private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { // update render systems if (_renderRequired) { _mapConsole.Clear(); _statConsole.Clear(); _messageConsole.Clear(); //DungeonMap.UpdateDrawFOV(EntityManager); DungeonMap.Draw(_mapConsole); RenderSystem.Update(_mapConsole, _statConsole); MessageLog.Draw(_messageConsole); //blit subconsoles RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0); // tell RLNET to draw console _rootConsole.Draw(); _renderRequired = false; } }
// Event handler for RLNET's Render event private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { if (_renderRequired) { _mapConsole.Clear(); _statConsole.Clear(); _messageConsole.Clear(); DungeonMap.Draw(_mapConsole, _statConsole); Player.Draw(_mapConsole, DungeonMap); Player.DrawStats(_statConsole); MessageLog.Draw(_messageConsole); // Blit the sub consoles to the root console in the correct locations RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0); // Tell RLNET to draw the console that we set _rootConsole.Draw(); // Don't bother redrawing all of the consoles if nothing has changed. _renderRequired = false; } }
private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { if (_renderRequired) { _mapConsole.Clear(); _statConsole.Clear(); _messageConsole.Clear(); DungeonMap.Draw(_mapConsole, _statConsole); Player.Draw(_mapConsole, DungeonMap); MessageLog.Draw(_messageConsole); Player.DrawStats(_statConsole); RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0); _rootConsole.Draw(); _renderRequired = false; } }
// Event handler for RLNET's Render event private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { if (_renderRequired) { // Clear the consoles for a new level _mapConsole.Clear(); _statConsole.Clear(); _messageConsole.Clear(); _inventoryConsole.Clear(); // Draw everything to the map DungeonMap.Draw(_mapConsole, _statConsole); Player.Draw(_mapConsole, DungeonMap); Player.DrawStats(_statConsole, _statWidth, _statHeight); Player.DrawInventory(_inventoryConsole); MessageLog.Draw(_messageConsole, _messageWidth, _messageHeight); // Blit the sub consoles to the root console in the correct locations RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0); // Tell RLNET to draw the console that we set _rootConsole.Draw(); _renderRequired = false; } }
// Event handler for RLNET's Render event private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { //don't redraw consoles if nothing changes if (_renderRequired) { _mapConsole.Clear(); _statConsole.Clear(); _messageConsole.Clear(); _inventoryConsole.Clear(); DungeonMap.Draw(_mapConsole, _statConsole); //draw the player Player.Draw(_mapConsole, DungeonMap); //draw the status console Player.DrawStats(_statConsole); //draw the MessageLog MessageLog.Draw(_messageConsole); //Blit the sub consoles to the root console in the correct locations RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0); //tell RLNet to draw the console _rootConsole.Draw(); _renderRequired = false; } }
// Event handler for RLNET's Render event private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { /* * if (_renderRequired) * { * // ... previous drawing code remains here * // Blit the sub consoles to the root console in the correct locations * RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, * _rootConsole, 0, _inventoryHeight); * RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, * _rootConsole, _mapWidth, 0); * RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, * _rootConsole, 0, _screenHeight - _messageHeight); * RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, * _rootConsole, 0, 0); * DungeonMap.Draw(_mapConsole); * Player.Draw(_mapConsole, DungeonMap); * _rootConsole.Draw(); * // Tell RLNET to draw the console that we set * _renderRequired = false; * } This is commented out because it makes movement weird and sticky. Optimization isn't bad anyway. */ RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0); DungeonMap.Draw(_mapConsole); Player.Draw(_mapConsole, DungeonMap); _rootConsole.Draw(); }
