// Event handler for RLNET's Render event private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { if (_renderRequired) { // Clear the consoles for a new level _mapConsole.Clear(); _statConsole.Clear(); _messageConsole.Clear(); _inventoryConsole.Clear(); // Draw everything to the map DungeonMap.Draw(_mapConsole, _statConsole); Player.Draw(_mapConsole, DungeonMap); Player.DrawStats(_statConsole, _statWidth, _statHeight); Player.DrawInventory(_inventoryConsole); MessageLog.Draw(_messageConsole, _messageWidth, _messageHeight); // Blit the sub consoles to the root console in the correct locations RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0); // Tell RLNET to draw the console that we set _rootConsole.Draw(); _renderRequired = false; } }
// Event handler for RLNET's Render event private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { //don't redraw consoles if nothing changes if (_renderRequired) { _mapConsole.Clear(); _statConsole.Clear(); _messageConsole.Clear(); _inventoryConsole.Clear(); DungeonMap.Draw(_mapConsole, _statConsole); //draw the player Player.Draw(_mapConsole, DungeonMap); //draw the status console Player.DrawStats(_statConsole); //draw the MessageLog MessageLog.Draw(_messageConsole); //Blit the sub consoles to the root console in the correct locations RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0); //tell RLNet to draw the console _rootConsole.Draw(); _renderRequired = false; } }
private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { if (_renderRequired) { _mapConsole.Clear(); _statConsole.Clear(); _messageConsole.Clear(); DungeonMap.Draw(_mapConsole, _statConsole); Player.Draw(_mapConsole, DungeonMap); MessageLog.Draw(_messageConsole); Player.DrawStats(_statConsole); RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0); _rootConsole.Draw(); _renderRequired = false; } }
//Event handler for RLNET's Render Event private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { //Blit the sub consoles to the root console in the correct locations RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, _screenHeight - _inventoryHeight); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, 0); // Tell RLNET to draw the console _rootConsole.Draw(); if (_renderRequired) { // Draws the Dungeon Map DungeonMap.Draw(_mapConsole); // Draws the player Player.Draw(_mapConsole, DungeonMap); _renderRequired = false; } }
// Event handler for RLNET's Render event private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { /* * if (_renderRequired) * { * // ... previous drawing code remains here * // Blit the sub consoles to the root console in the correct locations * RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, * _rootConsole, 0, _inventoryHeight); * RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, * _rootConsole, _mapWidth, 0); * RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, * _rootConsole, 0, _screenHeight - _messageHeight); * RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, * _rootConsole, 0, 0); * DungeonMap.Draw(_mapConsole); * Player.Draw(_mapConsole, DungeonMap); * _rootConsole.Draw(); * // Tell RLNET to draw the console that we set * _renderRequired = false; * } This is commented out because it makes movement weird and sticky. Optimization isn't bad anyway. */ RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0); DungeonMap.Draw(_mapConsole); Player.Draw(_mapConsole, DungeonMap); _rootConsole.Draw(); }
