/// <summary> /// Draws the scoreboard /// </summary> /// <param name="g">The graphics object to draw the scoreboard on</param> /// <param name="human">The human</param> /// <param name="robot">The robot</param> /// <param name="AvailableTrophyCards">The avaliable trohpy cards</param> public void Draw(Graphics g, HumanPlayer human, RobotPlayer robot, List<Trophy> AvailableTrophyCards) { // Everything is currently drawn statically using the rectangles below Rectangle playerCubesRekt = new Rectangle(X + 10, Y + 10, 220, 100); Rectangle robotCubesRekt = new Rectangle(X + 10 + playerCubesRekt.Width + 10, Y + 10, 220, 100); Rectangle avaliableTrophyCardsRekt = new Rectangle(X + 10, Y + 120, Width - 20, 100); Rectangle humanTrophiesRekt = new Rectangle(X + 10, 250, 220, 100); Rectangle robotTrophiesRekt = new Rectangle(X + 10 + playerCubesRekt.Width + 10, 250, 220, 100); // For centering text Font arial = new Font("Arial", 8); StringFormat stringFormat = new StringFormat(); stringFormat.Alignment = StringAlignment.Center; // Draw Player cubes g.DrawRectangle(Pens.Black, playerCubesRekt); g.DrawString("Human's Cube Collection", arial, Brushes.Black, playerCubesRekt, stringFormat); DrawCubeCollection(g, playerCubesRekt, human); // Draw Robot cubes g.DrawRectangle(Pens.Black, robotCubesRekt); g.DrawString("Robot's Cube Collection", arial, Brushes.Black, robotCubesRekt, stringFormat); DrawCubeCollection(g, robotCubesRekt, robot); // Avaliable trophy cards g.DrawRectangle(Pens.Black, avaliableTrophyCardsRekt); g.DrawString("Avaliable Trophy Cards", arial, Brushes.Black, avaliableTrophyCardsRekt, stringFormat); DrawTrophyCollection(g, avaliableTrophyCardsRekt, AvailableTrophyCards); // Human trophies g.DrawRectangle(Pens.Black, humanTrophiesRekt); g.DrawString("Human's Trophy Collection", arial, Brushes.Black, humanTrophiesRekt, stringFormat); DrawTrophyCollection(g, humanTrophiesRekt, human.Trophies); // Robot trophies g.DrawRectangle(Pens.Black, robotTrophiesRekt); g.DrawString("Robot's Trophy Collection", arial, Brushes.Black, robotTrophiesRekt, stringFormat); DrawTrophyCollection(g, robotTrophiesRekt, robot.Trophies); // The actual scoreboard g.DrawRectangle(Pens.Black, _rekt); }
public void LoadResources() { // Add players human = new HumanPlayer("Human", deck, 0, 450, 1050, 100); robot = new RobotPlayer("Robot", deck, 0, 530, 1050, 100); // Better give the robot's hand an actual position too // Static positions to draw things at int tileHeight = 120; int tileWidth = 120; int tileX = 10; int tileY = 145; // Load the tiles for (int i = 0; i < 4; i++) { if (i < 2) tiles.Add(new Tile(tileX, tileY, tileWidth, tileHeight, Tile.TerrainType.Flatland, i + 1)); else tiles.Add(new Tile(tileX, tileY, tileWidth, tileHeight, Tile.TerrainType.Mountain, i + 1)); tileX += 10 + tileWidth; // Space tiles by 10px } // Load the cubes for the first time foreach(Tile tile in tiles) FillTile(tile); // It's always the human's turn first. Let 'em know Output("Human's turn.."); // Do we draw the computer's hand? DrawComputerHand = chkShowComputerHand.Checked; // Add our trophy cards AvailableTrophyCards.Add(new Trophy(ColouredObject.Colours.Grey)); AvailableTrophyCards.Add(new Trophy(ColouredObject.Colours.Blue)); AvailableTrophyCards.Add(new Trophy(ColouredObject.Colours.Green)); AvailableTrophyCards.Add(new Trophy(ColouredObject.Colours.Yellow)); AvailableTrophyCards.Add(new Trophy(ColouredObject.Colours.Red)); }