示例#1
0
文件: Game.cs 项目: Grufferz/ECS-Test
        private static void OnRootConsoleRender(object sender, UpdateEventArgs e)
        {
            // update render systems
            if (_renderRequired)
            {
                _mapConsole.Clear();
                _statConsole.Clear();
                _messageConsole.Clear();

                //DungeonMap.UpdateDrawFOV(EntityManager);

                DungeonMap.Draw(_mapConsole);
                RenderSystem.Update(_mapConsole, _statConsole);
                MessageLog.Draw(_messageConsole);

                //blit subconsoles
                RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight,
                               _rootConsole, 0, _inventoryHeight);
                RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight,
                               _rootConsole, _mapWidth, 0);
                RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight,
                               _rootConsole, 0, _screenHeight - _messageHeight);
                RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight,
                               _rootConsole, 0, 0);

                // tell RLNET to draw console
                _rootConsole.Draw();

                _renderRequired = false;
            }
        }
示例#2
0
        // Event handler for RLNET's Render event
        private static void OnRootConsoleRender(object sender, UpdateEventArgs e)
        {
            if (_renderRequired)
            {
                _mapConsole.Clear();
                _statConsole.Clear();
                _messageConsole.Clear();

                DungeonMap.Draw(_mapConsole, _statConsole);
                Player.Draw(_mapConsole, DungeonMap);
                Player.DrawStats(_statConsole);
                MessageLog.Draw(_messageConsole);

                // Blit the sub consoles to the root console in the correct locations
                RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight,
                               _rootConsole, 0, _inventoryHeight);
                RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight,
                               _rootConsole, _mapWidth, 0);
                RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight,
                               _rootConsole, 0, _screenHeight - _messageHeight);
                RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight,
                               _rootConsole, 0, 0);

                // Tell RLNET to draw the console that we set
                _rootConsole.Draw();

                // Don't bother redrawing all of the consoles if nothing has changed.
                _renderRequired = false;
            }
        }
示例#3
0
        private static void OnRootConsoleRender(object sender, UpdateEventArgs e)
        {
            if (_renderRequired)
            {
                _mapConsole.Clear();
                _statConsole.Clear();
                _messageConsole.Clear();

                DungeonMap.Draw(_mapConsole, _statConsole);
                Player.Draw(_mapConsole, DungeonMap);
                MessageLog.Draw(_messageConsole);

                Player.DrawStats(_statConsole);

                RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight);

                RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0);

                RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight);

                RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0);

                _rootConsole.Draw();

                _renderRequired = false;
            }
        }
示例#4
0
        // Event handler for RLNET's Render event
        private static void OnRootConsoleRender(object sender, UpdateEventArgs e)
        {
            if (_renderRequired)
            {
                // Clear the consoles for a new level
                _mapConsole.Clear();
                _statConsole.Clear();
                _messageConsole.Clear();
                _inventoryConsole.Clear();

                // Draw everything to the map
                DungeonMap.Draw(_mapConsole, _statConsole);
                Player.Draw(_mapConsole, DungeonMap);
                Player.DrawStats(_statConsole, _statWidth, _statHeight);
                Player.DrawInventory(_inventoryConsole);
                MessageLog.Draw(_messageConsole, _messageWidth, _messageHeight);

                // Blit the sub consoles to the root console in the correct locations
                RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight);
                RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight);
                RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0);
                RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0);

                // Tell RLNET to draw the console that we set
                _rootConsole.Draw();

                _renderRequired = false;
            }
        }
示例#5
0
        // Event handler for RLNET's Render event
        private static void OnRootConsoleRender(object sender, UpdateEventArgs e)
        {
            //don't redraw consoles if nothing changes
            if (_renderRequired)
            {
                _mapConsole.Clear();
                _statConsole.Clear();
                _messageConsole.Clear();
                _inventoryConsole.Clear();
                DungeonMap.Draw(_mapConsole, _statConsole);
                //draw the player
                Player.Draw(_mapConsole, DungeonMap);
                //draw the status console
                Player.DrawStats(_statConsole);
                //draw the MessageLog
                MessageLog.Draw(_messageConsole);

                //Blit the sub consoles to the root console in the correct locations
                RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight);
                RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0);
                RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight);
                RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0);

                //tell RLNet to draw the console
                _rootConsole.Draw();

