Exemple #1
0
        public void ProcessGame(float frameDeltaTime)
        {
            bool skipUpdate    = false;
            bool handleTaskBar = false;

            if (_currentScreen != Screen.MainMenu && _currentScreen != Screen.NewGame && _currentScreen != Screen.Battle)
            {
                handleTaskBar = true;
            }
            if (handleTaskBar)
            {
                if (_situationReport.Update(MousePos.X, MousePos.Y, frameDeltaTime))
                {
                    skipUpdate = true;
                }
            }
            if (!skipUpdate)
            {
                _screenInterface.Update(MousePos.X, MousePos.Y, frameDeltaTime);
            }
            _screenInterface.DrawScreen();
            if (handleTaskBar)
            {
                _situationReport.DrawSitRep();
            }
            Cursor.Draw(MousePos.X, MousePos.Y);
            Cursor.Update(frameDeltaTime, Random);
        }
Exemple #2
0
 public override void Draw()
 {
     if (!_colonizing)
     {
         base.Draw();
         _instructionLabel.Draw();
         for (int i = 0; i < _maxShips; i++)
         {
             _shipButtons[i].Draw();
         }
         _systemNameLabel.Draw();
         _starSystem.Planets[0].SmallSprite.Draw(_xPos + 285, _yPos + 80);
         _cancelButton.Draw();
         _colonizeButton.Draw();
     }
     else
     {
         _groundViewBackground.Draw();
         _groundView.Draw(_gameMain.ScreenWidth / 2 - 400, _gameMain.ScreenHeight / 2 - 300);
         _landingShip.Draw(_gameMain.ScreenWidth / 2 + 50, _landingShipPos);
         if (_showingText)
         {
             _nameBackground.Draw();
             _nameTextBox.Draw();
         }
     }
 }
Exemple #3
0
 public override void Draw()
 {
     base.Draw();
     _empireBackground.Draw();
     _empireNameLabel.Draw();
     _previousFleet.Draw();
     _nextFleet.Draw();
     for (int i = 0; i < _maxVisible; i++)
     {
         _shipBackground[i].Draw();
         _shipLabels[i].Draw();
         if (!_isTransports)
         {
             _shipSliders[i].Draw();
         }
     }
     if (_showingPreview)
     {
         _shipPreview.Draw();
         GorgonLibrary.Gorgon.CurrentShader = _gameMain.ShipShader;
         _gameMain.ShipShader.Parameters["EmpireColor"].SetValue(_empireColor);
         _shipSprite.Draw(_shipPoint.X, _shipPoint.Y);
         GorgonLibrary.Gorgon.CurrentShader = null;
     }
 }
Exemple #4
0
        public void DrawScreen()
        {
            for (int i = 0; i < _gameMain.ScreenWidth; i += (int)_nebulaBackground.Width)
            {
                for (int j = 0; j < _gameMain.ScreenHeight; j += (int)_nebulaBackground.Height)
                {
                    _nebulaBackground.Draw(i, j);
                }
            }
            _background.Draw();
            _playerBackground.Draw();
            _playerInfoBackground.Draw();
            for (int i = 0; i < _playerLabels.Length; i++)
            {
                _playerLabels[i].Draw();
            }
            _playerRaceButton.Draw();
            _raceSprites[0].Draw(_xPos + 350, _yPos + 51);
            _playerRaceDescription.Draw();
            _playerEmperorName.Draw();
            _playerHomeworldName.Draw();

            _AIBackground.Draw();
            _difficultyLabel.Draw();

            _numberOfAILabel.Draw();
            _numericUpDownAI.Draw();
            for (int i = 0; i < _numericUpDownAI.Value; i++)
            {
                _AIRaceButtons[i].Draw();
                _raceSprites[i + 1].Draw(_xPos + 51 + (i * 155), _yPos + 271);
            }

            _galaxyBackground.Draw();
            //if (GameConfiguration.AllowGalaxyPreview)
            {
                DrawGalaxyPreview();
            }

            _okButton.Draw();
            _cancelButton.Draw();