// Event handler for RLNET's Render event private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { if (_renderRequired) { _mapConsole.Clear(); _statConsole.Clear(); _messageConsole.Clear(); DungeonMap.Draw(_mapConsole, _statConsole); Player.Draw(_mapConsole, DungeonMap); Player.DrawStats(_statConsole); MessageLog.Draw(_messageConsole); // Blit the sub consoles to the root console in the correct locations RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0); // Tell RLNET to draw the console that we set _rootConsole.Draw(); // Don't bother redrawing all of the consoles if nothing has changed. _renderRequired = false; } }
// Event handler for Render event private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { //dont want to redraw all the time for no reason if (_renderRequired) { //clear all _mapConsole.Clear(); _statConsole.Clear(); _messageConsole.Clear(); // draw the map, this has to be first i think DungeonMap.Draw(_mapConsole, _statConsole); Player.Draw(_mapConsole, DungeonMap); Player.DrawStats(_statConsole); MessageLog.Draw(_messageConsole); //combine all the smaller consoles to the main one RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0); _rootConsole.Draw(); } }
private IEnumerator OnRootConsoleRender() { while (Application.isPlaying) { if (_renderRequired) { for (int i = 0; i < MonsterStat.transform.childCount; i++) { var go = MonsterStat.transform.GetChild(i).gameObject; Destroy(go); } // _mapConsole.Clear(); // _messageConsole.Clear(); // _statConsole.Clear(); // _inventoryConsole.Clear(); DungeonMap.Draw(); MessageLog.Draw(); TargetingSystem.Draw(); //_rootConsole.Draw(); _renderRequired = false; } yield return(null); } }
private static void RootConsole_Render(object sender, UpdateEventArgs e) { if (_renderRequired) { mazmorraConsole.Clear(); estadisticaConsole.Clear(); mensajeConsole.Clear(); DungeonMap.Draw(mazmorraConsole, estadisticaConsole); Player.Draw(mazmorraConsole, DungeonMap); Player.DrawStats(estadisticaConsole); MessageLog.Draw(mensajeConsole); RLConsole.Blit(mazmorraConsole, 0, 0, mazmorraWidth, mazmorraHeight, rootConsole, 0, inventarioHeight); RLConsole.Blit(estadisticaConsole, 0, 0, estadisticasWidth, estadisticasHeight, rootConsole, mazmorraWidth, 0); RLConsole.Blit(mensajeConsole, 0, 0, mensajeWidth, mensajeHeight, rootConsole, 0, screenHeight - mensajeHeight); RLConsole.Blit(inventarioConsole, 0, 0, inventarioWidth, inventarioHeight, rootConsole, 0, 0); rootConsole.Draw(); _renderRequired = false; } }
// Event handler for RLNET's Render event private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { if (_renderRequired) { _mapConsole.Clear(); _statConsole.Clear(); _messageConsole.Clear(); DungeonMap.Draw(_mapConsole, _statConsole); Player.Draw(_mapConsole); Player.DrawStats(_statConsole); MessageLog.Draw(_messageConsole); if (!Globals.BuildingEntranceIsTriggered && !Globals.IsPlayerDead && !Globals.IsBossDead) { // Blit the sub consoles to the root console in the correct locations RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, 0); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); } else if (Globals.BuildingEntranceIsTriggered) { if (Globals.SheriffTriggered) { QuestMenu.CreateQuestMenu(_rootConsole); } else if (Globals.GenericMenuTriggered) { Menu.CreateMenu(_rootConsole); } else { Globals.BuildingEntranceIsTriggered = false; } } else if (Globals.IsBossDead) { WinMenu.CreateWinScreen(_rootConsole); } else if (Globals.IsPlayerDead) { if (Player.Health <= 0) { DeathScreen.CreateDeathScreen(_rootConsole); } else { Globals.IsPlayerDead = false; } } // Tell RLNET to draw the console that we set _rootConsole.Draw(); _renderRequired = false; } }
private static void DrawConsoles() { DungeonMap.Draw(mapConsole, Stats); Player.Draw(mapConsole, DungeonMap); Player.DrawStats(Stats, 1); MessageLog.Draw(Messages); Player.Inventory.Draw(QuickBar); }