private static void DisplayAsync() { string text = Story.TransitionTexts[_mapLevel - 1]; _UIConsole.Resize(_screenWidth, _screenHeight); _UIConsole.Clear(); _UIConsole.SetChar(1, 5, '_'); int i = 1; int j = 5; foreach (char letter in text) { _UIConsole.SetChar(i, j, letter); _UIConsole.SetChar(i + 1, j, '_'); RLConsole.Blit(_UIConsole, 0, 0, _UIConsole.Width, _UIConsole.Height, _rootConsole, 0, 0); _rootConsole.Draw(); if (letter == '.') { Thread.Sleep(500); } Thread.Sleep(Dice.Roll("3D30")); i++; if (i >= _UIConsole.Width - 3) { _UIConsole.SetChar(i, j, ' '); j += 2; i = 1; } } Thread.Sleep(1000); }
public void Blit(RLConsole console) { this.arenaConsole.SetBackColor(0, 0, Menu_Floor.arenaConsoleWidth, Menu_Floor.arenaConsoleHeight, RLColor.Black); this.arenaConsole.Print(1, 1, "Arena", RLColor.White); this.infoConsole.SetBackColor(0, 0, Menu_Floor.infoConsoleWidth, Menu_Floor.infoConsoleHeight, RLColor.Black); this.status1Console.SetBackColor(0, 0, Menu_Floor.statusWidth, Menu_Floor.statusHeight, RLColor.LightBlue); this.DrawArena(this.arenaConsole); RLConsole.Blit(this.arenaConsole, 0, 0, Menu_Floor.arenaConsoleWidth, Menu_Floor.arenaConsoleHeight, console, 0, 0); this.DrawInfo(this.infoConsole); RLConsole.Blit(this.infoConsole, 0, 0, Menu_Floor.infoConsoleWidth, Menu_Floor.infoConsoleHeight, console, 0, Menu_Floor.arenaConsoleHeight); if (this.targetMenu.Targeting && this.targetMenu.TargetedEntity != null) { Drawer_Mech.DrawMechStatus(this.targetMenu.TargetedEntity, this.status1Console); } else { Drawer_Mech.DrawMechStatus(this.examineMenu.ExaminedEntity, this.status1Console); } RLConsole.Blit(this.status1Console, 0, 0, Menu_Floor.statusWidth, Menu_Floor.statusHeight, console, Menu_Floor.arenaConsoleWidth, 0); this.DrawLog(this.logConsole); RLConsole.Blit(this.logConsole, 0, 0, Menu_Floor.statusWidth, Menu_Floor.statusHeight, console, Menu_Floor.arenaConsoleWidth, Menu_Floor.statusHeight); }
// Event handler for Render event private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { //dont want to redraw all the time for no reason if (_renderRequired) { //clear all _mapConsole.Clear(); _statConsole.Clear(); _messageConsole.Clear(); // draw the map, this has to be first i think DungeonMap.Draw(_mapConsole, _statConsole); Player.Draw(_mapConsole, DungeonMap); Player.DrawStats(_statConsole); MessageLog.Draw(_messageConsole); //combine all the smaller consoles to the main one RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0); //draw main console _rootConsole.Draw(); _renderRequired = false; } }
public void render() { PreRender(); RLConsole.Blit(mapConsole, 0, 0, 70, 50, rootConsole, 0, 10); RLConsole.Blit(invConsole, 0, 0, 20, 70, rootConsole, 70, 0); PostRender(); }
//Event handler for RLNET's Render Event private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { //Blit the sub consoles to the root console in the correct locations RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, _screenHeight - _inventoryHeight); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, 0); // Tell RLNET to draw the console _rootConsole.Draw(); if (_renderRequired) { // Draws the Dungeon Map DungeonMap.Draw(_mapConsole); // Draws the player Player.Draw(_mapConsole, DungeonMap); _renderRequired = false; } }
