private Path CreateFishPath(float fishCenterX, float fishCenterY) { Path path = new Path(); float fishHeadX = fishCenterX; float fishHeadY = fishCenterY - mFishHeight / 2.0f; //the head of the fish path.MoveTo(fishHeadX, fishHeadY); //the left body of the fish path.QuadTo(fishHeadX - mFishWidth * 0.333f, fishHeadY + mFishHeight * 0.222f, fishHeadX - mFishWidth * 0.333f, fishHeadY + mFishHeight * 0.444f); path.LineTo(fishHeadX - mFishWidth * 0.333f, fishHeadY + mFishHeight * 0.666f); path.LineTo(fishHeadX - mFishWidth * 0.5f, fishHeadY + mFishHeight * 0.8f); path.LineTo(fishHeadX - mFishWidth * 0.5f, fishHeadY + mFishHeight); //the tail of the fish path.LineTo(fishHeadX, fishHeadY + mFishHeight * 0.9f); //the right body of the fish path.LineTo(fishHeadX + mFishWidth * 0.5f, fishHeadY + mFishHeight); path.LineTo(fishHeadX + mFishWidth * 0.5f, fishHeadY + mFishHeight * 0.8f); path.LineTo(fishHeadX + mFishWidth * 0.333f, fishHeadY + mFishHeight * 0.666f); path.LineTo(fishHeadX + mFishWidth * 0.333f, fishHeadY + mFishHeight * 0.444f); path.QuadTo(fishHeadX + mFishWidth * 0.333f, fishHeadY + mFishHeight * 0.222f, fishHeadX, fishHeadY); path.Close(); return(path); }
private Path CreateWaitPath(RectF bounds) { Path path = new Path(); //create circle path.MoveTo(bounds.CenterX() + mWaitCircleRadius, bounds.CenterY()); //create w path.CubicTo(bounds.CenterX() + mWaitCircleRadius, bounds.CenterY() - mWaitCircleRadius * 0.5f, bounds.CenterX() + mWaitCircleRadius * 0.3f, bounds.CenterY() - mWaitCircleRadius, bounds.CenterX() - mWaitCircleRadius * 0.35f, bounds.CenterY() + mWaitCircleRadius * 0.5f); path.QuadTo(bounds.CenterX() + mWaitCircleRadius, bounds.CenterY() - mWaitCircleRadius, bounds.CenterX() + mWaitCircleRadius * 0.05f, bounds.CenterY() + mWaitCircleRadius * 0.5f); path.LineTo(bounds.CenterX() + mWaitCircleRadius * 0.75f, bounds.CenterY() - mWaitCircleRadius * 0.2f); path.CubicTo(bounds.CenterX(), bounds.CenterY() + mWaitCircleRadius * 1f, bounds.CenterX() + mWaitCircleRadius, bounds.CenterY() + mWaitCircleRadius * 0.4f, bounds.CenterX() + mWaitCircleRadius, bounds.CenterY()); //create arc path.ArcTo(new RectF(bounds.CenterX() - mWaitCircleRadius, bounds.CenterY() - mWaitCircleRadius, bounds.CenterX() + mWaitCircleRadius, bounds.CenterY() + mWaitCircleRadius), 0, -359); path.ArcTo(new RectF(bounds.CenterX() - mWaitCircleRadius, bounds.CenterY() - mWaitCircleRadius, bounds.CenterX() + mWaitCircleRadius, bounds.CenterY() + mWaitCircleRadius), 1, -359); path.ArcTo(new RectF(bounds.CenterX() - mWaitCircleRadius, bounds.CenterY() - mWaitCircleRadius, bounds.CenterX() + mWaitCircleRadius, bounds.CenterY() + mWaitCircleRadius), 2, -2); //create w path.CubicTo(bounds.CenterX() + mWaitCircleRadius, bounds.CenterY() - mWaitCircleRadius * 0.5f, bounds.CenterX() + mWaitCircleRadius * 0.3f, bounds.CenterY() - mWaitCircleRadius, bounds.CenterX() - mWaitCircleRadius * 0.35f, bounds.CenterY() + mWaitCircleRadius * 0.5f); path.QuadTo(bounds.CenterX() + mWaitCircleRadius, bounds.CenterY() - mWaitCircleRadius, bounds.CenterX() + mWaitCircleRadius * 0.05f, bounds.CenterY() + mWaitCircleRadius * 0.5f); path.LineTo(bounds.CenterX() + mWaitCircleRadius * 0.75f, bounds.CenterY() - mWaitCircleRadius * 0.2f); path.CubicTo(bounds.CenterX(), bounds.CenterY() + mWaitCircleRadius * 1f, bounds.CenterX() + mWaitCircleRadius, bounds.CenterY() + mWaitCircleRadius * 0.4f, bounds.CenterX() + mWaitCircleRadius, bounds.CenterY()); return(path); }
private Path CreateBottlePath(RectF bottleRect) { float bottleneckWidth = bottleRect.Width() * 0.3f; float bottleneckHeight = bottleRect.Height() * 0.415f; float bottleneckDecorationWidth = bottleneckWidth * 1.1f; float bottleneckDecorationHeight = bottleneckHeight * 0.167f; Path path = new Path(); //draw the Left side of the bottleneck decoration path.MoveTo(bottleRect.CenterX() - bottleneckDecorationWidth * 0.5f, bottleRect.Top); path.QuadTo(bottleRect.CenterX() - bottleneckDecorationWidth * 0.5f - bottleneckWidth * 0.15f, bottleRect.Top + bottleneckDecorationHeight * 0.5f, bottleRect.CenterX() - bottleneckWidth * 0.5f, bottleRect.Top + bottleneckDecorationHeight); path.LineTo(bottleRect.CenterX() - bottleneckWidth * 0.5f, bottleRect.Top + bottleneckHeight); //draw the Left side of the bottle's body float radius = (bottleRect.Width() - mStrokeWidth) / 2.0f; float CenterY = bottleRect.Bottom - 0.86f * radius; RectF bodyRect = new RectF(bottleRect.Left, CenterY - radius, bottleRect.Right, CenterY + radius); path.AddArc(bodyRect, 255, -135); //draw the Bottom of the bottle float bottleBottomWidth = bottleRect.Width() / 2.0f; path.LineTo(bottleRect.CenterX() - bottleBottomWidth / 2.0f, bottleRect.Bottom); path.LineTo(bottleRect.CenterX() + bottleBottomWidth / 2.0f, bottleRect.Bottom); //draw the Right side of the bottle's body path.AddArc(bodyRect, 60, -135); //draw the Right side of the bottleneck decoration path.LineTo(bottleRect.CenterX() + bottleneckWidth * 0.5f, bottleRect.Top + bottleneckDecorationHeight); path.QuadTo(bottleRect.CenterX() + bottleneckDecorationWidth * 0.5f + bottleneckWidth * 0.15f, bottleRect.Top + bottleneckDecorationHeight * 0.5f, bottleRect.CenterX() + bottleneckDecorationWidth * 0.5f, bottleRect.Top); return(path); }