public Renderer(Map map ,Graphics g,Gamescreen screen,Label label1) { this.first = map; this.g = g; this.screen = screen; this.brush = new TextureBrush(first.files.menuBrush,WrapMode.TileFlipXY); this.brush1= new SolidBrush(Color.PaleVioletRed); this.brush2 = new SolidBrush(Color.PaleGreen); this.ran = new Random(); this.pointsplayer1 = first.player1.collectedItems.ToString(); this.pointsplayer2 = first.player2.collectedItems.ToString(); this.Action = label1.Text; }
public Form1(int size, int p1, int p2, int hmi, String wB) { whoBegins = wB; mapSize = size; InitializeComponent(); first = new Map(size,hmi,p1,p2); screen = new Gamescreen(first, this); first.fillMap(); first.addPropToMap(first); //Fenster wird auto Maximiert this.DoubleBuffered = true; //Reduziert flimmern hierdurch kann allerdings nur im on_paint event gezeichnet werden this.AllowDrop = true; //für Drag and Drop bin mir aber nicht sicher ob es Programmintern überhaupt gebraucht wird p = new Point(screen.ExchangeCard.X, screen.ExchangeCard.Y); WindowState = FormWindowState.Maximized; pathMoving = false; }
public void setPositionPixel(Gamescreen screen) { int xPosMap = (positionMap.X * screen.MapPointSize) + screen.MapPosition.X + (screen.MapPointSize / 2) - (this.getPlayerSize(screen) / 2); int yPosMap = (positionMap.Y * screen.MapPointSize) + screen.MapPosition.Y + (screen.MapPointSize / 2) - (this.getPlayerSize(screen) / 2 + this.getPlayerSize(screen) / 4); positionPixel = new Point(xPosMap, yPosMap); }
public int getPlayerSize(Gamescreen screen) { return screen.MapPointSize / 2; }
//Geht vom Spielfeld aus .X=0 und .Y=0 oberstes linkes Feld public Point getMapPosition(Gamescreen screen) { int x = (positionPixel.X - screen.MapPosition.X) / screen.MapPointSize; int y = (positionPixel.Y - screen.MapPosition.Y) / screen.MapPointSize; positionMap = new Point(x, y); return positionMap; }
private void Form1_Resize(object sender, EventArgs e) { screen = new Gamescreen(first, this); first.player1.setPositionPixel(screen); first.player2.setPositionPixel(screen); Refresh(); }