Example #1
0
 static void Blueprints()
 {
     DrawingBoard.DrawObjects(buildMenu, new Vector2(537, 580), 1, 0, new Rectangle(0, 0, 846, 535));
     DrawingBoard.DrawObjects(house_kame, new Vector2(600, 650), 1, 0, new Rectangle(0, 0, 100, 150));
     DrawingBoard.DrawObjects(WallWoodHorizontal, new Vector2(750, 650), 1, 0, new Rectangle(0, 0, 50, 100));
     DrawingBoard.DrawObjects(WallWoodVertical, new Vector2(800, 650), 1, 0, new Rectangle(0, 0, 50, 100));
     DrawingBoard.DrawObjects(WallWoodCornerLeft, new Vector2(850, 650), 1, 0, new Rectangle(0, 0, 50, 100));
     DrawingBoard.DrawObjects(WallWoodCornerRight, new Vector2(900, 650), 1, 0, new Rectangle(0, 0, 50, 100));
     DrawingBoard.DrawObjects(WallWoodBackLeft, new Vector2(950, 650), 1, 0, new Rectangle(0, 0, 50, 100));
     DrawingBoard.DrawObjects(WallWoodBackRight, new Vector2(1000, 650), 1, 0, new Rectangle(0, 0, 50, 100));
     DrawingBoard.DrawObjects(mine, new Vector2(1050, 650), 1, 0, new Rectangle(0, 0, 100, 100));
     DrawingBoard.DrawObjects(cabin1, new Vector2(1150, 650), 1, 0, new Rectangle(0, 0, 100, 100));
     spriteBatch.Draw(DrawingBoard.Tiles[100, 1, 5], new Vector2(1250, 600), Color.White);
     spriteBatch.Draw(DrawingBoard.Tiles[300, 1, 5], new Vector2(600, 850), Color.White);
     spriteBatch.Draw(player, new Vector2(700, 850), Color.Red);
     spriteBatch.Draw(player, new Vector2(800, 850), Color.Teal);
     spriteBatch.Draw(player, new Vector2(900, 850), Color.LightGray);
     spriteBatch.Draw(player, new Vector2(1000, 850), Color.Brown);
     spriteBatch.Draw(player, new Vector2(1100, 850), Color.Yellow);
     spriteBatch.Draw(player, new Vector2(1200, 850), Color.Blue);
     spriteBatch.Draw(player, new Vector2(1300, 850), Color.White);
     spriteBatch.Draw(player, new Vector2(1400, 850), Color.Black);
     spriteBatch.Draw(enemy, new Vector2(600, 950), Color.White);
     spriteBatch.Draw(player, new Vector2(700, 950), Color.Black);
     spriteBatch.DrawString(font, $"Spawn Camp", new Vector2(500, 980), Color.DarkViolet);
     spriteBatch.DrawString(font, $"Spawn Village", new Vector2(700, 980), Color.DarkViolet);
     spriteBatch.DrawString(font, $"Spawn Bonfire", new Vector2(900, 980), Color.DarkViolet);
 }
Example #2
0
 static void WorkerList()
 {
     int[] array = new int[10];
     DrawingBoard.DrawObjects(workerList, new Vector2(50, 50), 1, 0, new Rectangle(0, 0, 510, 825));
     for (int i = 0; i < Player.Workers.Count; i++)
     {
         array = Player.Workers[i].Stats;
         spriteBatch.Draw(player, new Vector2(80, 80 + i * 50), Color.White);
         spriteBatch.DrawString(font, $": {array[0]} | {array[1]} | {array[2]} | {array[3]} | {array[4]} | {array[5]} | " +
                                $"{array[6]} | {array[7]} | {array[8]} | {array[9]}", new Vector2(135, 80 + i * 50), Color.Black);
     }
 }
Example #3
0
 static void Inventory()
 {
     DrawingBoard.DrawObjects(inventory, new Vector2(1400, 200), 5, 0, new Rectangle(0, 0, 122, 174));
     if (newMouseState.RightButton == ButtonState.Pressed)
     {
         DrawingBoard.DrawObjects(idCardBack, new Vector2(50, 150), 1, 0, new Rectangle(0, 0, 1200, 732));
         spriteBatch.DrawString(font, $"Gathering: {Player.player.Stats[11]} ", new Vector2(370, 450), Color.Black);
         spriteBatch.DrawString(font, $"Wood Cutting: {Player.player.Stats[12]} ", new Vector2(370, 500), Color.Black);
         spriteBatch.DrawString(font, $"Mining: {Player.player.Stats[14]}", new Vector2(370, 550), Color.Black);