private static void RootConsole_Render(object sender, UpdateEventArgs e) { if (_renderRequired) { mazmorraConsole.Clear(); estadisticaConsole.Clear(); mensajeConsole.Clear(); DungeonMap.Draw(mazmorraConsole, estadisticaConsole); Player.Draw(mazmorraConsole, DungeonMap); Player.DrawStats(estadisticaConsole); MessageLog.Draw(mensajeConsole); RLConsole.Blit(mazmorraConsole, 0, 0, mazmorraWidth, mazmorraHeight, rootConsole, 0, inventarioHeight); RLConsole.Blit(estadisticaConsole, 0, 0, estadisticasWidth, estadisticasHeight, rootConsole, mazmorraWidth, 0); RLConsole.Blit(mensajeConsole, 0, 0, mensajeWidth, mensajeHeight, rootConsole, 0, screenHeight - mensajeHeight); RLConsole.Blit(inventarioConsole, 0, 0, inventarioWidth, inventarioHeight, rootConsole, 0, 0); rootConsole.Draw(); _renderRequired = false; } }
protected override void DisplayInternal(RLConsole console, IDataRogueControl control, ISystemContainer systemContainer, List <MapCoordinate> playerFov) { var mapConsole = new RLConsole(control.Position.Width, control.Position.Height); mapConsole.Clear(); var cameraPosition = systemContainer.RendererSystem.CameraPosition; var currentMap = systemContainer.MapSystem.MapCollection[cameraPosition.Key]; var cameraX = cameraPosition.X; var cameraY = cameraPosition.Y; var consoleWidth = mapConsole.Width; var consoleHeight = mapConsole.Height; int offsetX = consoleWidth / 2; int offsetY = consoleHeight / 2; for (int y = 0; y < consoleHeight; y++) { for (int x = 0; x < consoleWidth; x++) { var lookupX = cameraX - offsetX + x; var lookupY = cameraY - offsetY + y; MapRendererHelper.DrawCell(mapConsole, x, y, systemContainer.PositionSystem, currentMap, lookupX, lookupY, playerFov); } } RLConsole.Blit(mapConsole, 0, 0, mapConsole.Width, mapConsole.Height, console, control.Position.Left, control.Position.Top); }
private void OnRootConsoleRender(object sender, UpdateEventArgs e) { if (!this.renderRequired) { return; } this.mapConsole.Clear(); this.statConsole.Clear(); this.messageConsole.Clear(); this.GraphicsManager.Draw(this.mapConsole, this.statConsole, this.messageConsole); RLConsole.Blit(this.mapConsole, 0, 0, this.mapConsole.Width, this.mapConsole.Height, this.rootConsole, 0, this.inventoryConsole.Height); RLConsole.Blit(this.statConsole, 0, 0, this.statConsole.Width, this.statConsole.Height, this.rootConsole, this.mapConsole.Width, 0); RLConsole.Blit(this.messageConsole, 0, 0, this.messageConsole.Width, this.messageConsole.Height, this.rootConsole, 0, this.rootConsole.Height - this.messageConsole.Height); RLConsole.Blit(this.inventoryConsole, 0, 0, this.inventoryConsole.Width, this.inventoryConsole.Height, this.rootConsole, 0, 0); this.rootConsole.Draw(); this.renderRequired = false; }
public void Render() { PreRender(); RLConsole.Blit(MapConsole, 0, 0, 70, 50, RootConsole, 0, 10); RLConsole.Blit(InvConsole, 0, 0, 20, 70, RootConsole, 70, 0); PostRender(); }
public override void Render(RLConsole console) { RLConsole.Blit(menuConsole, 0, 0, console.Width, console.Height, console, 0, 0); mainMenuList.Render(console); }
public void Draw(int x, int y, RLConsole rootConsole) { for (int _x = 0; _x < console.Width; _x++) { for (int _y = 0; _y < console.Height; _y++) { if (_y == 0 || _y == console.Height - 1) { console.Print(_x, _y, $"{(char)205}", RLColor.White); } if (_x == 0 || _x == console.Width - 1) { console.Print(_x, _y, $"{(char)186}", RLColor.White); } } } console.Print((console.Width / 2) - (title.Length / 2), 0, title, RLColor.White); console.Print(0, 0, $"{(char)201}", RLColor.White); console.Print(console.Width - 1, 0, $"{(char)187}", RLColor.White); console.Print(0, console.Height - 1, $"{(char)200}", RLColor.White); console.Print(console.Width - 1, console.Height - 1, $"{(char)188}", RLColor.White); RLConsole.Blit(console, 0, 0, console.Width, console.Height, rootConsole, x, y); }
