本文整理汇总了C#中Game.Height方法的典型用法代码示例。如果您正苦于以下问题:C# Game.Height方法的具体用法?C# Game.Height怎么用?C# Game.Height使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Game
的用法示例。
在下文中一共展示了Game.Height方法的11个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: GetPickingLine
public void GetPickingLine(Game game, Line3D retPick, bool ispistolshoot)
{
int mouseX;
int mouseY;
if (game.cameratype == CameraType.Fpp || game.cameratype == CameraType.Tpp)
{
mouseX = game.Width() / 2;
mouseY = game.Height() / 2;
}
else
{
mouseX = game.mouseCurrentX;
mouseY = game.mouseCurrentY;
}
PointFloatRef aim = GetAim(game);
if (ispistolshoot && (aim.X != 0 || aim.Y != 0))
{
mouseX += game.platform.FloatToInt(aim.X);
mouseY += game.platform.FloatToInt(aim.Y);
}
tempViewport[0] = 0;
tempViewport[1] = 0;
tempViewport[2] = game.Width();
tempViewport[3] = game.Height();
unproject.UnProject(mouseX, game.Height() - mouseY, 1, game.mvMatrix.Peek(), game.pMatrix.Peek(), tempViewport, tempRay);
unproject.UnProject(mouseX, game.Height() - mouseY, 0, game.mvMatrix.Peek(), game.pMatrix.Peek(), tempViewport, tempRayStartPoint);
float raydirX = (tempRay[0] - tempRayStartPoint[0]);
float raydirY = (tempRay[1] - tempRayStartPoint[1]);
float raydirZ = (tempRay[2] - tempRayStartPoint[2]);
float raydirLength = game.Length(raydirX, raydirY, raydirZ);
raydirX /= raydirLength;
raydirY /= raydirLength;
raydirZ /= raydirLength;
retPick.Start = new float[3];
retPick.Start[0] = tempRayStartPoint[0];// +raydirX; //do not pick behind
retPick.Start[1] = tempRayStartPoint[1];// +raydirY;
retPick.Start[2] = tempRayStartPoint[2];// +raydirZ;
float pickDistance1 = CurrentPickDistance(game) * ((ispistolshoot) ? 100 : 1);
pickDistance1 += 1;
retPick.End = new float[3];
retPick.End[0] = tempRayStartPoint[0] + raydirX * pickDistance1;
retPick.End[1] = tempRayStartPoint[1] + raydirY * pickDistance1;
retPick.End[2] = tempRayStartPoint[2] + raydirZ * pickDistance1;
}
示例2: DrawPlayerHealth
public void DrawPlayerHealth(Game game)
{
if (game.PlayerStats != null)
{
float progress = game.one * game.PlayerStats.CurrentHealth / game.PlayerStats.MaxHealth;
int posX = game.platform.FloatToInt(barDistanceToMargin * game.Scale());
int posY = game.platform.FloatToInt(game.Height() - barDistanceToMargin * game.Scale());
game.Draw2dTexture(game.WhiteTexture(), posX, posY - barSizeY * game.Scale(), barSizeX * game.Scale(), barSizeY * game.Scale(), null, 0, Game.ColorFromArgb(255, 0, 0, 0), false);
game.Draw2dTexture(game.WhiteTexture(), posX, posY - (progress * barSizeY * game.Scale()), barSizeX * game.Scale(), (progress) * barSizeY * game.Scale(), null, 0, Game.ColorFromArgb(255, 255, 0, 0), false);
}
//if (test) { d_The3d.Draw2dTexture(d_The3d.WhiteTexture(), 50, 50, 200, 200, null, Color.Red); }
}
示例3: DrawPlayerOxygen
public void DrawPlayerOxygen(Game game)
{
if (game.PlayerStats != null)
{
if (game.PlayerStats.CurrentOxygen < game.PlayerStats.MaxOxygen)
{
float progress = game.one * game.PlayerStats.CurrentOxygen / game.PlayerStats.MaxOxygen;
int posX = barDistanceToMargin + barOffset;
int posY = game.Height() - barDistanceToMargin;