                _renderRequired = false;
            }
        }
示例#6
0
 // Event handler for RLNET's Render event
 private static void OnRootConsoleRender(object sender, UpdateEventArgs e)
 {
     /*
      * if (_renderRequired)
      * {
      *  // ... previous drawing code remains here
      *  // Blit the sub consoles to the root console in the correct locations
      *  RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight,
      *   _rootConsole, 0, _inventoryHeight);
      *  RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight,
      *    _rootConsole, _mapWidth, 0);
      *  RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight,
      *    _rootConsole, 0, _screenHeight - _messageHeight);
      *  RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight,
      *    _rootConsole, 0, 0);
      *  DungeonMap.Draw(_mapConsole);
      *  Player.Draw(_mapConsole, DungeonMap);
      *  _rootConsole.Draw();
      *  // Tell RLNET to draw the console that we set
      *  _renderRequired = false;
      * } This is commented out because it makes movement weird and sticky.  Optimization isn't bad anyway.
      */
     RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight,
                    _rootConsole, 0, _inventoryHeight);
     RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight,
                    _rootConsole, _mapWidth, 0);
     RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight,
                    _rootConsole, 0, _screenHeight - _messageHeight);
     RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight,
                    _rootConsole, 0, 0);
     DungeonMap.Draw(_mapConsole);
     Player.Draw(_mapConsole, DungeonMap);
     _rootConsole.Draw();
 }
示例#7
0
        private static void DisplayAsync()
        {
            string text = Story.TransitionTexts[_mapLevel - 1];

            _UIConsole.Resize(_screenWidth, _screenHeight);
            _UIConsole.Clear();
            _UIConsole.SetChar(1, 5, '_');
            int i = 1;
            int j = 5;

            foreach (char letter in text)
            {
                _UIConsole.SetChar(i, j, letter);
                _UIConsole.SetChar(i + 1, j, '_');
                RLConsole.Blit(_UIConsole, 0, 0, _UIConsole.Width, _UIConsole.Height, _rootConsole, 0, 0);
                _rootConsole.Draw();
                if (letter == '.')
                {
                    Thread.Sleep(500);
                }
                Thread.Sleep(Dice.Roll("3D30"));
                i++;
                if (i >= _UIConsole.Width - 3)
                {
                    _UIConsole.SetChar(i, j, ' ');
                    j += 2;
                    i  = 1;
                }
            }
            Thread.Sleep(1000);
        }
示例#8
0
        public void Blit(RLConsole console)
        {
            this.arenaConsole.SetBackColor(0, 0, Menu_Floor.arenaConsoleWidth, Menu_Floor.arenaConsoleHeight, RLColor.Black);
            this.arenaConsole.Print(1, 1, "Arena", RLColor.White);

            this.infoConsole.SetBackColor(0, 0, Menu_Floor.infoConsoleWidth, Menu_Floor.infoConsoleHeight, RLColor.Black);

            this.status1Console.SetBackColor(0, 0, Menu_Floor.statusWidth, Menu_Floor.statusHeight, RLColor.LightBlue);

            this.DrawArena(this.arenaConsole);
            RLConsole.Blit(this.arenaConsole, 0, 0, Menu_Floor.arenaConsoleWidth, Menu_Floor.arenaConsoleHeight, console, 0, 0);

            this.DrawInfo(this.infoConsole);
            RLConsole.Blit(this.infoConsole, 0, 0, Menu_Floor.infoConsoleWidth, Menu_Floor.infoConsoleHeight, console, 0, Menu_Floor.arenaConsoleHeight);

            if (this.targetMenu.Targeting && this.targetMenu.TargetedEntity != null)
            {
                Drawer_Mech.DrawMechStatus(this.targetMenu.TargetedEntity, this.status1Console);
            }
            else
            {
                Drawer_Mech.DrawMechStatus(this.examineMenu.ExaminedEntity, this.status1Console);
            }
            RLConsole.Blit(this.status1Console, 0, 0, Menu_Floor.statusWidth, Menu_Floor.statusHeight, console,
                           Menu_Floor.arenaConsoleWidth, 0);

            this.DrawLog(this.logConsole);
            RLConsole.Blit(this.logConsole, 0, 0, Menu_Floor.statusWidth, Menu_Floor.statusHeight, console,
                           Menu_Floor.arenaConsoleWidth, Menu_Floor.statusHeight);
        }
示例#9
0
        // Event handler for Render event
        private static void OnRootConsoleRender(object sender, UpdateEventArgs e)
        {
            //dont want to redraw all the time for no reason
            if (_renderRequired)
            {
                //clear all
                _mapConsole.Clear();
                _statConsole.Clear();
                _messageConsole.Clear();