// Event handler for RLNET's Render event private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { if (_renderRequired) { _mapConsole.Clear(); _statConsole.Clear(); _messageConsole.Clear(); DungeonMap.Draw(_mapConsole, _statConsole); Player.Draw(_mapConsole); Player.DrawStats(_statConsole); MessageLog.Draw(_messageConsole); if (!Globals.BuildingEntranceIsTriggered && !Globals.IsPlayerDead && !Globals.IsBossDead) { // Blit the sub consoles to the root console in the correct locations RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, 0); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); } else if (Globals.BuildingEntranceIsTriggered) { if (Globals.SheriffTriggered) { QuestMenu.CreateQuestMenu(_rootConsole); } else if (Globals.GenericMenuTriggered) { Menu.CreateMenu(_rootConsole); } else { Globals.BuildingEntranceIsTriggered = false; } } else if (Globals.IsBossDead) { WinMenu.CreateWinScreen(_rootConsole); } else if (Globals.IsPlayerDead) { if (Player.Health <= 0) { DeathScreen.CreateDeathScreen(_rootConsole); } else { Globals.IsPlayerDead = false; } } // Tell RLNET to draw the console that we set _rootConsole.Draw(); _renderRequired = false; } }
protected void CopyToBackConsole() { lock (_backConsole) { RLConsole.Blit(_console, 0, 0, _width, _height, _backConsole, _left, _top); _backConsole.SetDirty(); } }
public void render() { PreRender(); RLConsole.Blit(MapConsole, 0, 0, 70, 50, rootConsole, 0, 0); RLConsole.Blit(InvConsole, 0, 0, 11, 6, rootConsole, 0, 50); RLConsole.Blit(SideConsole, 0, 0, 21, 96, rootConsole, 71, 0); PostRender(); }
//Event handler for RLNet render event private static void OnRootConsoleRender(object Sender, UpdateEventArgs e) { if (renderRequired) { mapConsole.Clear(); statsConsole.Clear(); inventoryConsole.Clear(); armourConsole.Clear(); statsConsole.SetBackColor(0, 0, statsWidth, statsHeight, Palette.AlternateLightest); statsConsole.Print(1, 1, Player.Name, Colors.TextHeading); statsConsole.Print(1, 2, "_____", Colors.TextHeading); statsConsole.Print(1, 21, "Enemies:", Colors.TextHeading); statsConsole.Print(1, 22, "________", Colors.TextHeading); inventoryConsole.SetBackColor(0, 0, inventoryWidth, inventoryHeight, Palette.PrimaryDarker); inventoryConsole.Print(1, 1, "Inventory", Colors.TextHeading); inventoryConsole.Print(1, 2, "_________", Colors.TextHeading); inventoryConsole.Print(1, 5, "Slot 1: " + Inventory.slot1, Colors.TextHeading); inventoryConsole.Print(1, 7, "Slot 2: " + Inventory.slot2, Colors.TextHeading); inventoryConsole.Print(1, 9, "Slot 3: " + Inventory.slot3, Colors.TextHeading); inventoryConsole.Print(1, 11, "Slot 4: " + Inventory.slot4, Colors.TextHeading); inventoryConsole.Print(1, 13, "Slot 5: " + Inventory.slot5, Colors.TextHeading); armourConsole.SetBackColor(0, 0, armourWidth, armourHeight, Palette.PrimaryDarker); armourConsole.Print(1, 1, "Armour", Colors.TextHeading); armourConsole.Print(1, 2, "______", Colors.TextHeading); Player.DrawArmour(armourConsole); //Draw the map subdivision to the screen DungeonMap.Draw(mapConsole, statsConsole); //Draw the player to the dungeon map Player.Draw(mapConsole, DungeonMap); Player.DrawStats(statsConsole); //Blits the subdivisions to the window //(https://en.wikipedia.org/wiki/Bit_blit) //Map RLConsole.Blit(mapConsole, 0, 0, mapWidth, mapHeight, rootConsole, 0, 0); //Messages RLConsole.Blit(messageConsole, 0, 0, messageWidth, messageHeight, rootConsole, inventoryWidth, (screenHeight - messageHeight)); //Stats RLConsole.Blit(statsConsole, 0, 0, statsWidth, statsHeight, rootConsole, mapWidth, 0); //Inventory RLConsole.Blit(inventoryConsole, 0, 0, inventoryWidth, inventoryHeight, rootConsole, 0, mapHeight); //Armour RLConsole.Blit(armourConsole, 0, 0, armourWidth, armourHeight, rootConsole, screenWidth - armourWidth, screenHeight - armourHeight); //Tells RLNet to draw the console that we specified in rootConsole rootConsole.Draw(); //After everything has rendered, don't render again until an update renderRequired = false; } }
