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]]); } }
public void DrawCompass() { HUDUtilities.DrawTexture(game, compass, compassPos, offsetX, offsetY, HUDUtilities.MapCompassLabelLayer); }
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 DrawMap() { HUDUtilities.DrawTexture(game, map, mapPos, offsetX, offsetY, HUDUtilities.OrangeMapLayer); }