                // draw the map, this has to be first i think
                DungeonMap.Draw(_mapConsole, _statConsole);
                Player.Draw(_mapConsole, DungeonMap);
                Player.DrawStats(_statConsole);
                MessageLog.Draw(_messageConsole);

                //combine all the smaller consoles to the main one
                RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight,
                               _rootConsole, 0, _inventoryHeight);
                RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight,
                               _rootConsole, _mapWidth, 0);
                RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight,
                               _rootConsole, 0, _screenHeight - _messageHeight);
                RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight,
                               _rootConsole, 0, 0);
                //draw main console
                _rootConsole.Draw();

                _renderRequired = false;
            }
        }
示例#10
0
 public void render()
 {
     PreRender();
     RLConsole.Blit(mapConsole, 0, 0, 70, 50, rootConsole, 0, 10);
     RLConsole.Blit(invConsole, 0, 0, 20, 70, rootConsole, 70, 0);
     PostRender();
 }
示例#11
0
        //Event handler for RLNET's Render Event
        private static void OnRootConsoleRender(object sender, UpdateEventArgs e)
        {
            //Blit the sub consoles to the root console in the correct locations
            RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight,
                           _rootConsole, 0, _inventoryHeight);
            RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight,
                           _rootConsole, _mapWidth, 0);
            RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight,
                           _rootConsole, 0, _screenHeight - _inventoryHeight);
            RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight,
                           _rootConsole, 0, 0);

            // Tell RLNET to draw the console
            _rootConsole.Draw();

            if (_renderRequired)
            {
                // Draws the Dungeon Map
                DungeonMap.Draw(_mapConsole);

                // Draws the player
                Player.Draw(_mapConsole, DungeonMap);

                _renderRequired = false;
            }
        }
示例#12
0
        private static void RootConsole_Render(object sender, UpdateEventArgs e)
        {
            if (_renderRequired)
            {
                mazmorraConsole.Clear();
                estadisticaConsole.Clear();
                mensajeConsole.Clear();

                DungeonMap.Draw(mazmorraConsole, estadisticaConsole);
                Player.Draw(mazmorraConsole, DungeonMap);
                Player.DrawStats(estadisticaConsole);
                MessageLog.Draw(mensajeConsole);

                RLConsole.Blit(mazmorraConsole, 0, 0, mazmorraWidth, mazmorraHeight, rootConsole, 0, inventarioHeight);

                RLConsole.Blit(estadisticaConsole, 0, 0, estadisticasWidth, estadisticasHeight, rootConsole, mazmorraWidth, 0);

                RLConsole.Blit(mensajeConsole, 0, 0, mensajeWidth, mensajeHeight, rootConsole, 0, screenHeight - mensajeHeight);

                RLConsole.Blit(inventarioConsole, 0, 0, inventarioWidth, inventarioHeight, rootConsole, 0, 0);

                rootConsole.Draw();

                _renderRequired = false;
            }
        }
示例#13
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        protected override void DisplayInternal(RLConsole console, IDataRogueControl control, ISystemContainer systemContainer, List <MapCoordinate> playerFov)
        {
            var mapConsole = new RLConsole(control.Position.Width, control.Position.Height);

            mapConsole.Clear();

            var cameraPosition = systemContainer.RendererSystem.CameraPosition;

            var currentMap = systemContainer.MapSystem.MapCollection[cameraPosition.Key];
            var cameraX    = cameraPosition.X;
            var cameraY    = cameraPosition.Y;

            var consoleWidth  = mapConsole.Width;
            var consoleHeight = mapConsole.Height;

            int offsetX = consoleWidth / 2;
            int offsetY = consoleHeight / 2;

            for (int y = 0; y < consoleHeight; y++)
            {
                for (int x = 0; x < consoleWidth; x++)
                {
                    var lookupX = cameraX - offsetX + x;
                    var lookupY = cameraY - offsetY + y;

                    MapRendererHelper.DrawCell(mapConsole, x, y, systemContainer.PositionSystem, currentMap, lookupX, lookupY, playerFov);
                }
            }

