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); }
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]]); } }
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); } }
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); } }
public void DrawCompass() { HUDUtilities.DrawTexture(game, compass, compassPos, offsetX, offsetY, HUDUtilities.MapCompassLabelLayer); }
public void DrawMapCover() { HUDUtilities.DrawRectangle(game, mapCover, Color.Black, offsetX, offsetY, HUDUtilities.MapCoverLayer); }
public void DrawLabel() { HUDUtilities.DrawTexture(game, label, labelPos, offsetX, offsetY, HUDUtilities.MapCompassLabelLayer); }
private void DrawLevelLabel() { HUDUtilities.DrawTexture(game, level[(int)game.RoomHandler.currentRoom.Z / 2], levelPos, offsetX, offsetY, HUDUtilities.MinimapLabelLayer); }
private void DrawBlackBackground() { HUDUtilities.DrawRectangle(game, new Rectangle(0 - backgroundOffsetX, 0 - backgroundOffsetY, DimensionConstants.OriginalWindowWidth, DimensionConstants.OriginalWindowHeight), Color.Black, backgroundOffsetX, backgroundOffsetY, HUDUtilities.BackgroundLayer); }
private void DrawCurrentRoom() { Rectangle destination = OrangeMapConstants.CalculatePos(game.RoomHandler.currentRoom, OrangeMapConstants.CurrentRoomSize, scaledMapWidth, scaledMapHeight); HUDUtilities.DrawRectangle(game, destination, OrangeMapConstants.CurrentRoomColor, offsetX, offsetY, HUDUtilities.OrangeMapCurrentRoomLayer); }
private void DrawMap() { HUDUtilities.DrawTexture(game, map, mapPos, offsetX, offsetY, HUDUtilities.OrangeMapLayer); }