public void Blit(RLConsole console) { Drawer_Mech.DrawMechStatus(this.mech, this.statusConsole); RLConsole.Blit(this.statusConsole, 0, 0, Menu_Floor.statusWidth, Menu_Floor.statusHeight, console, 0, 0); this.DrawSelection(console, 12, Menu_Floor.statusHeight + 1); this.DrawWeaponsListing(console, 1, Menu_Floor.statusHeight + 9); this.DrawMountsListing(console, 22, Menu_Floor.statusHeight + 9); }
public static RLRootConsole CopyDisplayToRootConsole(RLRootConsole destination) { lock (_backConsole) { RLConsole.Blit(_backConsole, 0, 0, WINDOWWIDTH, WINDOWHEIGHT, destination, 0, 0); _backConsole.SetClean(); } return(destination); }
public void CreateMenu(RLConsole rootConsole, List <string> LineArr) { menuConsole = new RLConsole(_width, _height); menuConsole.Clear(); Draw(LineArr); RLConsole.Blit(menuConsole, 0, 0, _width, _height, rootConsole, 0, 0); }
private static void OnMenuRender(object sender, UpdateEventArgs e) { if (renderRequired == true) { rootConsole.Clear(); RLConsole.Blit(menuConsole, 0, 0, menuConsole.Width, menuConsole.Height, rootConsole, 0, 0); rootConsole.Draw(); renderRequired = false; } }
private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0); DungeonMap.Draw(_mapConsole); _rootConsole.Draw(); }
// Event handler for RLNET's Render event private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { // Blit the sub consoles to the root console in the correct locations RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0); // Tell RLNET to draw the console that we set _rootConsole.Draw(); }
// Event handler for RLNET's Render event private void OnRootConsoleRender(object sender, UpdateEventArgs e) { // Blit the sub consoles to the root console in the correct locations RLConsole.Blit(this.mapConsole, 0, 0, _mapWidth, _mapHeight, this.rootConsole, 0, 0); RLConsole.Blit(this.crewListConsole, 0, 0, crewListWidth, crewListHeight, this.rootConsole, _mapWidth, 0); RLConsole.Blit(this.statConsole, 0, 0, _statWidth, _statHeight, this.rootConsole, _mapWidth, crewListHeight); RLConsole.Blit(this.logConsole, 0, 0, _messageWidth, _messageHeight, this.rootConsole, 0, _screenHeight - _messageHeight); // Tell RLNET to draw the console that we set this.rootConsole.Draw(); }
public override void Render(RLConsole mainConsole) { RLConsole.Blit(statsConsole, 0, 0, statsConsoleRect.Size.X, statsConsoleRect.Size.Y, mainConsole, statsConsoleRect.Pos.X, statsConsoleRect.Pos.Y); RLConsole.Blit(worldConsole, 0, 0, worldConsoleRect.Size.X, worldConsoleRect.Size.Y, mainConsole, worldConsoleRect.Pos.X, worldConsoleRect.Pos.Y); mainWorld.Render(worldConsole); CreaturesContainer.RenderLogic(worldConsole); AttacksContainer.Render(worldConsole); mainHud.Render(statsConsole); }
public void Blit(RLConsole console) { this.parent.Blit(console); //if (!this.targetMenu.Targeting) //{ this.inventoryConsole.SetBackColor(0, 0, inventoryWidth, inventoryHeight, RLColor.White); this.DrawInventoryMenu(this.inventoryConsole); RLConsole.Blit(this.inventoryConsole, 0, 0, Menu_Floor.statusWidth, Menu_Floor.statusHeight, console, this.centerX - Menu_Inventory.inventoryWidth / 2, this.centerY - Menu_Inventory.inventoryHeight / 2); //} }