//Event handler for RLNet render event private static void OnRootConsoleRender(object Sender, UpdateEventArgs e) { if (renderRequired) { mapConsole.Clear(); statsConsole.Clear(); inventoryConsole.Clear(); armourConsole.Clear(); statsConsole.SetBackColor(0, 0, statsWidth, statsHeight, Palette.AlternateLightest); statsConsole.Print(1, 1, Player.Name, Colors.TextHeading); statsConsole.Print(1, 2, "_____", Colors.TextHeading); statsConsole.Print(1, 21, "Enemies:", Colors.TextHeading); statsConsole.Print(1, 22, "________", Colors.TextHeading); inventoryConsole.SetBackColor(0, 0, inventoryWidth, inventoryHeight, Palette.PrimaryDarker); inventoryConsole.Print(1, 1, "Inventory", Colors.TextHeading); inventoryConsole.Print(1, 2, "_________", Colors.TextHeading); inventoryConsole.Print(1, 5, "Slot 1: " + Inventory.slot1, Colors.TextHeading); inventoryConsole.Print(1, 7, "Slot 2: " + Inventory.slot2, Colors.TextHeading); inventoryConsole.Print(1, 9, "Slot 3: " + Inventory.slot3, Colors.TextHeading); inventoryConsole.Print(1, 11, "Slot 4: " + Inventory.slot4, Colors.TextHeading); inventoryConsole.Print(1, 13, "Slot 5: " + Inventory.slot5, Colors.TextHeading); armourConsole.SetBackColor(0, 0, armourWidth, armourHeight, Palette.PrimaryDarker); armourConsole.Print(1, 1, "Armour", Colors.TextHeading); armourConsole.Print(1, 2, "______", Colors.TextHeading); Player.DrawArmour(armourConsole); //Draw the map subdivision to the screen DungeonMap.Draw(mapConsole, statsConsole); //Draw the player to the dungeon map Player.Draw(mapConsole, DungeonMap); Player.DrawStats(statsConsole); //Blits the subdivisions to the window //(https://en.wikipedia.org/wiki/Bit_blit) //Map RLConsole.Blit(mapConsole, 0, 0, mapWidth, mapHeight, rootConsole, 0, 0); //Messages RLConsole.Blit(messageConsole, 0, 0, messageWidth, messageHeight, rootConsole, inventoryWidth, (screenHeight - messageHeight)); //Stats RLConsole.Blit(statsConsole, 0, 0, statsWidth, statsHeight, rootConsole, mapWidth, 0); //Inventory RLConsole.Blit(inventoryConsole, 0, 0, inventoryWidth, inventoryHeight, rootConsole, 0, mapHeight); //Armour RLConsole.Blit(armourConsole, 0, 0, armourWidth, armourHeight, rootConsole, screenWidth - armourWidth, screenHeight - armourHeight); //Tells RLNet to draw the console that we specified in rootConsole rootConsole.Draw(); //After everything has rendered, don't render again until an update renderRequired = false; } }
// Use this for initialization void Start() { Load(); Init(); MapGenerator mapGenerator = new MapGenerator(_width, _height, 20, 13, 7, _mapLevel); DungeonMap = mapGenerator.CreateMap(); DungeonMap.Draw(); }
private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { if (_renderRequired) { _mapConsole.Clear(); _statConsole.Clear(); _messageConsole.Clear(); _inventoryConsole.Clear(); DungeonMap.Draw(_mapConsole, _statConsole); Player.Draw(_mapConsole, DungeonMap); Player.DrawStats(_statConsole); Player.DrawInventory(_inventoryConsole); MessageLog.Draw(_messageConsole); _messageConsole.SetBackColor(0, 0, _messageWidth, _messageHeight, Swatch.DbDark); TargetingSystem.Draw(_mapConsole); RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0); if (IsInventoryScreenShowing) { InventoryScreen.Draw(_rootConsole, Player.Inventory); } if (IsDialogScreenShowing) { DialogScreen.Draw(_rootConsole); } if (IsShopSelectionScreenShowing) { ShopSelectionScreen.Draw(_rootConsole); } if (IsBuyScreenShowing) { BuyScreen.Draw(_rootConsole); } if (IsSellScreenShowing) { SellScreen.Draw(_rootConsole, Player.Inventory); } _rootConsole.Draw(); _renderRequired = false; } }
