// point update for animations internal void ResetTile(Loc loc) { Image img = Refs.mf.MainBitmap.Image; SetBlank(img, Refs.m.TileByLoc(loc)); TileDraw.AddForegroundStuff(img, Refs.m.TileByLoc(loc)); }
public Bitmap AsBitmap() { Bitmap bmp = new Bitmap((int)(800), (int)(400)); Graphics gr = Graphics.FromImage(bmp); // clear the canvas to dark Rectangle pgRect = new Rectangle(0, 0, bmp.Width, bmp.Height); using (var solidBlack = new SolidBrush(Color.DarkSlateBlue)) { gr.FillRectangle(solidBlack, pgRect); } // frame the image with a black border Rectangle rc = new Rectangle(5, 5, bmp.Width - 10, bmp.Height - 10); using (var whitePen = new Pen(Color.White, 4)) { gr.DrawRectangle(whitePen, rc); } // do all backgrounds here (includes flow, los, glow effects) Refs.m.RunLos(); Refs.m.RunGlows(); foreach (MapTile t in tiles) { TileDraw.AddBackgroundStuff(bmp, t); } // add walls, nectar foreach (MapTile t in tiles) { TileDraw.AddForegroundStuff(bmp, t); } // add specials TileDraw.AddCharSpecial(bmp, "⛤"); // add mobiles, player and harem TileDraw.AddCharMobile(bmp, Refs.p); foreach (Cubi c in Refs.h.roster) { TileDraw.AddCharMobile(bmp, c); } return(bmp); }
// point update for animations public void CubiSingleTileUpdate(Cubi c) { Image img = Refs.mf.MainBitmap.Image; TileDraw.AddCharMobile(img, c); }