game.Draw2dTexture(game.WhiteTexture(), posX, posY - barSizeY, barSizeX, barSizeY, null, 0, Game.ColorFromArgb(255, 0, 0, 0), false);
game.Draw2dTexture(game.WhiteTexture(), posX, posY - (progress * barSizeY), barSizeX, (progress) * barSizeY, null, 0, Game.ColorFromArgb(255, 0, 0, 255), false);
}
}
}
示例4: DrawPlayerHealth
public void DrawPlayerHealth(Game game)
{
if (game.PlayerStats != null)
{
float progress = game.one * game.PlayerStats.CurrentHealth / game.PlayerStats.MaxHealth;
int InventoryStartX = game.Width() / 2 - 540 / 2;
int InventoryStartY = game.Height() - 110;
int posX = InventoryStartX + 10;
int posY = InventoryStartY + 10;
game.Draw2dTexture(game.GetTexture("hobars.png"), posX, posY - barSizeY, barSizeX, barSizeY, null, 0, Game.ColorFromArgb(255, 0, 0, 0), false);
game.Draw2dTexture(game.GetTexture("hobars.png"), posX, posY - barSizeY, (progress) * barSizeX, barSizeY, null, 0, Game.ColorFromArgb(255, 255, 0, 0), false);
}
//if (test) { d_The3d.Draw2dTexture(d_The3d.WhiteTexture(), 50, 50, 200, 200, null, Color.Red); }
}
示例5: OnNewFrameDraw3d
public override void OnNewFrameDraw3d(Game game, float deltaTime)
{
if (ShouldDrawHand(game))
{
string img = HandImage2d(game);
if (img != null)
{
game.OrthoMode(game.Width(), game.Height());
if (lasthandimage != img)
{
lasthandimage = img;
byte[] file = game.GetFile(img);
BitmapCi bmp = game.platform.BitmapCreateFromPng(file, game.platform.ByteArrayLength(file));
if (bmp != null)
{
game.handTexture = game.platform.LoadTextureFromBitmap(bmp);
game.platform.BitmapDelete(bmp);
}
}
game.Draw2dTexture(game.handTexture, game.Width() / 2, game.Height() - 512, 512, 512, null, 0, Game.ColorFromArgb(255, 255, 255, 255), false);
game.PerspectiveMode();
}
}
}
示例6: DrawPlayerOxygen
public void DrawPlayerOxygen(Game game)
{
if (game.PlayerStats != null)
{
if (game.PlayerStats.CurrentOxygen < game.PlayerStats.MaxOxygen)
{
float progress = game.one * game.PlayerStats.CurrentOxygen / game.PlayerStats.MaxOxygen;
int InventoryStartX = game.Width() / 2 - 540 / 2;
int InventoryStartY = game.Height() - 140;
int posX = InventoryStartX + 10;
int posY = InventoryStartY + 10;
game.Draw2dTexture(game.GetTexture("hobars.png"), posX, posY - barSizeY, barSizeX, barSizeY, null, 0, Game.ColorFromArgb(255, 0, 0, 0), false);
game.Draw2dTexture(game.GetTexture("hobars.png"), posX, posY - barSizeY, (progress) * barSizeX, barSizeY, null, 0, Game.ColorFromArgb(255, 0, 0, 255), false);
}
}
}
示例7: DrawDialogs
internal void DrawDialogs(Game game)
{
for (int i = 0; i < game.dialogsCount; i++)
{
if (game.dialogs[i] == null)
{
continue;
}
VisibleDialog d = game.dialogs[i];
int x = game.Width() / 2 - d.value.Width / 2;
int y = game.Height() / 2 - d.value.Height_ / 2;
d.screen.screenx = x;
d.screen.screeny = y;
d.screen.DrawWidgets();
}
}
示例8: OnNewFrameDraw2d
public override void OnNewFrameDraw2d(Game game_, float deltaTime)
{
if (!touchButtonsEnabled)
{
return;
}
game = game_;
float dt = deltaTime;
int buttonSize = 80;
if (game.guistate != GuiState.Normal)
{
return;
}
buttonMenu.x = 16 * Scale();
buttonMenu.y = (16 + 96 * 0) * Scale();
buttonMenu.sizex = buttonSize * Scale();
buttonMenu.sizey = buttonSize * Scale();
buttonInventory.x = 16 * Scale();
