>我正在尝试为叠加创建一个小地图。目前雷达部分正在工作,目标以正确的距离围绕中心点旋转。我在打印将小地图固定到屏幕上的图形时遇到问题。除地图之外的所有内容都使用 SlimDx.Direct3D9 库打印到屏幕上,但根据我的研究,基于玩家位置创建子图像的最佳方法是使用图形,此方法避免了克隆位图的 OutOfMemory 异常,并且效率更高。
if (ShowRadar)
{
//Draw background
//DrawFilledBox(this.GameWindowRect.Right - 225, this.GameWindowRect.Top + 50, 201f, 201f, Color.DarkOliveGreen, RadarTransparency);
RadarCenter = new Vector2(this.GameWindowRect.Right - 125, this.GameWindowRect.Top + 125 + 25);
if (DXTextrureMap != null)
{
//Transpose player posistion to map position and create the current mini map image
x = (int)player_X / 8;// +/- 4000 is max player range /8 = 500 = max map range
z = (int)player_Z / 8;
mini = new Rectangle(x, z, 100, 100);
Graphics g = Graphics.FromImage(originalBitmap);
g.DrawImage(originalBitmap, mini, new Rectangle((int)this.GameWindowRect.Right - 125, (int)this.GameWindowRect.Top + 125, 100, 100), System.Drawing.GraphicsUnit.Pixel);
}//the rest works as it should and displays on screen
if (RadarCenter.Length() > 0f)
{
//Display each entity in correct relational position
foreach (ENTITY entity in Entity)
{
Vector2 pointToRotate = new Vector2(entity.Pos.X, entity.Pos.Z);
Vector2 vector3 = new Vector2(player_X, player_Z);
pointToRotate = vector3 - pointToRotate;
float num30 = pointToRotate.Length() * 0.5f;
num30 = Math.Min(num30, 90f);
pointToRotate.Normalize();
pointToRotate = (Vector2)(pointToRotate * num30);
pointToRotate += RadarCenter;
pointToRotate = RotatePoint(pointToRotate, RadarCenter, player_D, true);
if (entity.Type == 0x04 && RadarPlayers)
{
DrawFilledBox(pointToRotate.X, pointToRotate.Y, 3f, 3f, Color.SkyBlue);
}
if ((entity.Type == 0x0C || entity.Type == 0x14 || entity.Type == 0x50 || entity.Type == 0x5b) && RadarAggressive)
{
DrawFilledBox(pointToRotate.X, pointToRotate.Y, 3f, 3f, Color.Red);
}
if ((entity.Type == 0x13 || entity.Type == 0x55) && RadarAnimals)
{
DrawFilledBox(pointToRotate.X, pointToRotate.Y, 3f, 3f, Color.LightGreen);
}
if ((entity.Type == 0x11 || entity.Type == 0x72 || entity.Type == 0x76) && RadarVehicles)
{
DrawFilledBox(pointToRotate.X, pointToRotate.Y, 3f, 3f, Color.HotPink);
}
}
}
//Draw radar border
DrawBoxAbs(this.GameWindowRect.Right - 225, this.GameWindowRect.Top + 50, 201f, 201f, 1f, Color.Black);
//Draw radar axis
DrawLine(this.GameWindowRect.Right - 125, this.GameWindowRect.Top + 50, this.GameWindowRect.Right - 125, this.GameWindowRect.Top + 251, 1f, Color.Black);
DrawLine(this.GameWindowRect.Right - 225, this.GameWindowRect.Top + 150, this.GameWindowRect.Right - 24, this.GameWindowRect.Top + 150, 1f, Color.Black);
//Center point
DrawFilledBox(RadarCenter.X - 1f, RadarCenter.Y - 1f, 3f, 3f, Color.White);
}
打印图形的正确方法是什么?
当你意识到一个图形绘制它抓取的图像时,也不得不处理一些元素时,这更有意义。是时候让它旋转了,然后也许添加标题。
if (DXTextrureMap != null)
{
DXSprite.Begin(SpriteFlags.None);
//Transpose player posistion to map position and create the current mini map image
x = (int)player_X / 4;// +/- 4000 is max player range and /4 = 1000 = max map range
z = (int)player_Z / 4;
mini = new Rectangle(x-78, z-78, 157, 157);
croppedBitmap = new Bitmap(200, 200);
using (Graphics grD = Graphics.FromImage(croppedBitmap))
{
grD.DrawImage(originalBitmap, new Rectangle(0, 0, 157, 157), mini, GraphicsUnit.Pixel);
}
//croppedBitmap = Copy(originalBitmap, mini);
using (MemoryStream s = new MemoryStream())//s is a MemoryStream
{
croppedBitmap.Save(s, System.Drawing.Imaging.ImageFormat.Png);
s.Seek(0, SeekOrigin.Begin); //must do this, or error is thrown in next line
currentMinimap = Texture.FromStream(DXDevice, s);
s.Dispose();
}
//croppedImage.Dispose();
DXSprite.Draw(currentMinimap, new Vector3(100f, 100f, 0f), new Vector3(this.GameWindowRect.Right - 125, this.GameWindowRect.Top + 135, 0f), Color.White);
DXSprite.End();
currentMinimap.Dispose();
}