public void Render(SpriteBatch spriteBatch, Sector sector, ViewController view) { foreach (World.System system in ChapterMaster.Sector.Systems) { DrawStar(spriteBatch, system, Color.White, view); } foreach (WarpLane lane in ChapterMaster.Sector.WarpLanes) { DrawLine( new Vector2(ChapterMaster.Sector.Systems[lane.systemId1].x + Constants.SystemSize / 2, ChapterMaster.Sector.Systems[lane.systemId1].y + Constants.SystemSize / 2), new Vector2(ChapterMaster.Sector.Systems[lane.systemId2].x + Constants.SystemSize / 2, ChapterMaster.Sector.Systems[lane.systemId2].y + Constants.SystemSize / 2), Color.White, view); } foreach (Fleet.Fleet fleet in ChapterMaster.Sector.Fleets) { DrawFleet(spriteBatch, fleet, Color.White, view, sector); if (fleet.isSelected) { //primitive.Rectangle(new Rectangle( // (int)((ChapterMaster.Sector.Systems[view.currentSystemId].x + 30 - view.camX) // * view.zoom + ChapterMaster.GetWidth() / 2), // (int)((ChapterMaster.Sector.Systems[view.currentSystemId].x + 30 - view.camY) // * view.zoom + ChapterMaster.GetHeight() / 2), // (int)(Constants.SYSTEM_WIDTH_HEIGHT * view.scaleX * view.zoom / 2), // (int)(Constants.SYSTEM_WIDTH_HEIGHT * view.scaleY * view.zoom / 2)), // Color.Green); } } if (view.systemSelected) { primitive.Rectangle(new Rectangle( (int)((ChapterMaster.Sector.Systems[view.currentSystemId].x - view.camX + Constants.SystemSize / 4) * view.zoom + GameManager.GetWidth() / 2), (int)((ChapterMaster.Sector.Systems[view.currentSystemId].y - view.camY + Constants.SystemSize / 4) * view.zoom + GameManager.GetHeight() / 2), (int)(Constants.SystemSize * view.scaleX * view.zoom / 2), (int)(Constants.SystemSize * view.scaleY * view.zoom / 2)), Color.Green); } }
private void DrawProgressBar(SpriteBatch spriteBatch, int x, int y, int width, int height, int progress, Color background, Color fill) { primitive.Rectangle(new Rectangle(x, y, width, height), background); primitive.Rectangle(new Rectangle(x + 2, y + 2, (width - 2) * (progress / 100), height - 2), fill); }