public override void Paint() { if (room == 0) { GAME_ENGINE.DrawBitmap(Achtergrond_2, 0, 0); } if (room == 1) { GAME_ENGINE.DrawBitmap(Achtergrond_4, 0, 0); } }
public override void Paint() { if (Registers.gameState == GameState.Running) { //Type = 0, friendly missile //Type = 1, enemy missile if (type == 0) { GAME_ENGINE.SetColor(rda.Next(0, 255), rda.Next(0, 255), rda.Next(0, 255)); GAME_ENGINE.FillEllipse(rec_explosion); } else { #if (DEBUG) GAME_ENGINE.DrawBitmap(explosion_bmp, ExplosionLocationTopLeft); #endif } duration -= GAME_ENGINE.GetDeltaTime() * 2.4f; if (nukeTown != null && nuked == false) { List <Building> checkBuildings = gm.GetBuildings(); for (int i = 0; i < 6; i++) { if (i == 5) { Console.WriteLine(string.Format("Size: {0}", checkBuildings.Count)); i = 5; } if (checkBuildings[i] == null) { continue; } if (Utils.Distance(new Vector2f(checkBuildings[i].GetX() + checkBuildings[i].GetWidth() * 0.5f, checkBuildings[i].GetY() + checkBuildings[i].GetHeight()), ExplosionLocation) < 40f) { Console.WriteLine(string.Format("Building hit! {0}", i)); nukeTown.Nuke(); nuked = true; break; } } } if (type == 0) { ExplosionCollision(); } if (duration <= 0f) { Dispose(); } } }
public override void Paint() { if (Registers.gameState == GameState.Running || Registers.gameState == GameState.Paused) { //Draw building depending on CityIndex switch (CityIndex) { case 0: GAME_ENGINE.DrawBitmap(city_bpm, cityPos[0]); break; case 1: GAME_ENGINE.DrawBitmap(city_bpm, cityPos[1]); break; case 2: GAME_ENGINE.DrawBitmap(city_bpm, cityPos[2]); break; case 3: GAME_ENGINE.DrawBitmap(city_bpm, cityPos[3]); break; case 4: GAME_ENGINE.DrawBitmap(city_bpm, cityPos[4]); break; case 5: GAME_ENGINE.DrawBitmap(city_bpm, cityPos[5]); break; default: throw new Exception("Invalid City Index"); } } }
public override void Paint() { //If there's an error don't show anything else, in any class that needs to change values each frame and other drae functions if (Registers.gameState != GameState.Error) { GAME_ENGINE.SetBackgroundColor(0, 0, 0); GAME_ENGINE.SetColor(0, 0, 0); if (destroyedCities == 6) { Registers.gameState = GameState.Stopped; } if (Registers.gameState == GameState.Paused) { //Draw pause menu //DISABLED as it hasn't been completed /*int h = 0; * for (int ij = 0; ij < ImageData.PauseMenu.Length; ij++) * { * if (ImageData.PauseMenu[ij] == 0x00) * { * GAME_ENGINE.SetColor(255, 255, 255); * //GAME_ENGINE.FillRectangle(rec_landscape); * } * else * { * try * { * //Draw pixel based on color data in array * GAME_ENGINE.SetColor(ImageData.PauseMenu[ij], ImageData.PauseMenu[ij + 1], ImageData.PauseMenu[ij + 2]); * GAME_ENGINE.FillRectangle(rec_pausemenu); * } * catch (Exception e) * { * //This should NOT trigger, unless you f*cked something up * Console.WriteLine(string.Format("Okay, you f*cked something up {0}", e)); * error_reason = new Exception($" {e}, Something ran into some problems which shouldn't happen"); * Registers.gameState = GameState.Error; * } * } * rec_pausemenu.X += 8; * h++; * if (h >= 40) * { * Pausemenu_line++; * rec_pausemenu.Y += PausemenuScale; * rec_pausemenu.X = Registers.ScreenWidth * 0.5f - PausemenuScale; * h = 0; * } * //Console.WriteLine(string.Format("i: {0}, h: {1}, draw X: {2}", i, h, rec_pausemenu.X)); * //Skip over other color data (G & B of RGB) * ij += 2; * }*/ } GAME_ENGINE.SetScale(8.5f, 8); GAME_ENGINE.DrawBitmap(landscape_bit, new Vector2f((float)(Registers.ScreenWidth * 0.5 - landscape_bit.GetWidth() * 4 - 0.025 * Registers.ScreenWidth), (float)(Registers.ScreenHeight * 0.5 - landscape_bit.GetHeight() * 4 + 0.46 * Registers.ScreenHeight))); GAME_ENGINE.SetScale(1, 1); GAME_ENGINE.SetColor(255, 255, 255); if (destroyedCities == 6) { Registers.gameState = GameState.Stopped; loseFont.SetHorizontalAlignment(Font.Alignment.Center); loseFontMedium.SetHorizontalAlignment(Font.Alignment.Center); GAME_ENGINE.SetColor(190, 0, 0); GAME_ENGINE.DrawString(loseFont, "You lose", rec_lose); GAME_ENGINE.DrawString(loseFontMedium, "Press Esc to exit", rec_exitText); GAME_ENGINE.SetColor(0, 0, 0); } rec_landscape.X = LandscapeX; rec_landscape.Y = LandscapeY; rec_pausemenu.X = Registers.ScreenWidth * 0.5f - PausemenuScale; rec_pausemenu.Y = Registers.ScreenHeight * 0.5f - PausemenuScale; rec_crosshair.X = Registers.CrosshairX; rec_crosshair.Y = Registers.CrosshairY; GAME_ENGINE.DrawEllipse(rec_crosshair, 2); return; } GAME_ENGINE.SetBackgroundColor(200, 0, 30); GAME_ENGINE.SetColor(255, 255, 255); GAME_ENGINE.DrawString(errorFontM, "An Error has occured", rec_errorM); if (error_reason == null) { error_reason = new Exception("Error Screen triggered"); } string err = error_reason.ToString(); //GAME_ENGINE.DrawString(errorFont, string.Format("{0}", Regex.Replace(err, err_pattern, "")), rec_error); GAME_ENGINE.DrawString(errorFont, string.Format("{0}", err), rec_error); GAME_ENGINE.SetColor(0, 0, 0); }
public override void Paint() { GAME_ENGINE.SetColor(0, 0, 0); GAME_ENGINE.SetColor(255, 215, 80); GAME_ENGINE.FillRectangle(700, 150, 501, 501); GAME_ENGINE.SetColor(0, 0, 0); GAME_ENGINE.DrawRectangle(700, 150, 502, 502); //1,1 GAME_ENGINE.DrawBitmap(Orb, CurrentX1_1, CurrentY1_1, 0, 0, 100, 100); //1,2 GAME_ENGINE.DrawBitmap(Orb, CurrentX1_2, CurrentY1_2, 100, 0, 100, 100); //1,3 GAME_ENGINE.DrawBitmap(Orb, CurrentX1_3, CurrentY1_3, 200, 0, 100, 100); //1,4 GAME_ENGINE.DrawBitmap(Orb, CurrentX1_4, CurrentY1_4, 300, 0, 100, 100); //1,5 GAME_ENGINE.DrawBitmap(Orb, CurrentX1_5, CurrentY1_5, 400, 0, 100, 100); //2,1 GAME_ENGINE.DrawBitmap(Orb, CurrentX2_1, CurrentY2_1, 0, 100, 100, 100); //2,2 GAME_ENGINE.DrawBitmap(Orb, CurrentX2_2, CurrentY2_2, 100, 100, 100, 100); //2,3 GAME_ENGINE.DrawBitmap(Orb, CurrentX2_3, CurrentY2_3, 200, 100, 100, 100); //2,4 GAME_ENGINE.DrawBitmap(Orb, CurrentX2_4, CurrentY2_4, 300, 100, 100, 100); //2,5 GAME_ENGINE.DrawBitmap(Orb, CurrentX2_5, CurrentY2_5, 400, 100, 100, 100); //3,1 GAME_ENGINE.DrawBitmap(Orb, CurrentX3_1, CurrentY3_1, 0, 200, 100, 100); //3,2 GAME_ENGINE.DrawBitmap(Orb, CurrentX3_2, CurrentY3_2, 100, 200, 100, 100); //3,3 GAME_ENGINE.DrawBitmap(Orb, CurrentX3_3, CurrentY3_3, 200, 200, 100, 100); //3,4 GAME_ENGINE.DrawBitmap(Orb, CurrentX3_4, CurrentY3_4, 300, 200, 100, 100); //3,5 GAME_ENGINE.DrawBitmap(Orb, CurrentX3_5, CurrentY3_5, 400, 200, 100, 100); //4,1 GAME_ENGINE.DrawBitmap(Orb, CurrentX4_1, CurrentY4_1, 0, 300, 100, 100); //4,2 GAME_ENGINE.DrawBitmap(Orb, CurrentX4_2, CurrentY4_2, 100, 300, 100, 100); //4,3 GAME_ENGINE.DrawBitmap(Orb, CurrentX4_3, CurrentY4_3, 200, 300, 100, 100); //4,4 GAME_ENGINE.DrawBitmap(Orb, CurrentX4_4, CurrentY4_4, 300, 300, 100, 100); //4,5 GAME_ENGINE.DrawBitmap(Orb, CurrentX4_5, CurrentY4_5, 400, 300, 100, 100); //5,1 GAME_ENGINE.DrawBitmap(Orb, CurrentX5_1, CurrentY5_1, 0, 400, 100, 100); //5,2 GAME_ENGINE.DrawBitmap(Orb, CurrentX5_2, CurrentY5_2, 100, 400, 100, 100); //5,3 GAME_ENGINE.DrawBitmap(Orb, CurrentX5_3, CurrentY5_3, 200, 400, 100, 100); //5,4 GAME_ENGINE.DrawBitmap(Orb, CurrentX5_4, CurrentY5_4, 300, 400, 100, 100); //5,5 GAME_ENGINE.DrawBitmap(Orb, CurrentX5_5, CurrentY5_5, 400, 400, 100, 100); /* * GAME_ENGINE.SetColor(139, 0, 0); * GAME_ENGINE.DrawLine(xPositie + 2, yPositie, xPositie + 10, yPositie); * GAME_ENGINE.DrawLine(xPositie, yPositie + 2, xPositie, yPositie + 10); * GAME_ENGINE.DrawLine(xPositie - 2, yPositie, xPositie - 10, yPositie); * GAME_ENGINE.DrawLine(xPositie, yPositie - 2, xPositie, yPositie - 10); * GAME_ENGINE.SetColor(0, 0, 0); */ }