/// <summary> /// Event handler for RLNET Render event /// </summary> private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { //Blit other console sections to the root console //Blit: Bit BLock Transfer RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _invHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_invConsole, 0, 0, _invWidth, _invHeight, _rootConsole, 0, 0); DungeonMap.Draw(_mapConsole); MessageLog.Draw(_messageConsole); InventoryLog.Draw(_invConsole); player.Draw(_mapConsole, DungeonMap); _rootConsole.Draw(); }
private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0); Player.Draw(_mapConsole, DungeonMap); _rootConsole.Draw(); if (_renderRequired) { DungeonMap.Draw(_mapConsole, _statConsole); Player.Draw(_mapConsole, DungeonMap); Player.DrawStats(_statConsole); } }
private void LateUpdate() { if (_renderRequired) { for (int i = 0; i < MonsterStat.transform.childCount; i++) { var go = MonsterStat.transform.GetChild(i).gameObject; Destroy(go); } DungeonMap.Draw(); MessageLog.Draw(); TargetingSystem.Draw(); _renderRequired = false; } }
public void Draw() { renderer.EffectManager.GetBloomEffect().WriteRendererTarget(renderer.FogManager.CurrentColor()); map.Draw(); mapItemManager.Draw(); //アイテムの描画 characterManager.Draw(); pManager.Draw(); renderer.EffectManager.GetBloomEffect().ReleaseRenderTarget(); renderer.EffectManager.GetBloomEffect().Draw(renderer); background.Draw(renderer.FogManager.CurrentColor()); DrawUI(); }
private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { RLConsole.Blit(inventoryConsole, 0, 0, inventoryWidth, inventoryHeigth, rootConsole, 0, 0); RLConsole.Blit(mapConsole, 0, 0, mapWidth, mapHeigth, rootConsole, 0, inventoryHeigth); RLConsole.Blit(logConsole, 0, 0, logWidth, logWidth, rootConsole, 0, inventoryHeigth + mapHeigth); RLConsole.Blit(statsConsole, 0, 0, statsWidth, statsHeigth, rootConsole, mapWidth, inventoryHeigth); dungeonMap.Draw(mapConsole); player.Draw(mapConsole, dungeonMap); if (spells.Count > 0) { spells.ForEach((f) => f.Draw()); } rootConsole.Draw(); }
private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { if (_renderRequired) { DungeonMap.Draw(_mapConsole); Player.Draw(_mapConsole, DungeonMap); RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, _messageWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, 0); RLConsole.Blit(_statsConsole, 0, 0, _statsWidth, _statsHeight, _rootConsole, _mapWidth + _messageWidth, 0); RLConsole.Blit(_invConsole, 0, 0, _invWidth, _invHeight, _rootConsole, _mapWidth + _messageWidth, _statsHeight); // RLNET draw setted console _rootConsole.Draw(); _renderRequired = false; } // throw new NotImplementedException(); }
private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { if (_renderRequired) { DungeonMap.Draw(_mapConsole); Player.Draw(_mapConsole, DungeonMap); RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _headerHeight); RLConsole.Blit(_headerConsole, 0, 0, _headerWidth, _headerHeight, _rootConsole, 0, 0); Player.Draw(_mapConsole, DungeonMap); DungeonMap.Draw(_mapConsole); _rootConsole.Draw(); _renderRequired = false; } }
private IEnumerator Start() { yield return(new WaitUntil(() => RootConsole.s_Singleton.Initialized == true)); active = true; Map.SetBackgroundColor(Palette.FloorBackground); Message.SetBackgroundColor(Swatch.DbDeepWater); Inventory.SetBackgroundColor(Swatch.DbWood); Stat.SetBackgroundColor(Swatch.DbOldStone); player = new Player(); commandSys = new CommandSystem(); MapGenerator mapGen = new MapGenerator(Map.GetWidth(), Map.GetHeight()); dunegonMap = mapGen.CreateMap(); dunegonMap.Draw(Map); }
