public static void DrawShop() { int i = 0; int x = 0; int y = 0; int itemnum = 0; int itempic = 0; string amount = ""; Rectangle rec = new Rectangle(); Rectangle recPos = new Rectangle(); SFML.Graphics.Color colour = new SFML.Graphics.Color(); if (!C_Variables.InGame || C_UpdateUI.PnlShopVisible == false) { return; } //first render panel C_Graphics.RenderSprite(C_Graphics.ShopPanelSprite, C_Graphics.GameWindow, C_UpdateUI.ShopWindowX, C_UpdateUI.ShopWindowY, 0, 0, C_Graphics.ShopPanelGfxInfo.Width, C_Graphics.ShopPanelGfxInfo.Height); if (Types.Shop[InShop].Face > 0) { //render face if (C_Graphics.FacesGfxInfo[Types.Shop[InShop].Face].IsLoaded == false) { C_Graphics.LoadTexture(Types.Shop[InShop].Face, (byte) 7); } //seeying we still use it, lets update timer ref var with_1 = ref C_Graphics.FacesGfxInfo[Types.Shop[InShop].Face]; with_1.TextureTimer = C_General.GetTickCount() + 100000; C_Graphics.RenderSprite(C_Graphics.FacesSprite[Types.Shop[InShop].Face], C_Graphics.GameWindow, C_UpdateUI.ShopWindowX + C_UpdateUI.ShopFaceX, C_UpdateUI.ShopWindowY + C_UpdateUI.ShopFaceY, 0, 0, C_Graphics.FacesGfxInfo[Types.Shop[InShop].Face].Width, C_Graphics.FacesGfxInfo[Types.Shop[InShop].Face].Height); }
public static void DrawHotbar() { int i = 0; int num = 0; int pic = 0; Rectangle rec = new Rectangle(); Rectangle recPos = new Rectangle(); C_Graphics.RenderSprite(C_Graphics.HotBarSprite, C_Graphics.GameWindow, C_UpdateUI.HotbarX, C_UpdateUI.HotbarY, 0, 0, C_Graphics.HotBarGfxInfo.Width, C_Graphics.HotBarGfxInfo.Height); for (i = 1; i <= MaxHotbar; i++) { if (C_Types.Player[C_Variables.Myindex].Hotbar[i].SType == 1) { num = C_Variables.PlayerSkills[C_Types.Player[C_Variables.Myindex].Hotbar[i].Slot]; if (num > 0) { pic = Types.Skill[num].Icon; if (C_Graphics.SkillIconsGfxInfo[pic].IsLoaded == false) { C_Graphics.LoadTexture(pic, (byte)9); } //seeying we still use it, lets update timer ref var with_1 = ref C_Graphics.SkillIconsGfxInfo[pic]; with_1.TextureTimer = C_General.GetTickCount() + 100000; rec.Y = 0; rec.Height = 32; rec.X = 0; rec.Width = 32; if (!(C_Variables.SkillCd[i] == 0)) { rec.X = 32; rec.Width = 32; } recPos.Y = C_UpdateUI.HotbarY + HotbarTop; recPos.Height = C_Constants.PicY; recPos.X = C_UpdateUI.HotbarX + HotbarLeft + ((HotbarOffsetX + 32) * (i - 1)); recPos.Width = C_Constants.PicX; C_Graphics.RenderSprite(C_Graphics.SkillIconsSprite[pic], C_Graphics.GameWindow, recPos.X, recPos.Y, rec.X, rec.Y, rec.Width, rec.Height); } }
internal static void DrawWeather() { int i = 0; int spriteLeft = 0; for (i = 1; i <= MaxWeatherParticles; i++) { if (System.Convert.ToBoolean(WeatherParticle[i].InUse)) { if (WeatherParticle[i].Type == (int)Enums.WeatherType.Storm) { spriteLeft = 0; } else { spriteLeft = WeatherParticle[i].Type - 1; } C_Graphics.RenderSprite(C_Graphics.WeatherSprite, C_Graphics.GameWindow, C_Graphics.ConvertMapX(WeatherParticle[i].X), C_Graphics.ConvertMapY(WeatherParticle[i].Y), spriteLeft * 32, 0, 32, 32); } } }
