Esempio n. 1
0
        private void ShowMouse()
        {
            MouseState msta = Mouse.GetState();

            if (msta.X > this.recViewport.X && msta.X < this.recViewport.X + this.recViewport.Width &&
                msta.Y > this.recViewport.Y && msta.Y < this.recViewport.Y + this.recViewport.Height)
            {
                //SpriteBatchDraw(dicTextures["cursor_bc"], new Vector2(msta.X, msta.Y), 1f);
                SpriteBatchDraw(dicTextures["cursor_cross"], new Vector2(msta.X - 3, msta.Y - 3), 1f);

                InfoForm.SetMonPos(msta.X, msta.Y);

                string strAdr = this.InfoForm.kod.intHexX.ToString("00") + this.InfoForm.kod.intHexY.ToString("00");

                //InfoForm.txtYDiff.Text = strAdr;

                if (dicHex.ContainsKey(strAdr))
                {
                    clsHexFeld hex = dicHex[strAdr];
                    SpriteBatchDraw(dicTextures["hex_rot"], new Vector2(hex.kod.intXmon, hex.kod.intYmon), 2f);
                }
                else
                {
                    string str = strAdr;
                }
            }
        }
Esempio n. 2
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Beige);

            // TODO: Add your drawing code here
            spriteBatch.Begin(/*SpriteBlendMode.AlphaBlend*/);

            spriteBatch.Draw(this.texBackground, this.recViewport, Color.White);

            string strAdr = this.Calculator.kod.intHexX.ToString("00") + this.Calculator.kod.intHexY.ToString("00");

            if (dicHex.ContainsKey(strAdr))
            {
                clsHexFeld hex = dicHex[strAdr];
                SpriteBatchDraw(dicTextures["hex_blau"], new Vector2(hex.kod.intXmon, hex.kod.intYmon), 1f);
            }

            BuildHexMap("hex3");

            ShowMouse();

            spriteBatch.End();

            base.Draw(gameTime);

            if (!InfoForm.Visible)
            {
                InfoForm.Show();
            }
        }