/// <summary> /// Построить объект /// </summary> /// <param name="r"></param> /// <returns></returns> public override bool Draw(Random r, PointGrath p) { GL.Color3(Color.Red); Print2D((float)Pos.X - bit.Width / 2, (float)Pos.Y + bit.Height / 2); //return true; return(Update(r)); }
public BaseObject(PointGrath pos, Speed dir, PointGrath size, Screen screen) { this.screen = screen; this.Pos = pos; this.dir = dir; this.size = size; }
public Danger(PointGrath pos, Speed dir, PointGrath size, Screen screen) { this.screen = screen; this.pos = pos; this.dir = dir; this.size = size; bit = (Bitmap)Image.FromFile("network.png"); //bitByte = Elements.; }
public Background(PointGrath pos, Speed dir, PointGrath size, Screen screen) { if (pos.X < 0 || pos.X > screen.Width || pos.Y < 0 || pos.Y > screen.Height || size.X < 0 || size.X > screen.Width / 2 || size.Y < 0 || size.Y > screen.Height / 2) { throw new GameObjectException(); } this.screen = screen; this.pos = pos; this.dir = dir; this.size = size; }
public Player(PointGrath pos, Speed dir, PointGrath size, Screen screen) : base(pos, dir, size, screen) { if (pos.X < 0 || pos.X > screen.Width || pos.Y < 0 || pos.Y > screen.Height || size.X < 0 || size.X > screen.Width / 2 || size.Y < 0 || size.Y > screen.Height / 2) { throw new GameObjectException(); } this.screen = screen; this.Pos = pos; this.dir = dir; this.size = size; spaceship = (Bitmap)Image.FromFile("rocket2.png"); spaceship2 = (Bitmap)Image.FromFile("rocket.png"); }
public Erath(PointGrath pos, Speed dir, PointGrath size, Screen screen) : base(pos, dir, size, screen) { }
public override bool Draw(Random r, PointGrath p) { this.r = r; Print2D((float)Pos.X, (float)Pos.Y); return(Update(r)); }
public Bullet(PointGrath pos, Speed dir, PointGrath size, Screen screen, int power) : base(pos, dir, size, screen) { Power = power; }
/// <summary> /// Построить объект /// </summary> /// <param name="r"></param> /// <returns></returns> public abstract bool Draw(Random r, PointGrath p);
public Earth(PointGrath pos, Speed dir, PointGrath size, Screen screen) : base(pos, dir, size, screen) { bit = (Bitmap)Image.FromFile("Earth.png"); }
public Danger_lvl2(PointGrath pos, Speed dir, PointGrath size, Screen screen) : base(pos, dir, size, screen) { }
public Medicine(PointGrath pos, Speed dir, PointGrath size, Screen screen) : base(pos, dir, size, screen) { var r = new Random(); speed = r.Next(200, 300); }
/// <summary> /// Построить объект /// </summary> /// <param name="r"></param> /// <returns></returns> public override bool Draw(Random r, PointGrath p) { Pos = p; GL.Color3(Color.Black); PrintSpaceShip2D((float)p.X - spaceship2.Width / 2, (float)p.Y + spaceship2.Height / 2, spaceshipByte2, spaceship2); GL.Color3(Color.Honeydew); PrintSpaceShip2D((float)p.X - spaceship.Width / 2 + 1, (float)p.Y + spaceship.Height / 2 + 4, spaceshipByte, spaceship); var l = r.Next(50, 250); var color = r.Next(160, 255); GL.LineWidth(1); GL.Begin(PrimitiveType.Lines); var a = 10; GL.Color3((byte)color, (byte)(color / 1.5), (byte)0); GL.Vertex2(p.X - 150, (float)p.Y + a); GL.Vertex2(p.X - 150 - l, (float)p.Y + a); GL.Color3((byte)color / 1.2, (byte)0, (byte)0); GL.Vertex2(p.X - 155, (float)p.Y + 10 + a); GL.Vertex2(p.X - 155 - l / 1.3, (float)p.Y + 10 + a); GL.Vertex2(p.X - 155, (float)p.Y - 10 + a); GL.Vertex2(p.X - 155 - l / 1.3, (float)p.Y - 10 + a); GL.Vertex2(p.X - 150 - l / 1.2, (float)p.Y + a); GL.Vertex2(p.X - 150 - l, (float)p.Y + a); GL.Color3((byte)color, (byte)(color / 1.5), (byte)0); GL.Vertex2(p.X - 140, (float)p.Y + a - 45); GL.Vertex2(p.X - 140 - l / 1.5, (float)p.Y + a - 45); GL.Color3((byte)color / 1.2, (byte)0, (byte)0); GL.Vertex2(p.X - 145, (float)p.Y + 10 + a - 45); GL.Vertex2(p.X - 145 - l / 1.8, (float)p.Y + 10 + a - 45); GL.Vertex2(p.X - 145, (float)p.Y - 10 + a - 45); GL.Vertex2(p.X - 145 - l / 1.8, (float)p.Y - 10 + a - 45); GL.Vertex2(p.X - 140 - l / 1.8, (float)p.Y + a - 45); GL.Vertex2(p.X - 140 - l / 1.5, (float)p.Y + a - 45); GL.Color3((byte)color, (byte)(color / 1.5), (byte)0); GL.Vertex2(p.X - 140, (float)p.Y + a + 50); GL.Vertex2(p.X - 140 - l / 1.5, (float)p.Y + a + 50); GL.Color3((byte)color / 1.2, (byte)0, (byte)0); GL.Vertex2(p.X - 145, (float)p.Y + 10 + a + 50); GL.Vertex2(p.X - 145 - l / 1.8, (float)p.Y + 10 + a + 50); GL.Vertex2(p.X - 145, (float)p.Y - 10 + a + 50); GL.Vertex2(p.X - 145 - l / 1.8, (float)p.Y - 10 + a + 50); GL.Vertex2(p.X - 140 - l / 1.8, (float)p.Y + a + 50); GL.Vertex2(p.X - 140 - l / 1.5, (float)p.Y + a + 50); GL.End(); GL.Color3(Color.Black); GL.Begin(PrimitiveType.TriangleFan); GL.Vertex2(p.X + 250, p.Y - 240); GL.Vertex2(p.X + 250, p.Y - 300); GL.Vertex2(p.X - 250, p.Y - 300); GL.Vertex2(p.X - 250, p.Y - 240); GL.End(); if (_energy > 0) { GL.Begin(PrimitiveType.TriangleFan); var c = Color.Green; GL.Color3((byte)(255 - (255 * (_energy / 100.0))), (byte)(255 * (_energy / 100.0)), c.B); GL.Vertex2(p.X - 240 + (485 * (_energy / 100.0)), p.Y - 245); GL.Vertex2(p.X - 240 + (485 * (_energy / 100.0)), p.Y - 295); GL.Color3(Color.Red); GL.Vertex2(p.X - 240, p.Y - 295); GL.Vertex2(p.X - 240, p.Y - 245); GL.End(); } GL.Color3(Color.White); //TextGame.Print2DText((float)(p.X - 250), (float)(p.Y - 300), $"100/{_energy}"); return(true); }