Esempio n. 1
0
        private void DrawCurrentRoom()
        {
            Rectangle currentRoomRectangle = MiniMapConstants.CalculatePos((int)game.RoomHandler.currentRoom.X, (int)game.RoomHandler.currentRoom.Y, MiniMapConstants.Width, MiniMapConstants.Height);

            currentRoomRectangle.X    += (MiniMapConstants.Width - MiniMapConstants.Height) / 2;
            currentRoomRectangle.Width = MiniMapConstants.Height;
            HUDUtilities.DrawRectangle(game, currentRoomRectangle, MiniMapConstants.CurrentRoomColor, offsetX, offsetY, HUDUtilities.MinimapCurrentRoomLayer);
        }
Esempio n. 2
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        private void DrawMap()
        {
            int level = (int)game.RoomHandler.currentRoom.Z / 2;

            foreach (Rectangle rec in MiniMapConstants.GetRoomLayout(level))
            {
                HUDUtilities.DrawRectangle(game, rec, MiniMapConstants.RoomColor, offsetX, offsetY, HUDUtilities.MinimapLayer);
            }
        }
Esempio n. 3
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        private void DrawTriforce()
        {
            int       currentZ          = (int)game.RoomHandler.currentRoom.Z / 2;
            Rectangle triforceRectangle = MiniMapConstants.CalculatePos((int)MiniMapConstants.TriforcePos[currentZ].X, (int)MiniMapConstants.TriforcePos[currentZ].Y, MiniMapConstants.Width, MiniMapConstants.Height);

            triforceRectangle.X    += (MiniMapConstants.Width - MiniMapConstants.Height) / 2;
            triforceRectangle.Width = MiniMapConstants.Height;
            if (colorRed)
            {
                HUDUtilities.DrawRectangle(game, triforceRectangle, MiniMapConstants.TriforceRed, offsetX, offsetY, HUDUtilities.MinimapTriforceLayer);
            }
            else
            {
                HUDUtilities.DrawRectangle(game, triforceRectangle, MiniMapConstants.TriforceGreen, offsetX, offsetY, HUDUtilities.MinimapTriforceLayer);
            }
        }