internal static void DrawQuestLog() { int i = 0; int y = 0; y = 10; //first render panel C_Graphics.RenderSprite(C_Graphics.QuestSprite, C_Graphics.GameWindow, QuestLogX, QuestLogY, 0, 0, C_Graphics.QuestGfxInfo.Width, C_Graphics.QuestGfxInfo.Height); //draw quest names for (i = 1; i <= MaxActivequests; i++) { if (QuestNames[i].Trim().Length > 0) { C_Text.DrawText(QuestLogX + 7, QuestLogY + y, QuestNames[i].Trim(), SFML.Graphics.Color.White, SFML.Graphics.Color.Black, C_Graphics.GameWindow); y = y + 20; } } if (SelectedQuest <= 0) { return; } //quest log text y = 0; foreach (string str in C_Text.WordWrap(QuestTaskLogText.Trim(), 35, C_Text.WrapMode.Characters, C_Text.WrapType.BreakWord, 13)) { //description C_Text.DrawText(QuestLogX + 204, QuestLogY + 30 + y, str, SFML.Graphics.Color.White, SFML.Graphics.Color.Black, C_Graphics.GameWindow); y = y + 15; } y = 0; foreach (string str in C_Text.WordWrap(ActualTaskText.Trim(), 40, C_Text.WrapMode.Characters, C_Text.WrapType.BreakWord, 13)) { //description C_Text.DrawText(QuestLogX + 204, QuestLogY + 147 + y, str, SFML.Graphics.Color.White, SFML.Graphics.Color.Black, C_Graphics.GameWindow); y = y + 15; } y = 0; foreach (string str in C_Text.WordWrap(QuestDialogText.Trim(), 40, C_Text.WrapMode.Characters, C_Text.WrapType.BreakWord, 13)) { //description C_Text.DrawText(QuestLogX + 204, QuestLogY + 218 + y, str, SFML.Graphics.Color.White, SFML.Graphics.Color.Black, C_Graphics.GameWindow); y = y + 15; } C_Text.DrawText(QuestLogX + 280, QuestLogY + 263, QuestStatus2Text.Trim(), SFML.Graphics.Color.White, SFML.Graphics.Color.Black, C_Graphics.GameWindow); //DrawText(QuestLogX + 285, QuestLogY + 288, Trim$(QuestRequirementsText), SFML.Graphics.Color.White, SFML.Graphics.Color.Black, GameWindow) y = 0; for (i = 1; i <= QuestRewardsText.Length - 1; i++) { //description C_Text.DrawText(QuestLogX + 255, QuestLogY + 292 + y, QuestRewardsText[i].Trim(), SFML.Graphics.Color.White, SFML.Graphics.Color.Black, C_Graphics.GameWindow); y = y + 15; } }
public static void DrawBank() { int i = 0; int x = 0; int y = 0; int itemnum = 0; string amount = ""; Rectangle sRect = new Rectangle(); Rectangle dRect = new Rectangle(); int sprite = 0; SFML.Graphics.Color colour = new SFML.Graphics.Color(); //first render panel C_Graphics.RenderSprite(C_Graphics.BankPanelSprite, C_Graphics.GameWindow, C_UpdateUI.BankWindowX, C_UpdateUI.BankWindowY, 0, 0, C_Graphics.BankPanelGfxInfo.Width, C_Graphics.BankPanelGfxInfo.Height); //Headertext C_Text.DrawText(C_UpdateUI.BankWindowX + 140, C_UpdateUI.BankWindowY + 6, "Your Bank", SFML.Graphics.Color.White, SFML.Graphics.Color.Black, C_Graphics.GameWindow, (byte)15); //close