public void Draw() { if (_selected) { SwinGame.DrawCircle(Color.Green, _location.X * 32 + 16f, _location.Y * 32 + 16f, 16f); } SwinGame.DrawBitmap(Directory.GetCurrentDirectory() + "\\Resources\\RoverResources\\Rover.png", _location.X * 32, _location.Y * 32); }
public override void DrawOutline() { SwinGame.DrawCircle(Color.Black, x1, y1, 3); SwinGame.DrawCircle(Color.Black, x1, y1, 4); SwinGame.DrawCircle(Color.Black, x2, y2, 3); SwinGame.DrawCircle(Color.Black, x2, y2, 4); }
public override void Draw() { if (_isActive && _isvisible) { SwinGame.DrawCircle(Color.Green, DrawX, DrawY, Size); } else if (!_isActive) { _isvisible = false; } }
public override void Draw() { if (Outline) { SwinGame.DrawCircle(Color, X, Y, Radius); } else { SwinGame.FillCircle(Color, X, Y, Radius); } }
/// <summary> /// Draw this instance, draw range when selected, draw attack when attacking. /// </summary> public override void Draw() { if (_selected) { DrawRange(); } if (_attackTime > 0) { SwinGame.DrawCircle(Color.AliceBlue, _position[0], _position[1], _range); } SwinGame.FillCircle(Color.Aqua, _position[0], _position[1], _size); }
public override void Draw() { if (_visible) { if (_thrustAnimActive) { DrawThrust(); } //Here's where the actual ship gets drawn double directionInRadians = (Math.PI * _direction) / 180; float x1 = _x + (SHIP_HEIGHT * (float)Math.Sin(directionInRadians)); float y1 = _y - (SHIP_HEIGHT * (float)Math.Cos(directionInRadians)); float x2 = _x + (SHIP_WIDTH * (float)Math.Cos(directionInRadians)); float y2 = _y + (SHIP_WIDTH * (float)Math.Sin(directionInRadians)); float x3 = _x - (SHIP_WIDTH * (float)Math.Cos(directionInRadians)); float y3 = _y - (SHIP_WIDTH * (float)Math.Sin(directionInRadians)); _shape = SwinGame.CreateTriangle(x1, y1, x2, y2, x3, y3); SwinGame.FillTriangle(_colour, _shape); } if (_visible || (_mercyTimer > 0)) { _missiles.DrawAll(); } //Draws life counter next to ship during the mercy period after respawning if ((_mercyTimer > 0) && (LivesEnabled)) { SwinGame.DrawText(string.Format("x " + _lives), _colour, SwinGame.FontNamed("tinyFont"), _x + 40, _y - 10); } //Draws explosion animation if the player is dead if (_respawnTimer > RESPAWN_LENGTH - 90) { if (_respawnTimer % 10 >= 5) { SwinGame.DrawCircle(Color.Red, _x, _y, 10); SwinGame.DrawCircle(_colour, _x, _y, 20); } if (_respawnTimer % 10 < 5) { SwinGame.DrawCircle(_colour, _x, _y, 15); SwinGame.DrawCircle(Color.Red, _x, _y, 25); } } }
public void Draw(Color colour) { if (!_inControl) { for (int i = 0; i < 32; i++) { for (int j = 0; j < 18; j++) { if (_forces[i, j].Magnitude != 0) { SwinGame.DrawCircle(colour, i * 60 + 30, j * 60 + 30, 2); SwinGame.DrawLine(colour, i * 60 + 30, j * 60 + 30, _forces[i, j].X + (i * 60) + 30, _forces[i, j].Y + (j * 60) + 30); } } } } }
public override void Draw() { SwinGame.FillRectangle(Color.White, Pos.X + Camera.Pos.X, Pos.Y + _height / 2 - 1 + Camera.Pos.Y, _width, 2); SwinGame.FillRectangle(Color.White, Pos.X + Camera.Pos.X, Pos.Y + Camera.Pos.Y, 4, _height); SwinGame.FillRectangle(Color.White, Pos.X + Camera.Pos.X + _width, Pos.Y + Camera.Pos.Y, 4, _height); foreach (Player p in _a3RData.Players) { SwinGame.FillCircle(Color.White, Camera.Pos.X + Pos.X + (_width * (p.Pos.X / (float)_a3RData.Terrain.Map.Length)), Camera.Pos.Y + Pos.Y + _height / 2 - 1, 3); } Player s = _a3RData.SelectedPlayer; SwinGame.DrawCircle(Color.Purple, Camera.Pos.X + Pos.X + (_width * (s.Pos.X / (float)_a3RData.Terrain.Map.Length)), Camera.Pos.Y + Pos.Y + _height / 2 - 1, 5); SwinGame.DrawCircle(Color.Orange, Camera.Pos.X + Pos.X + (_width * (s.Character.LastProjectilePosition.X / (float)_a3RData.Terrain.Map.Length)), Camera.Pos.Y + Pos.Y + _height / 2 - 1, 3); }