         spriteBatch.DrawString(font, $"Construction: {Player.player.Stats[17] }", new Vector2(370, 600), Color.Black);
         spriteBatch.DrawString(font, $"Hunting: {Player.player.Stats[18]}", new Vector2(370, 650), Color.Black);
         spriteBatch.DrawString(font, $"LVL  {(int)Player.player.Stats[11] / 50}", new Vector2(750, 450), Color.Gold);
         spriteBatch.DrawString(font, $"LVL  {(int)Player.player.Stats[12] / 500}", new Vector2(750, 500), Color.Gold);
         spriteBatch.DrawString(font, $"LVL  {(int)Player.player.Stats[14] / 50}", new Vector2(750, 550), Color.Gold);
         spriteBatch.DrawString(font, $"LVL  {(int)Player.player.Stats[17] / 20}", new Vector2(750, 600), Color.Gold);
         spriteBatch.DrawString(font, $"LVL  {(int)Player.player.Stats[18] / 10}", new Vector2(750, 650), Color.Gold);
     }
     else
     {
         DrawingBoard.DrawObjects(idCard, new Vector2(50, 150), 1, 0, new Rectangle(0, 0, 1200, 732));
         spriteBatch.DrawString(font, $"Experience: {Player.player.Stats[10]}", new Vector2(50, 450), Color.DarkViolet);
         spriteBatch.DrawString(font, $"Workers: {Player.Workers.Count} / {Player.player.resources[10]}", new Vector2(50, 500), Color.Blue);
         //spriteBatch.DrawString(font, $"Gold: {Player.player.gold}", new Vector2(50, 550), Color.DarkGoldenrod);
         spriteBatch.DrawString(font, $"Water: {Player.player.resources[2]}", new Vector2(50, 600), Color.DarkBlue);
         spriteBatch.DrawString(font, $"Vines: {Player.player.resources[3]}", new Vector2(50, 650), Color.ForestGreen);
         spriteBatch.DrawString(font, $"Meat: {Player.player.resources[4]}", new Vector2(50, 700), Color.Crimson);
         spriteBatch.DrawString(font, $"Lumber: {Player.player.resources[5]}", new Vector2(50, 750), Color.SaddleBrown);
         spriteBatch.DrawString(font, $"Vitality: {Player.player.Stats[11]}", new Vector2(370, 350), Color.Black);
         spriteBatch.DrawString(font, $"Physique: {Player.player.Stats[12]}", new Vector2(370, 400), Color.Black);
         spriteBatch.DrawString(font, $"Agility: {Player.player.Stats[13]}", new Vector2(370, 450), Color.Black);
         spriteBatch.DrawString(font, $"Combat: {Player.player.Stats[14]}", new Vector2(370, 500), Color.Black);
         spriteBatch.DrawString(font, $"Magic: {Player.player.Stats[15]}", new Vector2(370, 550), Color.Black);
         spriteBatch.DrawString(font, $"Knowledge: {Player.player.Stats[16]}", new Vector2(370, 600), Color.Black);
         spriteBatch.DrawString(font, $"Leadership: {Player.player.Stats[17]}", new Vector2(370, 650), Color.Black);
         spriteBatch.DrawString(font, $"Sociability: {Player.player.Stats[18]}", new Vector2(370, 700), Color.Black);
         spriteBatch.DrawString(font, $"Expertise: {Player.player.Stats[19]}", new Vector2(980, 220), Color.Gold);
     }
 }
Example #4
0
        static void LocalUnits(List <Unit> localWorkers, List <Unit> localEnemies)
        {
            if (localWorkers.Count > 0)
            {
                foreach (Unit unit in localWorkers)
                {
                    int x = Check.Range((Player.player.DrawX - ((Player.player.X - unit.X) * CurrentTileSize)), CurrentTileSize, (int)(1920 - CurrentTileSize));
                    int y = Check.Range((Player.player.DrawY - ((Player.player.Y - unit.Y) * CurrentTileSize)), CurrentTileSize, (int)(1080 - CurrentTileSize));
                    spriteBatch.Draw(DrawingBoard.Allies[2, unit.LastMove, unit.AnimationFrame],
