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); }
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); } }
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); } }