//////////////////////////////////////////////////////////////////////////////////////////////////// public override void Draw() { SwinGame.FillEllipse(_colour, _position.X - (_size / 2), _position.Y - (_size / 2), _size, _size); if (_selected) { SwinGame.DrawEllipse(Color.White, _position.X - (_size / 2), _position.Y - (_size / 2), _size, _size); } SwinGame.DrawLine(_colour, SwinGame.LineFromVector(_position.X, _position.Y, SwinGame.VectorFromAngle(_angleFacing, 100))); SwinGame.DrawLine(_colour, SwinGame.LineFromVector(_position.X, _position.Y, SwinGame.VectorFromAngle(_angleFacing + (_fov / 2), 100))); SwinGame.DrawLine(_colour, SwinGame.LineFromVector(_position.X, _position.Y, SwinGame.VectorFromAngle(_angleFacing - (_fov / 2), 100))); //SwinGame.DrawText(SwinGame.VectorAngle(_movementVector) + "", Color.White, _position.X, _position.Y - 50); //SwinGame.DrawText(_movementVector.Magnitude + "", Color.White, _position.X, _position.Y - 10); SwinGame.DrawLine(Color.White, _position.X, _position.Y, _movementVector.X + _position.X, _movementVector.Y + _position.Y); SwinGame.DrawLine(Color.White, _position.X, _position.Y, (_movementVector.X * 7) + _position.X, (_movementVector.Y * 7) + _position.Y); float normalX = (SwinGame.VectorNormal(_movementVector).X *(12)); float normalY = (SwinGame.VectorNormal(_movementVector).Y *(12)); SwinGame.DrawLine(Color.White, _position.X + normalX, _position.Y + normalY, (_movementVector.X * 7) + _position.X + normalX, (_movementVector.Y * 7) + _position.Y + normalY); SwinGame.DrawLine(Color.White, _position.X - normalX, _position.Y - normalY, (_movementVector.X * 7) + _position.X - normalX, (_movementVector.Y * 7) + _position.Y - normalY); SwinGame.DrawLine(_colour, _destination.X - 3, _destination.Y, _destination.X + 3, _destination.Y); SwinGame.DrawLine(_colour, _destination.X, _destination.Y - 3, _destination.X, _destination.Y + 3); Color temp = SwinGame.RGBAColor(_colour.R, _colour.G, _colour.B, _colour.A); SwinGame.DrawCircle(temp, _enLastSeen, _size); SwinGame.DrawText(_health + "", Color.White, _position); //_movementManager.Draw(_colour); }
public void DrawPoints() { int x = _rectangle._x; int y = _rectangle._y; int w = _rectangle._w; int h = _rectangle._h; SwinGame.DrawRectangle(SwinGame.ColorBlack(), x - w, y - h, w * 2, h * 2); // SwinGame.DrawRectangle(SwinGame.ColorBlack(), _rectangle._x - 1 - _rectangle._w , _rectangle._y - 1 - _rectangle._h, 2 + (_rectangle._w *2),2+( _rectangle._h *2)); //SwinGame.DrawRectangle(SwinGame.ColorWhite(), _rectangle._x - _rectangle._w, _rectangle._y - _rectangle._h, _rectangle._w *2, _rectangle._h *2); foreach (Point pt in ptList) { SwinGame.DrawCircle(SwinGame.ColorBlack(), pt._x, pt._y, 1); } if (divided) { NorthWest.DrawPoints(); NorthEast.DrawPoints(); SouthWest.DrawPoints(); SouthEast.DrawPoints(); } }
public override void DrawOutline() { SwinGame.DrawCircle(Color.Black, this.X, this.Y, _radius + 2); }
/// <summary> /// Draw the range of the tower /// </summary> public void DrawRange() { SwinGame.DrawCircle(Color.Grey, _position[0], _position[1], _range); }
public override void DrawOutline() { SwinGame.DrawCircle(Color.Black, this.X, this.Y, 2); SwinGame.DrawCircle(Color.Black, this.X + _length, this.Y, 2); }
public override void DrawOutline() { SwinGame.DrawCircle(Color.Black, X, Y, _radius); SwinGame.DrawCircle(Color.Black, X, Y, _radius + 1); SwinGame.DrawCircle(Color.Black, X, Y, _radius + 2); }
public bool IsAt(Point2D point) { SwinGame.DrawCircle(Color.Black, _hitBox); return(SwinGame.PointInCircle(point, _hitBox)); }
public virtual void Draw() { SwinGame.DrawBitmap(MyBitmap(), _position.X, _position.Y); SwinGame.DrawCircle(Color.Black, _hitBox); }
public override void DrawOutline() { SwinGame.DrawCircle(Color.Black, X, Y, 5); SwinGame.DrawCircle(Color.Black, _XFinal, _YFinal, 5); }
public override void DrawOutline() { SwinGame.DrawCircle(Color.Black, (PosX), (PosY), 20); SwinGame.DrawCircle(Color.Black, PosXEnd, PosYEnd, 20); }
public override void DrawOutline() { SwinGame.DrawCircle(Color.Black, PosX, PosY, (_radius + 2)); }
public override void DrawOutline() { SwinGame.DrawCircle(Color, X, Y, 3); SwinGame.DrawCircle(Color, _x2, _y2, 3); }
// // public void DrawOutline() { SwinGame.DrawCircle(Color.DeepPink, _locationX + 100 / 2 - 2, _locationY + 100 / 2 - 2, Radius + 4); }
public override void DrawOutline() { SwinGame.DrawCircle(Color.Black, X, Y, 2); }
public override void DrawOutline() { SwinGame.DrawCircle(Color, X - 1, Y - 1, _radius + 2); }