            //Comboboxes should be drawn last, due to their "drop-down" feature
            _galaxyComboBox.Draw();
            _difficultyComboBox.Draw();

            if (_showingSelection)
            {
                _raceSelection.Draw();
            }
            if (_generatingGalaxy)
            {
                _busyImage.Draw();
                _busyText.Draw();
            }
        }
 public override void Draw()
 {
     base.Draw();
     for (int i = 0; i < _maxVisible; i++)
     {
         _shipBackgrounds[i].Draw();
         _shipNameLabels[i].Draw();
         _scrapButtons[i].Draw();
         _beamBackgrounds[i].Draw();
         _beamDefLabels[i].Draw();
         _beamDefValueLabels[i].Draw();
         _missileBackgrounds[i].Draw();
         _missileDefLabels[i].Draw();
         _missileDefValueLabels[i].Draw();
         _attackBackgrounds[i].Draw();
         _attackLevelLabels[i].Draw();
         _attackLevelValueLabels[i].Draw();
         _hitPointsBackgrounds[i].Draw();
         _hitPointsLabels[i].Draw();
         _hitPointsValueLabels[i].Draw();
         _shieldBackgrounds[i].Draw();
         _shieldLabels[i].Draw();
         _shieldValueLabels[i].Draw();
         _galaxySpeedBackgrounds[i].Draw();
         _galaxySpeedLabels[i].Draw();
         _galaxySpeedValueLabels[i].Draw();
         _combatSpeedBackgrounds[i].Draw();
         _combatSpeedLabels[i].Draw();
         _combatSpeedValueLabels[i].Draw();
         _weaponsBackgrounds[i].Draw();
         _specialsBackgrounds[i].Draw();
         for (int j = 0; j < 4; j++)
         {
             _weaponLabels[i][j].Draw();
         }
         for (int j = 0; j < 3; j++)
         {
             _specialLabels[i][j].Draw();
         }
         _amountLabels[i].Draw();
         _amountValueLabels[i].Draw();
         _costLabels[i].Draw();
         _costValueLabels[i].Draw();
     }
     if (_previewVisible)
     {
         _shipBackground.Draw();
         GorgonLibrary.Gorgon.CurrentShader = _gameMain.ShipShader;
         _gameMain.ShipShader.Parameters["EmpireColor"].SetValue(_empireColor);
         _shipSprite.Draw(_shipPoint.X, _shipPoint.Y);
         GorgonLibrary.Gorgon.CurrentShader = null;
     }
 }
Exemple #6
0
 public void DrawScreen()
 {
     _background.Draw(0, 0, _gameMain.ScreenWidth / _background.Width, _gameMain.ScreenHeight / _background.Height);
     _planet.Draw(_x, _y);
     _title.Draw(_x, _y);
     foreach (BBButton button in _buttons)
     {
         button.Draw();
     }
     if (_showingLoadMenu)
     {
         _loadBackground.Draw();
         foreach (var button in _saveGameButtons)
         {
             button.Draw();
         }
         _scrollBar.Draw();
     }
     _versionLabel.Draw();
 }
        public override void Draw()
        {
            base.Draw();
            _techDescriptionBackground.Draw();
            _availableTechsToResearchBackground.Draw();
            _techIcon.Draw(_xPos + 35, _yPos + 38);
            _techDescription.Draw();
            _instructionLabel.Draw();
            for (int i = 0; i < _maxVisible; i++)
            {
                _availableTechsToResearchButtons[i].Draw();
                _researchCosts[i].Draw();
            }
            _scrollBar.Draw();