C_Text.DrawText(C_UpdateUI.BankWindowX + 140, C_UpdateUI.BankWindowY + C_Graphics.BankPanelGfxInfo.Height - 20, "Close Bank", SFML.Graphics.Color.White, SFML.Graphics.Color.Black, C_Graphics.GameWindow, (byte)15); for (i = 1; i <= Constants.MAX_BANK; i++) { itemnum = C_GameLogic.GetBankItemNum((byte)i); if (itemnum > 0 && itemnum <= Constants.MAX_ITEMS) { sprite = Types.Item[itemnum].Pic; if (C_Graphics.ItemsGfxInfo[sprite].IsLoaded == false) { C_Graphics.LoadTexture(sprite, (byte)4); } //seeying we still use it, lets update timer ref var with_1 = ref C_Graphics.ItemsGfxInfo[sprite]; with_1.TextureTimer = C_General.GetTickCount() + 100000; sRect.Y = 0; sRect.Height = C_Constants.PicY; sRect.X = 0; sRect.Width = C_Constants.PicX; dRect.Y = C_UpdateUI.BankWindowY + C_UpdateUI.BankTop + ((C_UpdateUI.BankOffsetY + 32) * ((i - 1) / C_UpdateUI.BankColumns)); dRect.Height = C_Constants.PicY; dRect.X = C_UpdateUI.BankWindowX + C_UpdateUI.BankLeft + ((C_UpdateUI.BankOffsetX + 32) * ((i - 1) % C_UpdateUI.BankColumns)); dRect.Width = C_Constants.PicX; C_Graphics.RenderSprite(C_Graphics.ItemsSprite[sprite], C_Graphics.GameWindow, dRect.X, dRect.Y, sRect.X, sRect.Y, sRect.Width, sRect.Height); // If item is a stack - draw the amount you have if (C_GameLogic.GetBankItemValue((byte)i) > 1) { y = dRect.Top + 22; x = dRect.Left - 4; amount = System.Convert.ToString(C_GameLogic.GetBankItemValue((byte)i)); colour = SFML.Graphics.Color.White; // Draw currency but with k, m, b etc. using a convertion function if (long.Parse(amount) < 1000000) { colour = SFML.Graphics.Color.White; } else if (long.Parse(amount) > 1000000 && long.Parse(amount) < 10000000) { colour = SFML.Graphics.Color.Yellow; } else if (long.Parse(amount) > 10000000) { colour = SFML.Graphics.Color.Green; } C_Text.DrawText(x, y, C_GameLogic.ConvertCurrency(System.Convert.ToInt32(amount)), colour, SFML.Graphics.Color.Black, C_Graphics.GameWindow); } } }
public static void DrawTrade() { int i = 0; int x = 0; int y = 0; int itemnum = 0; int itempic = 0; string amount = ""; Rectangle rec = new Rectangle(); Rectangle recPos = new Rectangle(); SFML.Graphics.Color colour = new SFML.Graphics.Color(); amount = System.Convert.ToString(0); colour = SFML.Graphics.Color.White; if (!C_Variables.InGame) { return; } //first render panel C_Graphics.RenderSprite(C_Graphics.TradePanelSprite, C_Graphics.GameWindow, C_UpdateUI.TradeWindowX, C_UpdateUI.TradeWindowY, 0, 0, C_Graphics.TradePanelGfxInfo.Width, C_Graphics.TradePanelGfxInfo.Height); //Headertext C_Text.DrawText(C_UpdateUI.TradeWindowX + 70, C_UpdateUI.TradeWindowY + 6, "Your Offer", SFML.Graphics.Color.White, SFML.Graphics.Color.Black, C_Graphics.GameWindow, (byte)15); C_Text.DrawText(C_UpdateUI.TradeWindowX + 260, C_UpdateUI.TradeWindowY + 6, C_UpdateUI.Tradername + "'s