            RLConsole.Blit(mapConsole, 0, 0, mapConsole.Width, mapConsole.Height, console, control.Position.Left, control.Position.Top);
        }
示例#14
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        private void OnRootConsoleRender(object sender, UpdateEventArgs e)
        {
            if (!this.renderRequired)
            {
                return;
            }

            this.mapConsole.Clear();
            this.statConsole.Clear();
            this.messageConsole.Clear();

            this.GraphicsManager.Draw(this.mapConsole, this.statConsole, this.messageConsole);

            RLConsole.Blit(this.mapConsole, 0, 0, this.mapConsole.Width, this.mapConsole.Height, this.rootConsole, 0,
                           this.inventoryConsole.Height);
            RLConsole.Blit(this.statConsole, 0, 0, this.statConsole.Width, this.statConsole.Height, this.rootConsole,
                           this.mapConsole.Width, 0);
            RLConsole.Blit(this.messageConsole, 0, 0, this.messageConsole.Width, this.messageConsole.Height,
                           this.rootConsole, 0, this.rootConsole.Height - this.messageConsole.Height);
            RLConsole.Blit(this.inventoryConsole, 0, 0, this.inventoryConsole.Width, this.inventoryConsole.Height,
                           this.rootConsole, 0, 0);

            this.rootConsole.Draw();

            this.renderRequired = false;
        }
示例#15
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 public void Render()
 {
     PreRender();
     RLConsole.Blit(MapConsole, 0, 0, 70, 50, RootConsole, 0, 10);
     RLConsole.Blit(InvConsole, 0, 0, 20, 70, RootConsole, 70, 0);
     PostRender();
 }
示例#16
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        public override void Render(RLConsole console)
        {
            RLConsole.Blit(menuConsole, 0, 0, console.Width, console.Height, console,
                           0, 0);

            mainMenuList.Render(console);
        }
示例#17
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        public void Draw(int x, int y, RLConsole rootConsole)
        {
            for (int _x = 0; _x < console.Width; _x++)
            {
                for (int _y = 0; _y < console.Height; _y++)
                {
                    if (_y == 0 || _y == console.Height - 1)
                    {
                        console.Print(_x, _y, $"{(char)205}", RLColor.White);
                    }
                    if (_x == 0 || _x == console.Width - 1)
                    {
                        console.Print(_x, _y, $"{(char)186}", RLColor.White);
                    }
                }
            }

            console.Print((console.Width / 2) - (title.Length / 2), 0, title, RLColor.White);

            console.Print(0, 0, $"{(char)201}", RLColor.White);
            console.Print(console.Width - 1, 0, $"{(char)187}", RLColor.White);
            console.Print(0, console.Height - 1, $"{(char)200}", RLColor.White);
            console.Print(console.Width - 1, console.Height - 1, $"{(char)188}", RLColor.White);

            RLConsole.Blit(console, 0, 0, console.Width, console.Height, rootConsole, x, y);
        }
示例#18
0
文件: Program.cs 项目: emcd123/Hunter
        // Event handler for RLNET's Render event
        private static void OnRootConsoleRender(object sender, UpdateEventArgs e)
        {
            if (_renderRequired)
            {
                _mapConsole.Clear();
                _statConsole.Clear();
                _messageConsole.Clear();

                DungeonMap.Draw(_mapConsole, _statConsole);
                Player.Draw(_mapConsole);
                Player.DrawStats(_statConsole);
                MessageLog.Draw(_messageConsole);


