public void Render(IGameRenderService gameService) { foreach (var block in _blocks) { block.Value.Render(gameService); } }
public void Render(IGameRenderService gameService) { foreach (var chunk in _selectedChunks) { chunk.Render(gameService); } }
public void Render(IGameRenderService gameService) { var currentPos = _drawPosition + _playerPosition; gameService.DrawImage(currentPos, _imageName); Inventory.GetActiveItem()?.Draw(gameService, _topLeft); }
public void Render(IGameRenderService gameService) { uint lineHeight = 18; var basePosition = _drawPos.Add(0, -1); gameService.DrawToScreen(basePosition, lineHeight, "The current keyboard readout:"); gameService.DrawToScreen(basePosition.Add(0, -0.5), lineHeight, $"Escape Key: {_escape}"); gameService.DrawToScreen(basePosition.Add(0, -1), lineHeight, $"Left Key: {_left}"); gameService.DrawToScreen(basePosition.Add(0, -1.5), lineHeight, $"Right Key: {_right}"); gameService.DrawToScreen(basePosition.Add(0, -2), lineHeight, $"Up Key: {_up}"); gameService.DrawToScreen(basePosition.Add(0, -4), lineHeight, $"Game Position: {_lastPosition}"); }
public void Render(IGameRenderService gameService) { switch (_visibleScreen) { case Screen.INVENTORY: _inventroyScreen.Render(gameService); break; case Screen.NONE: break; } }
protected void DrawHealth(IGameRenderService gameService) { if (_health == MaxHealth) { return; } var center = _positionOnScreen + new Position(0.5, 0.5); var percent = 1.0 - ((double)_health / MaxHealth); var percentPos = percent / 2; var topLeft = center - new Position(percentPos, percentPos); var bottomRight = center + new Position(percentPos, percentPos); gameService.DrawRect(topLeft, bottomRight, Enums.Colors.White, true); }
public void Render(IGameRenderService gameService) { gameService.DrawRect(_topLeft, _topLeft.Add(_inventory.MaxInventoryItems, 1), Enums.Colors.White, true); gameService.DrawToScreen(_topLeft.Add(0, -0.2), 20, "Inventory:"); if (_inventory == null) { return; } for (var i = -1; i < _inventory.MaxInventoryItems; i++) { _inventory.GetItem(i)?.Draw(gameService, _topLeft.Add(i + 1, 0)); } }
public void Draw(IGameRenderService gameService, Position pos) { gameService.DrawImage(pos, IconPath); gameService.DrawToScreen(pos.Add(0.9, 0.9), 12, Enums.Colors.White, _stackSize.ToString(), true); }
public void Render(IGameRenderService gameService) { _player.Render(gameService); }
public override void Render(IGameRenderService gameService) { DrawImage(gameService, "Blocks/TreeBase"); }
public void Render(IGameRenderService gameService) { gameService.DrawToScreen(_position, 18, $"{FPS}", true); }
public abstract void Render(IGameRenderService gameService);
protected void DrawImage(IGameRenderService gameService, string imageName) { gameService.DrawImage(_positionOnScreen, imageName); DrawHealth(gameService); }
public void Render(IGameRenderService gameService) { _counter.Render(gameService); _debugKeys.Render(gameService); }