            for (int i = 0; i < _maxVisible; i++)
            {
                _availableTechsToResearchButtons[i].DrawToolTip();
            }
        }
Exemple #8
0
 public override void Draw()
 {
     base.Draw();
     _raceBackground.Draw();
     for (int i = 0; i < _maxVisible; i++)
     {
         _raceButtons[i].Draw();
     }
     _raceScrollBar.Draw();
     if (_whichRaceSelected == null)
     {
         _randomSprite.Draw(_xPos + 315, _yPos + 15, 300 / _randomSprite.Width, 300 / _randomSprite.Height);
     }
     else
     {
         _whichRaceSelected.NeutralAvatar.Draw(_xPos + 315, _yPos + 15, 300 / _whichRaceSelected.NeutralAvatar.Width, 300 / _whichRaceSelected.NeutralAvatar.Height);
     }
     _raceDescription.Draw();
     _okButton.Draw();
 }
Exemple #9
0
 public override void Draw()
 {
     base.Draw();
     _name.Draw();
     if (_isExplored)
     {
         _currentSystem.Planets[0].SmallSprite.Draw(_xPos + 10, _yPos + 60);
         _popLabel.Draw();
         _terrainLabel.Draw();
         if (_isOwnedSystem)
         {
             if (IsTransferring)
             {
                 _generalPurposeBackground.Draw();
                 _generalPurposeText.Draw();
                 _popTransferSlider.Draw();
                 _transferLabel.Draw();
                 _transferToButton.Draw();
                 _transferToButton.DrawToolTip();
             }
             else if (IsRelocating)
             {
                 _generalPurposeBackground.Draw();
                 _generalPurposeText.Draw();
                 _relocateToButton.Draw();
                 _relocateToButton.DrawToolTip();
             }
             else
             {
                 _productionLabel.Draw();
                 _infrastructureBackground.Draw();
                 _researchBackground.Draw();
                 _environmentBackground.Draw();
                 _defenseBackground.Draw();
                 _constructionProjectButton.Draw();
                 _infrastructureIcon.Draw(_xPos + 20, _yPos + 140);
                 _researchIcon.Draw(_xPos + 20, _yPos + 200);
                 _environmentIcon.Draw(_xPos + 20, _yPos + 260);
                 _defenseIcon.Draw(_xPos + 20, _yPos + 320);
                 _constructionIcon.Draw(_xPos + 20, _yPos + 380);
                 _infrastructureLabel.Draw();
                 _infrastructureSlider.Draw();
                 _infrastructureLockButton.Draw();
                 _researchLabel.Draw();
                 _researchSlider.Draw();
                 _researchLockButton.Draw();
                 _environmentLabel.Draw();
                 _environmentSlider.Draw();
                 _environmentLockButton.Draw();
                 _defenseLabel.Draw();
                 _defenseSlider.Draw();
                 _defenseLockButton.Draw();
                 _constructionLabel.Draw();
                 _constructionSlider.Draw();
                 _constructionLockButton.Draw();
                 _relocateToButton.Draw();
                 _transferToButton.Draw();
                 _relocateToButton.DrawToolTip();
                 _transferToButton.DrawToolTip();
                 if (_currentSystem.Planets[0].TransferSystem.Key.StarSystem != null)
                 {
                     _transferLabel.Draw();
                 }
             }
         }
         else
         {
             _generalPurposeBackground.Draw();
             _generalPurposeText.Draw();
         }
     }
     else
     {
         _generalPurposeBackground.Draw();
         _generalPurposeText.Draw();
     }
 }
Exemple #10
0
        //Used when other non-combat screens are open, to fill in the blank areas
        public void DrawGalaxy()
        {
            Empire            currentEmpire      = _gameMain.EmpireManager.CurrentEmpire;
            StarSystem        selectedSystem     = currentEmpire.SelectedSystem;
            FleetGroup        selectedFleetGroup = currentEmpire.SelectedFleetGroup;
            List <StarSystem> systems            = _gameMain.Galaxy.GetAllStars();
            bool displayName = _camera.ZoomDistance > 0.8f;

