Exemple #1
0
        public void Draw(RLConsole console, DungeonMap map)
        {
            if (!map.IsExplored(X, Y))
            {
                return;
            }

            if (map.IsInFov(X, Y))
            {
                console.Set(X, Y, Color, Colors.FloorBackgroundFov, Symbol);
            }
            else
            {
                console.Set(X, Y, RLColor.Blend(Color, RLColor.Gray, 0.5f), Colors.FloorBackground, Symbol);
            }
        }
Exemple #2
0
        public void Draw(RLConsole console, DungeonMap map)
        {
            // Don't draw actors in cells that haven't been explored
            if (!map.GetCell(X, Y).IsExplored)
            {
                return;
            }

            // Only draw the actor with the color and symbol when they are in field-of-view
            if (map.IsInFov(X, Y))
            {
                console.Set(X, Y, Color, Colors.FloorBackgroundFov, Symbol);
            }
            else
            {
                // When not in field-of-view just draw a normal floor
                console.Set(X, Y, Colors.Floor, Colors.FloorBackground, '.');
            }
        }
Exemple #3
0
        public void Draw(RLConsole console, DungeonMap map)
        {
            if (!map.GetCell(X, Y).IsExplored)
            {
                return;
            }

            Symbol = IsOpen ? '-' : '+';
            if (map.IsInFov(X, Y))
            {
                Color           = Colors.DoorFov;
                BackgroundColor = Colors.DoorBackgroundFov;
            }
            else
            {
                Color           = Colors.Door;
                BackgroundColor = Colors.DoorBackground;
            }

            console.Set(X, Y, Color, BackgroundColor, Symbol);
        }