Offer.", SFML.Graphics.Color.White, SFML.Graphics.Color.Black, C_Graphics.GameWindow, (byte)15); for (i = 1; i <= Constants.MAX_INV; i++) { // blt your own offer itemnum = C_Player.GetPlayerInvItemNum(C_Variables.Myindex, TradeYourOffer[i].Num); if (itemnum > 0 && itemnum <= Constants.MAX_ITEMS) { itempic = Types.Item[itemnum].Pic; if (itempic > 0 && itempic <= C_Graphics.NumItems) { if (C_Graphics.ItemsGfxInfo[itempic].IsLoaded == false) { C_Graphics.LoadTexture(itempic, (byte)4); } //seeying we still use it, lets update timer ref var with_1 = ref C_Graphics.ItemsGfxInfo[itempic]; with_1.TextureTimer = C_General.GetTickCount() + 100000; rec.Y = 0; rec.Height = C_Constants.PicY; rec.X = 0; rec.Width = C_Constants.PicX; recPos.Y = C_UpdateUI.TradeWindowY + C_UpdateUI.OurTradeY + C_UpdateUI.InvTop + ((C_UpdateUI.InvOffsetY + 32) * ((i - 1) / C_UpdateUI.InvColumns)); recPos.Height = C_Constants.PicY; recPos.X = C_UpdateUI.TradeWindowX + C_UpdateUI.OurTradeX + C_UpdateUI.InvLeft + ((C_UpdateUI.InvOffsetX + 32) * ((i - 1) % C_UpdateUI.InvColumns)); recPos.Width = C_Constants.PicX; C_Graphics.RenderSprite(C_Graphics.ItemsSprite[itempic], C_Graphics.GameWindow, recPos.X, recPos.Y, rec.X, rec.Y, rec.Width, rec.Height); // If item is a stack - draw the amount you have if (TradeYourOffer[i].Value >= 1) { y = recPos.Top + 22; x = recPos.Left - 4; // Draw currency but with k, m, b etc. using a convertion function if (double.Parse(amount) < 1000000) { colour = SFML.Graphics.Color.White; } else if (double.Parse(amount) > 1000000 && long.Parse(amount) < 10000000) { colour = SFML.Graphics.Color.Yellow; } else if (double.Parse(amount) > 10000000) { colour = SFML.Graphics.Color.Green; } amount = System.Convert.ToString(TradeYourOffer[i].Value); C_Text.DrawText(x, y, C_GameLogic.ConvertCurrency(System.Convert.ToInt32(amount)), colour, SFML.Graphics.Color.Black, C_Graphics.GameWindow); } } } }
internal static void DrawCraftPanel() { int i = 0; int y = 0; Rectangle rec = new Rectangle(); int pgbvalue = 0; for (i = 1; i <= Constants.MAX_RECIPE; i++) { if (RecipeNames[i] == null) { RecipeNames[i] = ""; } } //first render panel C_Graphics.RenderSprite(C_Graphics.CraftSprite, C_Graphics.GameWindow, C_UpdateUI.CraftPanelX, C_UpdateUI.CraftPanelY, 0, 0, C_Graphics.CraftGfxInfo.Width, C_Graphics.CraftGfxInfo.Height); y = 10; //draw recipe names for (i = 1; i <= Constants.MAX_RECIPE; i++) { if (RecipeNames[i].Trim().Length > 0) { C_Text.DrawText(C_UpdateUI.CraftPanelX + 12, C_UpdateUI.CraftPanelY + y, RecipeNames[i].Trim(), SFML.Graphics.Color.White, SFML.Graphics.Color.Black, C_Graphics.GameWindow); y = y + 20; } } //progress bar pgbvalue = (int)(((double)CraftProgressValue / 100) * 100); rec.Y = 0; rec.Height = C_Graphics.ProgBarGfxInfo.Height; rec.X = 0; rec.Width = (int)((double)pgbvalue * C_Graphics.ProgBarGfxInfo.Width / 100); C_Graphics.RenderSprite(C_Graphics.ProgBarSprite, C_Graphics.GameWindow, C_UpdateUI.CraftPanelX + 410, C_UpdateUI.CraftPanelY + 417, rec.X, rec.Y, rec.Width, rec.Height); //amount controls C_Graphics.RenderSprite(C_Graphics.CharPanelMinSprite, C_Graphics.GameWindow, C_UpdateUI.CraftPanelX + 340, C_UpdateUI.CraftPanelY + 422, 0, 0, C_Graphics.CharPanelMinGfxInfo.Width, C_Graphics.CharPanelMinGfxInfo.Height); C_Text.DrawText(C_UpdateUI.CraftPanelX + 367, C_UpdateUI.CraftPanelY + 418, Microsoft.VisualBasic.Strings.Trim(CraftAmountValue.ToString()), SFML.Graphics.Color.Black, SFML.Graphics.Color.White, C_Graphics.GameWindow); C_Graphics.RenderSprite(C_Graphics.CharPanelPlusSprite, C_Graphics.GameWindow, C_UpdateUI.CraftPanelX + 392, C_UpdateUI.CraftPanelY + 422, 0, 0, C_Graphics.CharPanelPlusGfxInfo.Width, C_Graphics.CharPanelPlusGfxInfo.Height); if (SelectedRecipe == 0) { return; } if (PicProductindex > 0) { if (C_Graphics.ItemsGfxInfo[PicProductindex].IsLoaded == false) { C_Graphics.LoadTexture(PicProductindex, (byte)4); } //seeying we still use it, lets update timer C_Graphics.ItemsGfxInfo[PicProductindex].TextureTimer = C_General.GetTickCount() + 100000; C_Graphics.RenderSprite(C_Graphics.ItemsSprite[PicProductindex], C_Graphics.GameWindow, C_UpdateUI.CraftPanelX + 267, C_UpdateUI.CraftPanelY + 20, 0, 0, C_Graphics.ItemsGfxInfo[PicProductindex].Width, C_Graphics.ItemsGfxInfo[PicProductindex].Height); C_Text.DrawText(C_UpdateUI.CraftPanelX + 310, C_UpdateUI.CraftPanelY + 20, LblProductNameText.Trim(), SFML.Graphics.Color.White, SFML.Graphics.Color.Black, C_Graphics.GameWindow); C_Text.DrawText(C_UpdateUI.CraftPanelX + 310, C_UpdateUI.CraftPanelY + 35, LblProductAmountText.Trim(), SFML.Graphics.Color.White, SFML.Graphics.Color.Black, C_Graphics.GameWindow); } y = 107; for (i = 1; i <= Constants.MAX_INGREDIENT; i++) { if (PicMaterialIndex[i] > 0) { if (C_Graphics.ItemsGfxInfo[PicMaterialIndex[i]].IsLoaded == false) { C_Graphics.LoadTexture(PicMaterialIndex[i], (byte)4); } //seeying we still use it, lets update timer ref var with_3 = ref C_Graphics.ItemsGfxInfo[PicMaterialIndex[i]]; with_3.TextureTimer = C_General.GetTickCount() + 100000; C_Graphics.RenderSprite(C_Graphics.ItemsSprite[PicMaterialIndex[i]], C_Graphics.GameWindow, C_UpdateUI.CraftPanelX + 275, C_UpdateUI.CraftPanelY + y, 0, 0, C_Graphics.ItemsGfxInfo[PicMaterialIndex[i]].Width, C_Graphics.ItemsGfxInfo[PicMaterialIndex[i]].Height); C_Text.DrawText(C_UpdateUI.CraftPanelX + 315, C_UpdateUI.CraftPanelY + y, LblMaterialName[i].Trim(), SFML.Graphics.Color.White, SFML.Graphics.Color.Black, C_Graphics.GameWindow); C_Text.DrawText(C_UpdateUI.CraftPanelX + 315, C_UpdateUI.CraftPanelY + y + 15, LblMaterialAmount[i].Trim(), SFML.Graphics.Color.White, SFML.Graphics.Color.Black, C_Graphics.GameWindow); y = y + 63; } }