            if (_showingFuelRange)
            {
                // TODO: Optimize this by going through an empire's owned systems, instead of all stars
                float scale         = (currentEmpire.TechnologyManager.FuelRange / 3.0f) * _camera.ZoomDistance;
                float extendedScale = ((currentEmpire.TechnologyManager.FuelRange + 3) / 3.0f) * _camera.ZoomDistance;
                _backBuffer.Clear(Color.Black);
                _oldTarget = GorgonLibrary.Gorgon.CurrentRenderTarget;
                GorgonLibrary.Gorgon.CurrentRenderTarget = _backBuffer;
                List <StarSystem> ownedSystems = new List <StarSystem>();
                foreach (StarSystem system in systems)
                {
                    if (system.Planets[0].Owner == currentEmpire)
                    {
                        _fuelCircle.Draw((system.X - _camera.CameraX) * _camera.ZoomDistance, (system.Y - _camera.CameraY) * _camera.ZoomDistance, extendedScale, extendedScale, Color.LimeGreen);
                        ownedSystems.Add(system);
                    }
                }
                GorgonLibrary.Gorgon.CurrentRenderTarget = _oldTarget;
                _backBuffer.Blit(0, 0, _gameMain.ScreenWidth, _gameMain.ScreenHeight, Color.FromArgb(75, Color.White), BlitterSizeMode.Crop);
                _backBuffer.Clear(Color.Black);
                GorgonLibrary.Gorgon.CurrentRenderTarget = _backBuffer;
                foreach (StarSystem system in ownedSystems)
                {
                    _fuelCircle.Draw((system.X - _camera.CameraX) * _camera.ZoomDistance, (system.Y - _camera.CameraY) * _camera.ZoomDistance, scale, scale, Color.LimeGreen);
                }
                GorgonLibrary.Gorgon.CurrentRenderTarget = _oldTarget;
                _backBuffer.Blit(0, 0, _gameMain.ScreenWidth, _gameMain.ScreenHeight, Color.FromArgb(75, Color.White), BlitterSizeMode.Crop);
            }
            else if (_showingRadarRange)
            {
                // TODO: Optimize this by going through an empire's owned systems, instead of all stars
                float planetScale = (currentEmpire.TechnologyManager.PlanetRadarRange / 3.0f) * _camera.ZoomDistance;
                float fleetScale  = (currentEmpire.TechnologyManager.FleetRadarRange / 3.0f) * _camera.ZoomDistance;
                _backBuffer.Clear(Color.Black);
                _oldTarget = GorgonLibrary.Gorgon.CurrentRenderTarget;
                GorgonLibrary.Gorgon.CurrentRenderTarget = _backBuffer;
                foreach (StarSystem system in systems)
                {
                    if (system.Planets[0].Owner == currentEmpire)
                    {
                        _fuelCircle.Draw((system.X - _camera.CameraX) * _camera.ZoomDistance, (system.Y - _camera.CameraY) * _camera.ZoomDistance, planetScale, planetScale, Color.Tomato);
                    }
                }
                if (currentEmpire.TechnologyManager.FleetRadarRange > 0)
                {
                    foreach (var fleet in currentEmpire.FleetManager.GetFleets())
                    {
                        _fuelCircle.Draw((fleet.GalaxyX - _camera.CameraX) * _camera.ZoomDistance, (fleet.GalaxyY - _camera.CameraY) * _camera.ZoomDistance, fleetScale, fleetScale, Color.Tomato);
                    }
                }
                GorgonLibrary.Gorgon.CurrentRenderTarget = _oldTarget;
                _backBuffer.Blit(0, 0, _gameMain.ScreenWidth, _gameMain.ScreenHeight, Color.FromArgb(75, Color.White), BlitterSizeMode.Crop);
            }

            if (selectedSystem != null)
            {
                if (selectedSystem.Planets[0].TransferSystem.Key.StarSystem != selectedSystem)
                {
                    _pathSprite.Draw((selectedSystem.X - _camera.CameraX) * _camera.ZoomDistance, (selectedSystem.Y - _camera.CameraY) * _camera.ZoomDistance, _camera.ZoomDistance * (selectedSystem.Planets[0].TransferSystem.Key.Length / _pathSprite.Width), _camera.ZoomDistance, Color.Green, selectedSystem.Planets[0].TransferSystem.Key.Angle);
                }
                if (selectedSystem.Planets[0].RelocateToSystem != null)
                {
                    _pathSprite.Draw((selectedSystem.X - _camera.CameraX) * _camera.ZoomDistance, (selectedSystem.Y - _camera.CameraY) * _camera.ZoomDistance, _camera.ZoomDistance * (selectedSystem.Planets[0].RelocateToSystem.Length / _pathSprite.Width), _camera.ZoomDistance, Color.Blue, selectedSystem.Planets[0].RelocateToSystem.Angle);
                }
                if (_systemView.IsTransferring && _systemView.TransferSystem != null)
                {
                    _pathSprite.Draw((selectedSystem.X - _camera.CameraX) * _camera.ZoomDistance, (selectedSystem.Y - _camera.CameraY) * _camera.ZoomDistance, _camera.ZoomDistance * (_systemView.TransferSystem.Length / _pathSprite.Width), _camera.ZoomDistance, _systemView.TransferSystem.IsValid ? Color.LightGreen : Color.Red, _systemView.TransferSystem.Angle);
                }
                if (_systemView.IsRelocating && _systemView.RelocateSystem != null)
                {
                    _pathSprite.Draw((selectedSystem.X - _camera.CameraX) * _camera.ZoomDistance, (selectedSystem.Y - _camera.CameraY) * _camera.ZoomDistance, _camera.ZoomDistance * (_systemView.RelocateSystem.Length / _pathSprite.Width), _camera.ZoomDistance, _systemView.RelocateSystem.IsValid ? Color.LightSkyBlue : Color.Red, _systemView.RelocateSystem.Angle);
                }
            }

