPos.From(sr.RB.X, sr.LT.Y), };
            var psb         = new ScreenPos[] { ScreenPos.From(sr.RB.X, sr.LT.Y + titleHeight), ScreenPos.From(sr.RB.X - w3, sr.LT.Y + titleHeight + 2), ScreenPos.From(sr.RB.X - w3 * 2, sr.LT.Y + titleHeight + 8), ScreenPos.From(sr.RB.X - w3 * 3, sr.LT.Y + titleHeight + 16), ScreenPos.From(sr.LT.X, sr.LT.Y + titleHeight + 16), };
            var ps          = pst.Union(psb).ToList();
            var path        = new CanvasPathBuilder(dp.Canvas);

            path.BeginFigure(ps[0]);
            for (var i = 1; i < ps.Count; i++)
            {
                path.AddLine(ps[i]);
            }
            path.EndFigure(CanvasFigureLoop.Closed);
            var geo = CanvasGeometry.CreatePath(path);

            dp.Graphics.FillGeometry(geo, _bd);

            // edge highlight
            for (var i = 1; i < pst.Length; i++)
            {
                dp.Graphics.DrawLine(pst[i - 1], pst[i], Color.FromArgb(96, 255, 255, 255));
            }
            // edge shadow
            for (var i = 1; i < psb.Length; i++)
            {
                dp.Graphics.DrawLine(psb[i - 1], psb[i], Color.FromArgb(96, 0, 0, 0));
            }

            // title bar design
            var btr = sr.Clone();

            btr.RB = ScreenPos.From(btr.LT.X + ScreenX.From(24), btr.LT.Y + ScreenY.From(12));
            btr    = btr + ScreenPos.From(4, 4);
            var imgttl = Assets.Image("LogPanelTitileDesign");

            if (imgttl != null)
            {
                dp.Graphics.DrawImage(imgttl, btr.LT + ScreenSize.From(-3, -14));
            }
            btr = btr + ScreenX.From(50);

            // title filter buttons
            var btn1 = Assets.Image("btnLogPanel");
            var btn0 = Assets.Image("btnLogPanelOff");

            if (btn1 != null && btn0 != null)
            {
                var ctfb = new CanvasTextFormat
                {
                    FontFamily = "Arial",
                    FontSize   = 10.0f,
                    FontWeight = FontWeights.Normal,
                    FontStyle  = FontStyle.Italic,
                };
                foreach ((var lv, var caption) in new (LLV, string)[] { (LLV.ERR, "e"), (LLV.WAR, "w"), (LLV.INF, "i"), (LLV.DEV, "d") })
Example #2
0
File: Game.cs Project: tilpner/hp
        public Level DecodeLevel(Assets assets) {
            Image img = assets.Image(path);
            int width = (int)img.Size.X, height = (int)img.Size.Y;
			L.I($"Loading level \"{name}\" with {width}x{height}={width * height} tiles");

            Dictionary<uint, BlockType> map = mapping
                .Select(t => new KeyValuePair<uint, BlockType>(
                    uint.Parse(t.Key, System.Globalization.NumberStyles.HexNumber),
                    t.Value.LoadBlockType(assets)))
                .ToDictionary(t => t.Key, t => t.Value);

            var blocks = new List<Block>(width * height);
            var bg = assets.Sprite(background);
            
            Level l = new Level(width, height, bg, gravity, start);
            for (int y = 0; y < height; y++) {
                for (int x = 0; x < width; x++) {               
                    Color pixel = img.GetPixel((uint)x, (uint)y);
                    UInt32 argb = (((UInt32)pixel.A) << 24) + (((UInt32)pixel.R) << 16)
                                + (((UInt32)pixel.G) << 8) + ((UInt32)pixel.B);
                    BlockType blockType;
                    map.TryGetValue(argb, out blockType);
                    l[x, y] = new Block(blockType);
                }
            }
            return l;
        }