/// <summary> /// Draws the active hand. /// </summary> /// <param name="hand">The hand.</param> /// <param name="xStartPos">The x start position.</param> /// <param name="yPos">The y position.</param> /// <param name="width">The width.</param> public static async void DrawActiveHand(this BjHand hand, float xStartPos, float yPos, float width) { if (hand?.Cards == null) { return; } await LoadCardTextures(); BjDraw.DrawActiveHandBackground(width, xStartPos + width * 2.2f, yPos); float offSet = 0f; for (int index = 0; index < hand.Cards.Count; index++) { float offsetMultiplier = 1.1f; if (hand.Cards.Count > 5 && index < hand.Cards.Count - 1) { offsetMultiplier = 0.2f; } float offsetDelta = width * offsetMultiplier; offSet = offSet + offsetDelta; if (index == 0) { offSet = 0f; } BjDraw.DrawCard(hand.Cards[index], xStartPos + offSet, yPos, width); } }
/// <summary> /// Draws the initial dealer hand. /// </summary> /// <param name="hand">The hand.</param> /// <param name="screenX">The screen x.</param> /// <param name="screenY">The screen y.</param> /// <param name="width">The width.</param> public static async void DrawInitialDealerHand(this BjHand hand, float screenX, float screenY, float width) { if (hand?.Cards == null) { return; } await LoadCardTextures(); const float heightMultiplier = 2.5f; string dict = "standard_cards"; BjDraw.DrawDealerBackground(width); API.DrawSprite(dict, "back", screenX, screenY, width, width * heightMultiplier, 0, 255, 255, 255, 255); BjDraw.DrawCard(hand.Cards[1], screenX + width * 1.1f, screenY, width); }