                                     new Rectangle(x - (CurrentTileSize / 2), y - (CurrentTileSize / 2), CurrentTileSize, CurrentTileSize), Color.White);
                    DrawingBoard.DrawObjects(DrawingBoard.HPBar[0], new Vector2(x, y + CurrentTileSize), tileScale, 0, new Rectangle(0, 0, 50, 10));
                    DrawingBoard.DrawObjects(DrawingBoard.HPBar[1], new Vector2(x, y + CurrentTileSize + (int)(2 * tileScale)), tileScale, 0, new Rectangle(0, 0, 50, 6));
                }
            }

            if (localEnemies.Count > 0)
            {
                foreach (Unit unit in localEnemies)
                {
                    int x  = Check.Range((Player.player.DrawX - ((Player.player.X - unit.X) * CurrentTileSize)), CurrentTileSize, (int)(1920 - CurrentTileSize));
                    int y  = Check.Range((Player.player.DrawY - ((Player.player.Y - unit.Y) * CurrentTileSize)), CurrentTileSize, (int)(1080 - CurrentTileSize));
                    int x2 = Check.Range(Player.player.tileX - (Player.player.X - unit.X), 0, (displayWidth / CurrentTileSize));
                    int y2 = Check.Range(Player.player.tileY - (Player.player.Y - unit.Y), 0, (displayHeight / CurrentTileSize));
                    spriteBatch.Draw(DrawingBoard.Enemies[0, unit.LastMove, 0], TileFrame[x2, y2], Color.White);
                    //DrawingBoard.DrawObjects(DrawingBoard.Enemies[0, unit.LastMove, 0], new Vector2(x, y), tileScale, 0, new Rectangle(0, 0, 50, 50));
                    DrawingBoard.DrawObjects(DrawingBoard.HPBar[0], new Vector2(x, y + CurrentTileSize), tileScale, 0, new Rectangle(0, 0, 50, 10));
                    int maxHP = (2 + unit.Stats[11] + unit.Stats[12]);
                    spriteBatch.Draw(DrawingBoard.HPBar[1],
                                     new Rectangle(x - (CurrentTileSize / 2), y - (CurrentTileSize / 2) + CurrentTileSize,
                                                   (int)((48 * ((double)unit.Stats[1] / maxHP)) * tileScale), (int)(6 * tileScale)),
                                     Color.White);
                }
            }

            /*if (Player.Animations.Count > 0)
             * {
             *  int count = 0;
             *  for (int i = 0; i < Player.Animations.Count(); i++)
             *  {
             *      Animation animation = Player.Animations[i - count];
             *      int x = (Player.player.DrawX - ((Player.player.X - animation.X) * CurrentTileSize));
             *      int y = (Player.player.DrawY - ((Player.player.Y - animation.Y) * CurrentTileSize));
             *      spriteBatch.Draw(DrawingBoard.Animations[animation.ID][animation.Frame], new Rectangle(x - (CurrentTileSize / 2), y - (CurrentTileSize / 2), 5 * CurrentTileSize, 5 * CurrentTileSize), Color.White);
             *
             *      if (animation.Frame == 73)
             *      {
             *          Player.Animations.RemoveAt(i - count);
             *          count += 1;
             *      }
             *      else
             *      {
             *          animation.Frame += 1;
             *      }
             *  }
             * }*/

            if (Player.WorldItems.Count > 0)
            {
                foreach (KeyValuePair <GPS, int> item in Player.WorldItems)
                {
                    int x = (item.Key.X - cameraLocationX) * CurrentTileSize;
                    int y = (item.Key.Y - cameraLocationY) * CurrentTileSize;
                    spriteBatch.Draw(DrawingBoard.Items[item.Value], new Rectangle(x, y, CurrentTileSize, CurrentTileSize), Color.White);
                }
            }
        }