                if (!Globals.BuildingEntranceIsTriggered && !Globals.IsPlayerDead && !Globals.IsBossDead)
                {
                    // Blit the sub consoles to the root console in the correct locations
                    RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight,
                                   _rootConsole, 0, 0);
                    RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight,
                                   _rootConsole, _mapWidth, 0);
                    RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight,
                                   _rootConsole, 0, _screenHeight - _messageHeight);
                }
                else if (Globals.BuildingEntranceIsTriggered)
                {
                    if (Globals.SheriffTriggered)
                    {
                        QuestMenu.CreateQuestMenu(_rootConsole);
                    }
                    else if (Globals.GenericMenuTriggered)
                    {
                        Menu.CreateMenu(_rootConsole);
                    }
                    else
                    {
                        Globals.BuildingEntranceIsTriggered = false;
                    }
                }
                else if (Globals.IsBossDead)
                {
                    WinMenu.CreateWinScreen(_rootConsole);
                }
                else if (Globals.IsPlayerDead)
                {
                    if (Player.Health <= 0)
                    {
                        DeathScreen.CreateDeathScreen(_rootConsole);
                    }
                    else
                    {
                        Globals.IsPlayerDead = false;
                    }
                }
                // Tell RLNET to draw the console that we set
                _rootConsole.Draw();
                _renderRequired = false;
            }
        }
示例#19
0
 protected void CopyToBackConsole()
 {
     lock (_backConsole)
     {
         RLConsole.Blit(_console, 0, 0, _width, _height, _backConsole, _left, _top);
         _backConsole.SetDirty();
     }
 }
示例#20
0
 public void render()
 {
     PreRender();
     RLConsole.Blit(MapConsole, 0, 0, 70, 50, rootConsole, 0, 0);
     RLConsole.Blit(InvConsole, 0, 0, 11, 6, rootConsole, 0, 50);
     RLConsole.Blit(SideConsole, 0, 0, 21, 96, rootConsole, 71, 0);
     PostRender();
 }
示例#21
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        //Event handler for RLNet render event
        private static void OnRootConsoleRender(object Sender, UpdateEventArgs e)
        {
            if (renderRequired)
            {
                mapConsole.Clear();
                statsConsole.Clear();
                inventoryConsole.Clear();
                armourConsole.Clear();

                statsConsole.SetBackColor(0, 0, statsWidth, statsHeight, Palette.AlternateLightest);
                statsConsole.Print(1, 1, Player.Name, Colors.TextHeading);
                statsConsole.Print(1, 2, "_____", Colors.TextHeading);

                statsConsole.Print(1, 21, "Enemies:", Colors.TextHeading);
                statsConsole.Print(1, 22, "________", Colors.TextHeading);

                inventoryConsole.SetBackColor(0, 0, inventoryWidth, inventoryHeight, Palette.PrimaryDarker);
                inventoryConsole.Print(1, 1, "Inventory", Colors.TextHeading);
                inventoryConsole.Print(1, 2, "_________", Colors.TextHeading);
                inventoryConsole.Print(1, 5, "Slot 1: " + Inventory.slot1, Colors.TextHeading);
                inventoryConsole.Print(1, 7, "Slot 2: " + Inventory.slot2, Colors.TextHeading);
                inventoryConsole.Print(1, 9, "Slot 3: " + Inventory.slot3, Colors.TextHeading);
                inventoryConsole.Print(1, 11, "Slot 4: " + Inventory.slot4, Colors.TextHeading);
                inventoryConsole.Print(1, 13, "Slot 5: " + Inventory.slot5, Colors.TextHeading);

                armourConsole.SetBackColor(0, 0, armourWidth, armourHeight, Palette.PrimaryDarker);
                armourConsole.Print(1, 1, "Armour", Colors.TextHeading);
                armourConsole.Print(1, 2, "______", Colors.TextHeading);
                Player.DrawArmour(armourConsole);


                //Draw the map subdivision to the screen
                DungeonMap.Draw(mapConsole, statsConsole);

                //Draw the player to the dungeon map
                Player.Draw(mapConsole, DungeonMap);
                Player.DrawStats(statsConsole);

                //Blits the subdivisions to the window
                //(https://en.wikipedia.org/wiki/Bit_blit)
                //Map
                RLConsole.Blit(mapConsole, 0, 0, mapWidth, mapHeight, rootConsole, 0, 0);
                //Messages
                RLConsole.Blit(messageConsole, 0, 0, messageWidth, messageHeight, rootConsole, inventoryWidth, (screenHeight - messageHeight));
                //Stats
                RLConsole.Blit(statsConsole, 0, 0, statsWidth, statsHeight, rootConsole, mapWidth, 0);
                //Inventory
                RLConsole.Blit(inventoryConsole, 0, 0, inventoryWidth, inventoryHeight, rootConsole, 0, mapHeight);
                //Armour
                RLConsole.Blit(armourConsole, 0, 0, armourWidth, armourHeight, rootConsole, screenWidth - armourWidth, screenHeight - armourHeight);

                //Tells RLNet to draw the console that we specified in rootConsole
                rootConsole.Draw();

