Пример #1
0
        private void DrawCurrentRoom()
        {
            Rectangle currentRoomRectangle = MiniMapConstants.CalculatePos((int)game.RoomHandler.currentRoom.X, (int)game.RoomHandler.currentRoom.Y, MiniMapConstants.Width, MiniMapConstants.Height);

            currentRoomRectangle.X    += (MiniMapConstants.Width - MiniMapConstants.Height) / 2;
            currentRoomRectangle.Width = MiniMapConstants.Height;
            HUDUtilities.DrawRectangle(game, currentRoomRectangle, MiniMapConstants.CurrentRoomColor, offsetX, offsetY, HUDUtilities.MinimapCurrentRoomLayer);
        }
Пример #2
0
 private void DrawRooms()
 {
     foreach (Vector3 coords in rooms[currentZ].Keys)
     {
         Rectangle destination = OrangeMapConstants.CalculatePos(coords, OrangeMapConstants.RoomSize, scaledMapWidth, scaledMapHeight);
         HUDUtilities.DrawTexture(game, roomsTexture, destination, offsetX, offsetY, HUDUtilities.OrangeMapRoomLayer, roomFrames[rooms[currentZ][coords]]);
     }
 }
Пример #3
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        private void DrawMap()
        {
            int level = (int)game.RoomHandler.currentRoom.Z / 2;

            foreach (Rectangle rec in MiniMapConstants.GetRoomLayout(level))
            {
                HUDUtilities.DrawRectangle(game, rec, MiniMapConstants.RoomColor, offsetX, offsetY, HUDUtilities.MinimapLayer);
            }
        }
Пример #4
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        private void DrawTriforce()
        {
            int       currentZ          = (int)game.RoomHandler.currentRoom.Z / 2;
            Rectangle triforceRectangle = MiniMapConstants.CalculatePos((int)MiniMapConstants.TriforcePos[currentZ].X, (int)MiniMapConstants.TriforcePos[currentZ].Y, MiniMapConstants.Width, MiniMapConstants.Height);

            triforceRectangle.X    += (MiniMapConstants.Width - MiniMapConstants.Height) / 2;
            triforceRectangle.Width = MiniMapConstants.Height;
            if (colorRed)
            {
                HUDUtilities.DrawRectangle(game, triforceRectangle, MiniMapConstants.TriforceRed, offsetX, offsetY, HUDUtilities.MinimapTriforceLayer);
            }
            else
            {
                HUDUtilities.DrawRectangle(game, triforceRectangle, MiniMapConstants.TriforceGreen, offsetX, offsetY, HUDUtilities.MinimapTriforceLayer);
            }
        }
Пример #5
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 public void DrawCompass()
 {
     HUDUtilities.DrawTexture(game, compass, compassPos, offsetX, offsetY, HUDUtilities.MapCompassLabelLayer);
 }
Пример #6
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 public void DrawMapCover()
 {
     HUDUtilities.DrawRectangle(game, mapCover, Color.Black, offsetX, offsetY, HUDUtilities.MapCoverLayer);
 }
Пример #7
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 public void DrawLabel()
 {
     HUDUtilities.DrawTexture(game, label, labelPos, offsetX, offsetY, HUDUtilities.MapCompassLabelLayer);
 }
Пример #8
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 private void DrawLevelLabel()
 {
     HUDUtilities.DrawTexture(game, level[(int)game.RoomHandler.currentRoom.Z / 2], levelPos, offsetX, offsetY, HUDUtilities.MinimapLabelLayer);
 }
Пример #9
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 private void DrawBlackBackground()
 {
     HUDUtilities.DrawRectangle(game, new Rectangle(0 - backgroundOffsetX, 0 - backgroundOffsetY, DimensionConstants.OriginalWindowWidth, DimensionConstants.OriginalWindowHeight), Color.Black, backgroundOffsetX, backgroundOffsetY, HUDUtilities.BackgroundLayer);
 }
Пример #10
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        private void DrawCurrentRoom()
        {
            Rectangle destination = OrangeMapConstants.CalculatePos(game.RoomHandler.currentRoom, OrangeMapConstants.CurrentRoomSize, scaledMapWidth, scaledMapHeight);

            HUDUtilities.DrawRectangle(game, destination, OrangeMapConstants.CurrentRoomColor, offsetX, offsetY, HUDUtilities.OrangeMapCurrentRoomLayer);
        }
Пример #11
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 private void DrawMap()
 {
     HUDUtilities.DrawTexture(game, map, mapPos, offsetX, offsetY, HUDUtilities.OrangeMapLayer);
 }