void WireframeActor::drawActor(Graphics2D& g,long gameTime,float x1, float y1,double scale) { if(relative) { if(visible) { g.setColor(color); if(filled) { g.fillRect((x1 - View::x),(y1 - View::y),(float)(width*scale),(float)(height*scale)); } else { g.drawRect((x1 - View::x),(y1 - View::y),(float)(width*scale),(float)(height*scale)); } } } else { if(visible) { g.setColor(color); if(filled) { g.fillRect((x1),(y1),(float)(width*scale),(float)(height*scale)); } else { g.drawRect((x1),(y1),(float)(width*scale),(float)(height*scale)); } } } }
void SnakeGameView::render(Graphics2D& g) { #if 0 g.clearScreen(g.makeRGB(0xFF,0xFF,0xFF)); for(int y = 0; y < mBoard.height(); ++y) { for(int x = 0; x < mBoard.width(); ++x) { GameBoard::BoardState st = mBoard.boardStateAt(x,y); switch (st) { case GameBoard::BoardStateSnake: g.fillRect(x << 3, y << 3, 8, 8, g.makeRGB(0, 255, 0)); break; case GameBoard::BoardStateFood: g.fillRect(x << 3, y << 3, 8, 8, g.makeRGB(0, 0, 255)); break; case GameBoard::BoardStateBlock: g.fillRect(x << 3, y << 3, 8, 8, g.makeRGB(0, 0, 0)); break; default: break; } } } #endif }