                //After everything has rendered, don't render again until an update
                renderRequired = false;
            }
        }
示例#22
0
        public void Blit(RLConsole console)
        {
            Drawer_Mech.DrawMechStatus(this.mech, this.statusConsole);
            RLConsole.Blit(this.statusConsole, 0, 0, Menu_Floor.statusWidth, Menu_Floor.statusHeight, console, 0, 0);

            this.DrawSelection(console, 12, Menu_Floor.statusHeight + 1);
            this.DrawWeaponsListing(console, 1, Menu_Floor.statusHeight + 9);
            this.DrawMountsListing(console, 22, Menu_Floor.statusHeight + 9);
        }
示例#23
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 public static RLRootConsole CopyDisplayToRootConsole(RLRootConsole destination)
 {
     lock (_backConsole)
     {
         RLConsole.Blit(_backConsole, 0, 0, WINDOWWIDTH, WINDOWHEIGHT, destination, 0, 0);
         _backConsole.SetClean();
     }
     return(destination);
 }
示例#24
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        public void CreateMenu(RLConsole rootConsole, List <string> LineArr)
        {
            menuConsole = new RLConsole(_width, _height);

            menuConsole.Clear();

            Draw(LineArr);

            RLConsole.Blit(menuConsole, 0, 0, _width, _height, rootConsole, 0, 0);
        }
示例#25
0
 private static void OnMenuRender(object sender, UpdateEventArgs e)
 {
     if (renderRequired == true)
     {
         rootConsole.Clear();
         RLConsole.Blit(menuConsole, 0, 0, menuConsole.Width, menuConsole.Height, rootConsole, 0, 0);
         rootConsole.Draw();
         renderRequired = false;
     }
 }
示例#26
0
        private static void OnRootConsoleRender(object sender, UpdateEventArgs e)
        {
            RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight);
            RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0);
            RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight);
            RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0);

            DungeonMap.Draw(_mapConsole);
            _rootConsole.Draw();
        }
示例#27
0
        // Event handler for RLNET's Render event
        private static void OnRootConsoleRender(object sender, UpdateEventArgs e)
        {
            // Blit the sub consoles to the root console in the correct locations
            RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight);
            RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0);
            RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight);
            RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0);

            // Tell RLNET to draw the console that we set
            _rootConsole.Draw();
        }
示例#28
0
        // Event handler for RLNET's Render event
        private void OnRootConsoleRender(object sender, UpdateEventArgs e)
        {
            // Blit the sub consoles to the root console in the correct locations
            RLConsole.Blit(this.mapConsole, 0, 0, _mapWidth, _mapHeight, this.rootConsole, 0, 0);
            RLConsole.Blit(this.crewListConsole, 0, 0, crewListWidth, crewListHeight, this.rootConsole, _mapWidth, 0);
            RLConsole.Blit(this.statConsole, 0, 0, _statWidth, _statHeight, this.rootConsole, _mapWidth, crewListHeight);
            RLConsole.Blit(this.logConsole, 0, 0, _messageWidth, _messageHeight, this.rootConsole, 0, _screenHeight - _messageHeight);

            // Tell RLNET to draw the console that we set
            this.rootConsole.Draw();
        }
示例#29
0
        public override void Render(RLConsole mainConsole)
        {
            RLConsole.Blit(statsConsole, 0, 0, statsConsoleRect.Size.X, statsConsoleRect.Size.Y,
                           mainConsole, statsConsoleRect.Pos.X, statsConsoleRect.Pos.Y);
            RLConsole.Blit(worldConsole, 0, 0, worldConsoleRect.Size.X, worldConsoleRect.Size.Y,
                           mainConsole, worldConsoleRect.Pos.X, worldConsoleRect.Pos.Y);

            mainWorld.Render(worldConsole);
            CreaturesContainer.RenderLogic(worldConsole);
            AttacksContainer.Render(worldConsole);
            mainHud.Render(statsConsole);
        }
示例#30
0
        public void Blit(RLConsole console)
        {
            this.parent.Blit(console);

            //if (!this.targetMenu.Targeting)
            //{
            this.inventoryConsole.SetBackColor(0, 0, inventoryWidth, inventoryHeight, RLColor.White);

            this.DrawInventoryMenu(this.inventoryConsole);
            RLConsole.Blit(this.inventoryConsole, 0, 0, Menu_Floor.statusWidth, Menu_Floor.statusHeight, console,
                           this.centerX - Menu_Inventory.inventoryWidth / 2, this.centerY - Menu_Inventory.inventoryHeight / 2);
            //}
        }