buttonInventory.y = (16 + 96 * 1) * Scale();
buttonInventory.sizex = buttonSize * Scale();
buttonInventory.sizey = buttonSize * Scale();
buttonTalk.x = 16 * Scale();
buttonTalk.y = (16 + 96 * 2) * Scale();
buttonTalk.sizex = buttonSize * Scale();
buttonTalk.sizey = buttonSize * Scale();
buttonCamera.x = 16 * Scale();
buttonCamera.y = (16 + 96 * 3) * Scale();
buttonCamera.sizex = buttonSize * Scale();
buttonCamera.sizey = buttonSize * Scale();
if (!game.platform.IsMousePointerLocked())
{
if (game.cameratype == CameraType.Fpp || game.cameratype == CameraType.Tpp)
{
game.Draw2dText1("Move", game.Width() * 5 / 100, game.Height() * 85 / 100, game.platform.FloatToInt(Scale() * 50), null, false);
game.Draw2dText1("Look", game.Width() * 80 / 100, game.Height() * 85 / 100, game.platform.FloatToInt(Scale() * 50), null, false);
}
DrawWidgets();
}
}
示例9: OnTouchMove
public override void OnTouchMove(Game game, TouchEventArgs e)
{
float one = 1;
if (e.GetId() == touchIdMove)
{
float range = game.Width() * one / 20;
game.touchMoveDx = e.GetX() - touchMoveStartX;
game.touchMoveDy = -((e.GetY() - 1) - touchMoveStartY);
float length = game.Length(game.touchMoveDx, game.touchMoveDy, 0);
if (e.GetY() < game.Height() * 50 / 100)
{
game.touchMoveDx = 0;
game.touchMoveDy = 1;
}
else
{
if (length > 0)
{
game.touchMoveDx /= length;
game.touchMoveDy /= length;
}
}
}
if (e.GetId() == touchIdRotate)
{
game.touchOrientationDx += (e.GetX() - touchRotateStartX) / (game.Width() * one / 40);
game.touchOrientationDy += (e.GetY() - touchRotateStartY) / (game.Width() * one / 40);
touchRotateStartX = e.GetX();
touchRotateStartY = e.GetY();
}
}
示例10: DrawAim
internal void DrawAim(Game game)
{
if (game.cameratype == CameraType.Overhead)
{
return;
}
int aimwidth = 32;
int aimheight = 32;
game.platform.BindTexture2d(0);
if (game.CurrentAimRadius() > 1)
{
float fov_ = game.currentfov();
game.Circle3i(game.Width() / 2, game.Height() / 2, game.CurrentAimRadius() * game.fov / fov_);
}
game.Draw2dBitmapFile("target.png", game.Width() / 2 - aimwidth / 2, game.Height() / 2 - aimheight / 2, aimwidth, aimheight);
}
示例11: DrawAmmo
internal void DrawAmmo(Game game)
{
Packet_Item item = game.d_Inventory.RightHand[game.ActiveMaterial];
if (item != null && item.ItemClass == Packet_ItemClassEnum.Block)
{
if (game.blocktypes[item.BlockId].IsPistol)
{
int loaded = game.LoadedAmmo[item.BlockId];
int total = game.TotalAmmo[item.BlockId];
string s = game.platform.StringFormat2("{0}/{1}", game.platform.IntToString(loaded), game.platform.IntToString(total - loaded));
FontCi font = new FontCi();
font.family = "Arial";
font.size = 18;
game.Draw2dText(s, font, game.Width() - game.TextSizeWidth(s, 18) - 50,
game.Height() - game.TextSizeHeight(s, 18) - 50, loaded == 0 ? IntRef.Create(Game.ColorFromArgb(255, 255, 0, 0)) : IntRef.Create(Game.ColorFromArgb(255, 255, 255, 255)), false);
if (loaded == 0)
{
font.size = 14;
string pressR = "Press R to reload";
game.Draw2dText(pressR, font, game.Width() - game.TextSizeWidth(pressR, 14) - 50,
game.Height() - game.TextSizeHeight(s, 14) - 80, IntRef.Create(Game.ColorFromArgb(255, 255, 0, 0)), false);
}
}
}
}