protected override void Draw(GameTime gameTime) { if (_renderRequired) { GraphicsDevice.Clear(Color.Black); _mapConsole.CellData.Clear(); _messageConsole.CellData.Clear(); _statConsole.CellData.Clear(); _inventoryConsole.CellData.Clear(); MessageLog.Draw(_messageConsole); DungeonMap.Draw(_mapConsole, _statConsole, _inventoryConsole); MessageLog.Draw(_messageConsole); TargetingSystem.Draw(_mapConsole); base.Draw(gameTime); } }
private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { /*Blit the sub consoles that I just created too the correct locations on the app * The parameters of a blit are * 1. the source console * 2. the x position 3. the y position * 4. The width 5. the height * 6. a destination console to blit to * 7. the blit destination of the top left corner of where we will blit to in the destination console */ //if a render is required draw everything otherwise don't if (_renderRequired) { _mapConsole.Clear(); _statConsole.Clear(); _messageConsole.Clear(); DungeonMap.Draw(_mapConsole, _statConsole); //draw the player into the map player.Draw(_mapConsole, DungeonMap); player.DrawStats(_statConsole); messageLog.Draw(_messageConsole); RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0); _rootConsole.Draw(); _renderRequired = false; } }
// Event handler for RLNET's Render event private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { // Don't bother redrawing all of the consoles if nothing has changed. if (_renderRequired) { //Clear the consoles _mapConsole.Clear(); _statConsole.Clear(); _messageConsole.Clear(); _inventoryConsole.Clear(); //Draw the dungeon map. DungeonMap.Draw(_mapConsole, _statConsole, _inventoryConsole); //draw the message log MessageLog.Draw(_messageConsole); TargetingSystem.Draw(_mapConsole); // Blit the sub consoles to the root console in the correct locations /* params * - source console * - x_pos * - y_pos * - width * - height * - destination console * - x+y position of top left corner to blit in destination console */ RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0); // Tell RLNET to draw the console that we set _rootConsole.Draw(); _renderRequired = false; } }
// Event handler for RLNET's Render event private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { if (_renderRequired) { _mapConsole.SetBackColor(0, 0, _mapWidth, _mapHeight, Colors.FloorBackground); _mapConsole.Print(1, 1, "Map", Colors.TextHeading); _messageConsole.SetBackColor(0, 0, _messageWidth, _messageHeight, Swatch.DbDeepWater); _messageConsole.Print(1, 1, "Messages", Colors.TextHeading); _statConsole.SetBackColor(0, 0, _statWidth, _statHeight, Swatch.DbOldStone); _statConsole.Print(1, 1, "Stats", Colors.TextHeading); _inventoryConsole.SetBackColor(0, 0, _inventoryWidth, _inventoryHeight, Swatch.DbWood); _inventoryConsole.Print(1, 1, "Inventory", Colors.TextHeading); // Draw the map DungeonMap.Draw(_mapConsole); // Draw player Player.Draw(_mapConsole, DungeonMap); // Blit the sub consoles to the root console in the correct locations RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0); // Tell RLNET to draw the console that we set _rootConsole.Draw(); _renderRequired = false; } }
private static void OnGameRender(object sender, UpdateEventArgs e) { if (renderRequired) { mapConsole.Clear(); statConsole.Clear(); messageConsole.Clear(); MessageLog.Draw(messageConsole); DungeonMap.Draw(mapConsole, statConsole); Player.Draw(mapConsole, DungeonMap); Player.DrawStats(statConsole); Player.DrawItems(inventoryConsole); RLConsole.Blit(mapConsole, 0, 0, mapWidth, mapHeight, rootConsole, 0, inventoryHeight); RLConsole.Blit(statConsole, 0, 0, statWidth, statHeight, rootConsole, mapWidth, 0); RLConsole.Blit(messageConsole, 0, 0, messageWidth, messageHeight, rootConsole, 0, screenHeight - messageHeight); RLConsole.Blit(inventoryConsole, 0, 0, inventoryWidth, inventoryHeight, rootConsole, 0, 0); rootConsole.Draw(); } renderRequired = false; }
