private void Inflate(ref GameOverlay.Drawing.Rectangle rect, int inflateX, int inflateY) { rect.Left -= inflateX; rect.Top -= inflateY; rect.Right += inflateX; rect.Bottom += inflateY; }
private void DontMoveInZone(Rectangle zone, ref float curDx, ref float curDy) { if (zone.Left <= s.SizeX / 2f && s.SizeX / 2f <= zone.Right && zone.Top <= s.SizeY / 2f && s.SizeY / 2f <= zone.Bottom) { curDx = 0; curDy = 0; } }
public static Rectangle GetEnemyHead(YoloItem nearestEnemy) { var nearestEnemyHead = Rectangle.Create( (float)nearestEnemy.X + Convert.ToInt32(nearestEnemy.Width * (1f - Settings.HeadWidth) / 2f), y: Convert.ToInt32(nearestEnemy.Y), Convert.ToInt32(Settings.HeadWidth * nearestEnemy.Width), Convert.ToInt32(Settings.HeadHeight * nearestEnemy.Height)); return(nearestEnemyHead); }
public static Rectangle GetEnemyBody(YoloItem nearestEnemy) { var nearestEnemyBody = Rectangle.Create( (float)nearestEnemy.X + Convert.ToInt32(nearestEnemy.Width * (1f - Settings.BodyWidth) / 2f), (float)nearestEnemy.Y + Convert.ToInt32(nearestEnemy.Height * (1f - Settings.BodyHeight) / 2f), Convert.ToInt32(Settings.BodyWidth * nearestEnemy.Width), Convert.ToInt32(Settings.BodyHeight * nearestEnemy.Height)); return(nearestEnemyBody); }
private void DrawProgressBarDirectX(GameOverlay.Drawing.Graphics g, GameOverlay.Drawing.SolidBrush bgBrush, GameOverlay.Drawing.SolidBrush foreBrush, float x, float y, float width, float height, float value, float maximum = 100) { // Draw BG. g.DrawRectangle(bgBrush, x, y, x + width, y + height, 3f); // Draw FG. GameOverlay.Drawing.Rectangle foreRect = new GameOverlay.Drawing.Rectangle( x, y, x + ((width * value / maximum)), y + (height) ); g.FillRectangle(foreBrush, foreRect); }
public KeyboardOverlay() { GameOverlay.Drawing.Rectangle rect = GetDesktopRect(); m_overlay = new GameOverlay.Windows.GraphicsWindow((int)rect.Left, (int)rect.Top, (int)(rect.Right - rect.Left), (int)(rect.Bottom - rect.Top), new GameOverlay.Drawing.Graphics() { PerPrimitiveAntiAliasing = true, TextAntiAliasing = true }); m_overlay.DrawGraphics += DrawGraphics; m_overlay.Create(); m_overlay.IsTopmost = true; m_overlay.Show(); }
public void DrawPlaying(YoloItem enemy, bool isAiming) { mainWnd.window.X = 1920 / 2 - s.SizeX / 2; mainWnd.window.Y = 1080 / 2 - s.SizeY / 2; mainWnd.graphics.BeginScene(); mainWnd.graphics.ClearScene(); // draw area //mainWnd.graphics.DrawRectangle(mainWnd.graphics.blueBrush, 0, 0, s.SizeX, s.SizeY, 2); // draw crossfire mainWnd.graphics.FillRectangle(isAiming ? mainWnd.graphics.redBrush : mainWnd.graphics.blueBrush, Rectangle.Create(s.SizeX / 2 - 2, s.SizeY / 2 - 2, 4, 4)); //mainWnd.graphics.WriteText( // $"FPS {mainWnd.graphics.FPS}"); // draw targets DrawItem(enemy); mainWnd.graphics.EndScene(); }
private void IfInsideZone1SlowlyMoveToZone2(ref float curDx, ref float curDy, Rectangle zone1, Rectangle zone2) { if (zone1.Left <= s.SizeX / 2f && s.SizeX / 2f <= zone1.Right && zone1.Top <= s.SizeY / 2f && s.SizeY / 2f <= zone1.Bottom) { var destX = zone2.Left + zone2.Width / 2f; curDx = destX - s.SizeX / 2f; var minWidth = Math.Max(1f, zone2.Width / 10f); curDx = Math.Sign(curDx) * Math.Min(Math.Abs(curDx), minWidth); var destY = zone2.Top + zone2.Height / 2f; curDy = destY - s.SizeY / 2f; var minHeight = Math.Max(1f, zone2.Height / 10f); curDy = Math.Sign(curDy) * Math.Min(Math.Abs(curDy), minHeight); } }