            foreach (StarSystem system in systems)
            {
                GorgonLibrary.Gorgon.CurrentShader = _gameMain.StarShader;
                if (_showingOwners)
                {
                    var darkGray = new [] { 0.25f, 0.25f, 0.25f, 1 };
                    if (system.IsThisSystemExploredByEmpire(currentEmpire))
                    {
                        _gameMain.StarShader.Parameters["StarColor"].SetValue(system.Planets[0].Owner == null
                                                                                                              ? darkGray
                                                                                                              : system.Planets[0].Owner.ConvertedColor);
                    }
                    else
                    {
                        _gameMain.StarShader.Parameters["StarColor"].SetValue(darkGray);
                    }
                }
                else
                {
                    _gameMain.StarShader.Parameters["StarColor"].SetValue(system.StarColor);
                }
                system.Sprite.Draw((int)((system.X - _camera.CameraX) * _camera.ZoomDistance), (int)((system.Y - _camera.CameraY) * _camera.ZoomDistance), _camera.ZoomDistance, _camera.ZoomDistance);
                GorgonLibrary.Gorgon.CurrentShader = null;

                if (system == currentEmpire.SelectedSystem)
                {
                    _selectionSprites[0].Draw(((system.X - 16) - _camera.CameraX) * _camera.ZoomDistance, ((system.Y - 16) - _camera.CameraY) * _camera.ZoomDistance, _camera.ZoomDistance, _camera.ZoomDistance, Color.Green);
                    _selectionSprites[1].Draw(((system.X) - _camera.CameraX) * _camera.ZoomDistance, ((system.Y - 16) - _camera.CameraY) * _camera.ZoomDistance, _camera.ZoomDistance, _camera.ZoomDistance, Color.Green);
                    _selectionSprites[2].Draw(((system.X - 16) - _camera.CameraX) * _camera.ZoomDistance, ((system.Y) - _camera.CameraY) * _camera.ZoomDistance, _camera.ZoomDistance, _camera.ZoomDistance, Color.Green);
                    _selectionSprites[3].Draw(((system.X) - _camera.CameraX) * _camera.ZoomDistance, ((system.Y) - _camera.CameraY) * _camera.ZoomDistance, _camera.ZoomDistance, _camera.ZoomDistance, Color.Green);
                }

                if (displayName && (_gameMain.EmpireManager.CurrentEmpire.ContactManager.IsContacted(system.DominantEmpire) || system.IsThisSystemExploredByEmpire(_gameMain.EmpireManager.CurrentEmpire)))
                {
                    float x = (system.X - _camera.CameraX) * _camera.ZoomDistance;
                    x -= (system.StarName.GetWidth() / 2);
                    float y = ((system.Y + (system.Size * 16)) - _camera.CameraY) * _camera.ZoomDistance;
                    system.StarName.MoveTo((int)x, (int)y);
                    if (system.DominantEmpire != null)
                    {
                        // TODO: Optimize this by moving the text sprite and color shader to StarSystem, where it's updated when ownership changes
                        float percentage = 1.0f;
                        _oldTarget       = GorgonLibrary.Gorgon.CurrentRenderTarget;
                        _starName.Width  = (int)system.StarName.GetWidth();
                        _starName.Height = (int)system.StarName.GetHeight();
                        GorgonLibrary.Gorgon.CurrentRenderTarget = _starName;
                        system.StarName.MoveTo(0, 0);
                        system.StarName.Draw();
                        GorgonLibrary.Gorgon.CurrentRenderTarget = _oldTarget;
                        //GorgonLibrary.Gorgon.CurrentShader = _gameMain.NameShader;
                        foreach (Empire empire in system.EmpiresWithPlanetsInThisSystem)
                        {
                            /*_gameMain.NameShader.Parameters["EmpireColor"].SetValue(empire.ConvertedColor);
                             * _gameMain.NameShader.Parameters["startPos"].SetValue(percentage);
                             * _gameMain.NameShader.Parameters["endPos"].SetValue(percentage + system.OwnerPercentage[empire]);*/
                            _starName.Blit(x, y, _starName.Width * percentage, _starName.Height, empire.EmpireColor, GorgonLibrary.Graphics.BlitterSizeMode.Crop);
                            percentage -= system.OwnerPercentage[empire];
                        }
                        //GorgonLibrary.Gorgon.CurrentShader = null;
                    }
                    else
                    {
                        system.StarName.Draw();
                    }
                }
            }