// Event handler for RLNET's Render event private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { if (_renderRequired) { DungeonMap.Draw(_mapConsole); Player.Draw(_mapConsole, DungeonMap); NPC.Draw(_mapConsole, DungeonMap); MessageLog.Draw(_messageConsole); // Blit the sub consoles to the root console in the correct locations RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _messageHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, 0); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, /*0*/ _mapWidth, /*0*/ _screenHeight - _statHeight); // This should draw to the Message Log... // Tell RLNET to draw the console that we set _rootConsole.Draw(); _renderRequired = false; } }
/// <summary> /// The rendering engine for the overworld. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void OnOverworldRender(object sender, UpdateEventArgs e) { // Don't bother redrawing all of the consoles if nothing has changed. if (_renderRequired) { mapConsole.Clear(); statConsole.Clear(); messageConsole.Clear(); inventoryConsole.Clear(); // Draw the map DungeonMap.Draw(mapConsole, statConsole); // Draw our player on the map subconsole Player.Draw(mapConsole, DungeonMap); // After we draw our player, draw our player's stats in the stats subconsole Player.DrawStats(statConsole); // Draw the player's inventory Player.DrawInventory(inventoryConsole); // Draw our message log MessageLog.Draw(messageConsole); // Refocus the camera CameraSystem.RefocusCamera(); // Blit the sub consoles to the root console in the correct locations RLConsole.Blit( statConsole, 0, 0, Dimensions.StatWidth, Dimensions.StatHeight, console, 0, 0 ); RLConsole.Blit( messageConsole, 0, 0, Dimensions.MessageWidth, Dimensions.MessageHeight, console, 0, Dimensions.ScreenHeight - Dimensions.MessageHeight ); RLConsole.Blit( inventoryConsole, 0, 0, Dimensions.InventoryWidth, Dimensions.InventoryHeight, console, Dimensions.MapWidth, 0 ); RLConsole.Blit( mapConsole, CameraSystem.ViewportStartX, CameraSystem.ViewportStartY, Dimensions.MapWidth, Dimensions.MapHeight, console, 0, Dimensions.StatHeight ); // Tell RLNET to draw the console that we set console.Draw(); } }
protected override void Draw(GameTime gameTime) { if (_renderRequired) { GraphicsDevice.Clear(Color.Black); _mapConsole.CellData.Clear(); _messageConsole.CellData.Clear(); _statConsole.CellData.Clear(); _inventoryConsole.CellData.Clear(); MessageLog.Draw(_messageConsole); DungeonMap.Draw(_mapConsole, _statConsole, _inventoryConsole); MapMessageLog.Draw(_mapConsole); MessageLog.Draw(_messageConsole); TargetingSystem.Draw(_mapConsole); _inventoryConsole.CellData.Print(0, 10, "________________________________________________________________________________", Color.Green); _messageConsole.CellData.Print(0, 0, "--------------------------------------------------------------------------------", Color.Green); _statConsole.CellData.Print(0, 0, "|", Color.Green); _statConsole.CellData.Print(0, 1, "|", Color.Green); _statConsole.CellData.Print(0, 2, "|", Color.Green); _statConsole.CellData.Print(0, 3, "|", Color.Green); _statConsole.CellData.Print(0, 4, "|", Color.Green); _statConsole.CellData.Print(0, 5, "|", Color.Green); _statConsole.CellData.Print(0, 6, "|", Color.Green); _statConsole.CellData.Print(0, 7, "|", Color.Green); _statConsole.CellData.Print(0, 8, "|", Color.Green); _statConsole.CellData.Print(0, 