            if (selectedFleetGroup != null && selectedFleetGroup.SelectedFleet.TravelNodes != null)
            {
                if (selectedFleetGroup.SelectedFleet.Empire == currentEmpire)
                {
                    for (int i = 0; i < selectedFleetGroup.SelectedFleet.TravelNodes.Count; i++)
                    {
                        if (i == 0)
                        {
                            var travelNode = selectedFleetGroup.FleetToSplit.TravelNodes[0];
                            if (selectedFleetGroup.SelectedFleet.AdjacentSystem != null)
                            {
                                //Haven't left yet, so calculate custom path from left side of star
                                float x      = travelNode.StarSystem.X - (selectedFleetGroup.FleetToSplit.GalaxyX - 32);
                                float y      = travelNode.StarSystem.Y - selectedFleetGroup.FleetToSplit.GalaxyY;
                                float length = (float)Math.Sqrt((x * x) + (y * y));
                                float angle  = (float)(Math.Atan2(y, x) * (180 / Math.PI));
                                _pathSprite.Draw((selectedFleetGroup.SelectedFleet.GalaxyX - _camera.CameraX - 32) * _camera.ZoomDistance, (selectedFleetGroup.SelectedFleet.GalaxyY - _camera.CameraY) * _camera.ZoomDistance, _camera.ZoomDistance * (length / _pathSprite.Width), _camera.ZoomDistance, Color.Green, angle);
                            }
                            else
                            {
                                _pathSprite.Draw((selectedFleetGroup.SelectedFleet.GalaxyX - _camera.CameraX) * _camera.ZoomDistance, (selectedFleetGroup.SelectedFleet.GalaxyY - _camera.CameraY) * _camera.ZoomDistance, _camera.ZoomDistance * (travelNode.Length / _pathSprite.Width), _camera.ZoomDistance, Color.Green, travelNode.Angle);
                            }
                            if (selectedFleetGroup.SelectedFleet.TravelNodes.Count == 1)
                            {
                                //Only one node, so draw ETA at this star
                                DrawETA(travelNode, false);
                            }
                        }
                        else
                        {
                            _pathSprite.Draw((selectedFleetGroup.SelectedFleet.TravelNodes[i - 1].StarSystem.X - _camera.CameraX) * _camera.ZoomDistance, (selectedFleetGroup.SelectedFleet.TravelNodes[i - 1].StarSystem.Y - _camera.CameraY) * _camera.ZoomDistance, _camera.ZoomDistance * (selectedFleetGroup.SelectedFleet.TravelNodes[i].Length / _pathSprite.Width), _camera.ZoomDistance, Color.Green, selectedFleetGroup.SelectedFleet.TravelNodes[i].Angle);
                            if (i == selectedFleetGroup.SelectedFleet.TravelNodes.Count - 1)
                            {
                                //Last node, so draw ETA here
                                DrawETA(selectedFleetGroup.FleetToSplit.TravelNodes[i], false);
                            }
                        }
                    }
                }
                else if (currentEmpire.TechnologyManager.ShowEnemyETA && selectedFleetGroup.SelectedFleet.TravelNodes.Count > 0)
                {
                    _pathSprite.Draw((selectedFleetGroup.SelectedFleet.GalaxyX - _camera.CameraX) * _camera.ZoomDistance, (selectedFleetGroup.SelectedFleet.GalaxyY - _camera.CameraY) * _camera.ZoomDistance, _camera.ZoomDistance * (selectedFleetGroup.SelectedFleet.TravelNodes[0].Length / _pathSprite.Width), _camera.ZoomDistance, Color.Red, selectedFleetGroup.SelectedFleet.TravelNodes[0].Angle);
                    //Player do not know if there's other stops, so draw ETA for first one
                    DrawETA(selectedFleetGroup.FleetToSplit.TravelNodes[0], false);
                }
            }

            if (selectedFleetGroup != null && selectedFleetGroup.FleetToSplit.TentativeNodes != null)
            {
                for (int i = 0; i < selectedFleetGroup.FleetToSplit.TentativeNodes.Count; i++)
                {
                    if (i == 0)
                    {
                        var travelNode = selectedFleetGroup.FleetToSplit.TentativeNodes[0];
                        if (selectedFleetGroup.FleetToSplit.AdjacentSystem != null && selectedFleetGroup.FleetToSplit.TravelNodes != null)
                        {
                            //Haven't left yet, so calculate custom path from left side of star
                            float x      = travelNode.StarSystem.X - (selectedFleetGroup.FleetToSplit.GalaxyX - 32);
                            float y      = travelNode.StarSystem.Y - selectedFleetGroup.FleetToSplit.GalaxyY;
                            float length = (float)Math.Sqrt((x * x) + (y * y));
                            float angle  = (float)(Math.Atan2(y, x) * (180 / Math.PI));
                            _pathSprite.Draw((selectedFleetGroup.FleetToSplit.GalaxyX - _camera.CameraX - 32) * _camera.ZoomDistance, (selectedFleetGroup.FleetToSplit.GalaxyY - _camera.CameraY) * _camera.ZoomDistance, _camera.ZoomDistance * (length / _pathSprite.Width), _camera.ZoomDistance, travelNode.IsValid ? Color.LightGreen : Color.Red, angle);
                        }
                        else if (selectedFleetGroup.FleetToSplit.AdjacentSystem != null)
                        {
                            //Haven't left, and not on enroute already, so calculate path from right side of star
                            float x      = travelNode.StarSystem.X - (selectedFleetGroup.FleetToSplit.GalaxyX + 32);
                            float y      = travelNode.StarSystem.Y - selectedFleetGroup.FleetToSplit.GalaxyY;
                            float length = (float)Math.Sqrt((x * x) + (y * y));
                            float angle  = (float)(Math.Atan2(y, x) * (180 / Math.PI));
                            _pathSprite.Draw((selectedFleetGroup.FleetToSplit.GalaxyX - _camera.CameraX + 32) * _camera.ZoomDistance, (selectedFleetGroup.FleetToSplit.GalaxyY - _camera.CameraY) * _camera.ZoomDistance, _camera.ZoomDistance * (length / _pathSprite.Width), _camera.ZoomDistance, travelNode.IsValid ? Color.LightGreen : Color.Red, angle);
                        }
                        else
                        {
                            _pathSprite.Draw((selectedFleetGroup.FleetToSplit.GalaxyX - _camera.CameraX) * _camera.ZoomDistance, (selectedFleetGroup.FleetToSplit.GalaxyY - _camera.CameraY) * _camera.ZoomDistance, _camera.ZoomDistance * (selectedFleetGroup.FleetToSplit.TentativeNodes[0].Length / _pathSprite.Width), _camera.ZoomDistance, Color.LightGreen, selectedFleetGroup.FleetToSplit.TentativeNodes[0].Angle);
                        }
                        if (selectedFleetGroup.FleetToSplit.TentativeNodes.Count == 1)
                        {
                            //Only one node, so draw ETA at this star
                            DrawETA(travelNode, true);
                        }
                    }
                    else
                    {
                        _pathSprite.Draw((selectedFleetGroup.FleetToSplit.TentativeNodes[i - 1].StarSystem.X - _camera.CameraX) * _camera.ZoomDistance, (selectedFleetGroup.FleetToSplit.TentativeNodes[i - 1].StarSystem.Y - _camera.CameraY) * _camera.ZoomDistance, _camera.ZoomDistance * (selectedFleetGroup.FleetToSplit.TentativeNodes[i].Length / _pathSprite.Width), _camera.ZoomDistance, selectedFleetGroup.FleetToSplit.TentativeNodes[i].IsValid ? Color.LightGreen : Color.Red, selectedFleetGroup.FleetToSplit.TentativeNodes[i].Angle);
                        if (i == selectedFleetGroup.FleetToSplit.TentativeNodes.Count - 1)
                        {
                            //Last node, so draw ETA here
                            DrawETA(selectedFleetGroup.FleetToSplit.TentativeNodes[i], true);
                        }
                    }
                }
            }