9, "|", Color.Green); _statConsole.CellData.Print(0, 10, "|", Color.Green); _statConsole.CellData.Print(0, 11, "|", Color.Green); _statConsole.CellData.Print(0, 12, "|", Color.Green); _statConsole.CellData.Print(0, 13, "|", Color.Green); _statConsole.CellData.Print(0, 14, "|", Color.Green); _statConsole.CellData.Print(0, 15, "|", Color.Green); _statConsole.CellData.Print(0, 16, "|", Color.Green); _statConsole.CellData.Print(0, 17, "|", Color.Green); _statConsole.CellData.Print(0, 18, "|", Color.Green); _statConsole.CellData.Print(0, 19, "|", Color.Green); _statConsole.CellData.Print(0, 20, "|", Color.Green); _statConsole.CellData.Print(0, 21, "|", Color.Green); _statConsole.CellData.Print(0, 22, "|", Color.Green); _statConsole.CellData.Print(0, 23, "|", Color.Green); _statConsole.CellData.Print(0, 24, "|", Color.Green); _statConsole.CellData.Print(0, 25, "|", Color.Green); _statConsole.CellData.Print(0, 26, "|", Color.Green); _statConsole.CellData.Print(0, 27, "|", Color.Green); _statConsole.CellData.Print(0, 28, "|", Color.Green); _statConsole.CellData.Print(0, 29, "|", Color.Green); _statConsole.CellData.Print(0, 30, "|", Color.Green); _statConsole.CellData.Print(0, 31, "|", Color.Green); _statConsole.CellData.Print(0, 32, "|", Color.Green); _statConsole.CellData.Print(0, 33, "|", Color.Green); _statConsole.CellData.Print(0, 34, "|", Color.Green); _statConsole.CellData.Print(0, 35, "|", Color.Green); _statConsole.CellData.Print(0, 36, "|", Color.Green); _statConsole.CellData.Print(0, 37, "|", Color.Green); _statConsole.CellData.Print(0, 38, "|", Color.Green); _statConsole.CellData.Print(0, 39, "|", Color.Green); _statConsole.CellData.Print(0, 40, "|", Color.Green); _statConsole.CellData.Print(0, 41, "|", Color.Green); _statConsole.CellData.Print(0, 42, "|", Color.Green); _statConsole.CellData.Print(0, 43, "|", Color.Green); _statConsole.CellData.Print(0, 44, "|", Color.Green); _statConsole.CellData.Print(0, 45, "|", Color.Green); _statConsole.CellData.Print(0, 46, "|", Color.Green); _statConsole.CellData.Print(0, 47, "|", Color.Green); _statConsole.CellData.Print(0, 48, "|", Color.Green); _statConsole.CellData.Print(0, 49, "|", Color.Green); _statConsole.CellData.Print(0, 50, "|", Color.Green); _statConsole.CellData.Print(0, 51, "|", Color.Green); _statConsole.CellData.Print(0, 52, "|", Color.Green); _statConsole.CellData.Print(0, 53, "|", Color.Green); _statConsole.CellData.Print(0, 54, "|", Color.Green); _statConsole.CellData.Print(0, 55, "|", Color.Green); _statConsole.CellData.Print(0, 56, "|", Color.Green); _statConsole.CellData.Print(0, 57, "|", Color.Green); _statConsole.CellData.Print(0, 58, "|", Color.Green); _statConsole.CellData.Print(0, 59, "|", Color.Green); _statConsole.CellData.Print(0, 1, "|", Color.Green); if (RogueGame._mapLevel == 1) { _statConsole.CellData.Print(1, 60, "Location:", Color.Green); _statConsole.CellData.Print(1, 62, "Desert Pass", Color.Tan); } else if (RogueGame._mapLevel == 2) { _statConsole.CellData.Print(1, 60, "Location:", Color.Green); _statConsole.CellData.Print(1, 62, "Cavern Base Level 1", Color.Red); } else if (RogueGame._mapLevel == 3) { _statConsole.CellData.Print(1, 60, "Location:", Color.Green); _statConsole.CellData.Print(1, 62, "Cavern Base Level 2", Color.Red); } else if (RogueGame._mapLevel == 4) { _statConsole.CellData.Print(1, 60, "Location:", Color.Green); _statConsole.CellData.Print(1, 62, "Cavern Base Level 3", Color.Red); } else if (RogueGame._mapLevel == 5) { _statConsole.CellData.Print(1, 60, "Location:", Color.Green); _statConsole.CellData.Print(1, 62, "Summoning Chambers", Color.Red); } base.Draw(gameTime); } }