            foreach (Fleet fleet in _gameMain.EmpireManager.GetFleetsWithinArea(_camera.CameraX, _camera.CameraY, _gameMain.ScreenWidth / _camera.ZoomDistance, _gameMain.ScreenHeight / _camera.ZoomDistance))
            {
                BBSprite fleetIcon = fleet.Ships.Count > 0 ? fleet.Empire.EmpireRace.FleetIcon : fleet.Empire.EmpireRace.TransportIcon;
                if (fleet.AdjacentSystem != null)
                {
                    if (fleet.TravelNodes != null && fleet.TravelNodes.Count > 0)
                    {
                        //Adjacent to a system, but is heading to another system
                        if (selectedFleetGroup != null && selectedFleetGroup.Fleets.Contains(fleet))
                        {
                            _selectionSprites[0].Draw(((fleet.GalaxyX - 48) - _camera.CameraX) * _camera.ZoomDistance, ((fleet.GalaxyY - 16) - _camera.CameraY) * _camera.ZoomDistance, _camera.ZoomDistance, _camera.ZoomDistance, Color.Green);
                            _selectionSprites[1].Draw(((fleet.GalaxyX - 32) - _camera.CameraX) * _camera.ZoomDistance, ((fleet.GalaxyY - 16) - _camera.CameraY) * _camera.ZoomDistance, _camera.ZoomDistance, _camera.ZoomDistance, Color.Green);
                            _selectionSprites[2].Draw(((fleet.GalaxyX - 48) - _camera.CameraX) * _camera.ZoomDistance, ((fleet.GalaxyY) - _camera.CameraY) * _camera.ZoomDistance, _camera.ZoomDistance, _camera.ZoomDistance, Color.Green);
                            _selectionSprites[3].Draw(((fleet.GalaxyX - 32) - _camera.CameraX) * _camera.ZoomDistance, ((fleet.GalaxyY) - _camera.CameraY) * _camera.ZoomDistance, _camera.ZoomDistance, _camera.ZoomDistance, Color.Green);
                        }
                        fleetIcon.Draw((int)(((fleet.GalaxyX - 32) - _camera.CameraX) * _camera.ZoomDistance), (int)((fleet.GalaxyY - _camera.CameraY) * _camera.ZoomDistance), _camera.ZoomDistance, _camera.ZoomDistance, fleet.Empire.EmpireColor);
                    }
                    else
                    {
                        //Adjacent to a system, just chilling
                        if (selectedFleetGroup != null && selectedFleetGroup.Fleets.Contains(fleet))
                        {
                            _selectionSprites[0].Draw(((fleet.GalaxyX + 16) - _camera.CameraX) * _camera.ZoomDistance, ((fleet.GalaxyY - 16) - _camera.CameraY) * _camera.ZoomDistance, _camera.ZoomDistance, _camera.ZoomDistance, Color.Green);
                            _selectionSprites[1].Draw(((fleet.GalaxyX + 32) - _camera.CameraX) * _camera.ZoomDistance, ((fleet.GalaxyY - 16) - _camera.CameraY) * _camera.ZoomDistance, _camera.ZoomDistance, _camera.ZoomDistance, Color.Green);
                            _selectionSprites[2].Draw(((fleet.GalaxyX + 16) - _camera.CameraX) * _camera.ZoomDistance, ((fleet.GalaxyY) - _camera.CameraY) * _camera.ZoomDistance, _camera.ZoomDistance, _camera.ZoomDistance, Color.Green);
                            _selectionSprites[3].Draw(((fleet.GalaxyX + 32) - _camera.CameraX) * _camera.ZoomDistance, ((fleet.GalaxyY) - _camera.CameraY) * _camera.ZoomDistance, _camera.ZoomDistance, _camera.ZoomDistance, Color.Green);
                        }
                        fleetIcon.Draw((int)(((fleet.GalaxyX + 32) - _camera.CameraX) * _camera.ZoomDistance), (int)((fleet.GalaxyY - _camera.CameraY) * _camera.ZoomDistance), _camera.ZoomDistance, _camera.ZoomDistance, fleet.Empire.EmpireColor);
                    }
                }
                else
                {
                    //Fleet is enroute, no moving of icon needed
                    if (selectedFleetGroup != null && selectedFleetGroup.Fleets.Contains(fleet))
                    {
                        _selectionSprites[0].Draw(((fleet.GalaxyX - 16) - _camera.CameraX) * _camera.ZoomDistance, ((fleet.GalaxyY - 16) - _camera.CameraY) * _camera.ZoomDistance, _camera.ZoomDistance, _camera.ZoomDistance, Color.Green);
                        _selectionSprites[1].Draw(((fleet.GalaxyX) - _camera.CameraX) * _camera.ZoomDistance, ((fleet.GalaxyY - 16) - _camera.CameraY) * _camera.ZoomDistance, _camera.ZoomDistance, _camera.ZoomDistance, Color.Green);
                        _selectionSprites[2].Draw(((fleet.GalaxyX - 16) - _camera.CameraX) * _camera.ZoomDistance, ((fleet.GalaxyY) - _camera.CameraY) * _camera.ZoomDistance, _camera.ZoomDistance, _camera.ZoomDistance, Color.Green);
                        _selectionSprites[3].Draw(((fleet.GalaxyX) - _camera.CameraX) * _camera.ZoomDistance, ((fleet.GalaxyY) - _camera.CameraY) * _camera.ZoomDistance, _camera.ZoomDistance, _camera.ZoomDistance, Color.Green);
                    }
                    fleetIcon.Draw((int)((fleet.GalaxyX - _camera.CameraX) * _camera.ZoomDistance), (int)((fleet.GalaxyY - _camera.CameraY) * _camera.ZoomDistance), _camera.ZoomDistance, _camera.ZoomDistance, fleet.Empire.EmpireColor);
                }
            }
        }