Wiz Khalifa Posted March 16, 2014 Posted March 16, 2014 This will draw your current position: Polygon p = this.myPosition().getPolygon(bot); g.drawPolygon(p);
Celeos Posted March 16, 2014 Posted March 16, 2014 Polygon poly = tile.getBounds(bot); g.setColor(Color.RED); g.fillPolygon(poly); This will colour a tile red.
Botre Posted March 19, 2014 Author Posted March 19, 2014 I already knew how to colorize a single tile, and I could just colorize the area by colorizing each position from that area but I was looking for something more direct if you know what I mean ^^
Joseph Posted March 19, 2014 Posted March 19, 2014 (edited) I already knew how to colorize a single tile, and I could just colorize the area by colorizing each position from that area but I was looking for something more direct if you know what I mean ^^ if you get could get the an array of tiles in an area. You could use a enhance for loop, and literally do the same process above to color all the tiles in an area. Edited March 19, 2014 by josedpay
Botre Posted March 19, 2014 Author Posted March 19, 2014 if you get could get the an array of tiles in an area. You could use a enhance for loop, and literally do the same process above to color all the tiles in an area. I was looking for a method that doesn't rely on the use of an array.
Joseph Posted March 19, 2014 Posted March 19, 2014 I was looking for a method that doesn't rely on the use of an array. so what exactly are you looking for. To color a whole area? Tiles in an area? or what? 1
Botre Posted March 19, 2014 Author Posted March 19, 2014 so what exactly are you looking for. To color a whole area? Tiles in an area? or what? I'm looking for... Area(nameofarea).color() ;D Basicly color all the tiles/positions inside an area without the use of an array. I'm working on a little tool: Stand anywhere in runescape, press x + or - and/or y + or - on the GUI, this would build/draw an area (using your player's coordinates for the bottom left corner coordinate) which is printed when you stop the script (will implement a print button later), but atm it's pretty much worthless considering it lacks proper visualization (I currently have a prototype that draws 4 corner, this works for smaller areas but becomes inefficient for larger ones). The output is in Osbot area format.
Joseph Posted March 19, 2014 Posted March 19, 2014 I'm looking for... Area(nameofarea).color() ;D Basicly color all the tiles/positions inside an area without the use of an array. I'm working on a little tool: Stand anywhere in runescape, press x + or - and/or y + or - on the GUI, this would build/draw an area (using your player's coordinates for the bottom left corner coordinate) which is printed when you stop the script (will implement a print button later), but atm it's pretty much worthless considering it lacks proper visualization (I currently have a prototype that draws 4 corner, this works for smaller areas but becomes inefficient for larger ones). The output is in Osbot area format. We'll I'm tell you straight up that you should really use an array of tiles for that. Because it would be easier to implement. 1
Sigma Posted March 24, 2014 Posted March 24, 2014 I'm looking for... Area(nameofarea).color() ;D Basicly color all the tiles/positions inside an area without the use of an array. I'm working on a little tool: Stand anywhere in runescape, press x + or - and/or y + or - on the GUI, this would build/draw an area (using your player's coordinates for the bottom left corner coordinate) which is printed when you stop the script (will implement a print button later), but atm it's pretty much worthless considering it lacks proper visualization (I currently have a prototype that draws 4 corner, this works for smaller areas but becomes inefficient for larger ones). The output is in Osbot area format. There is no getAllTiles method inside the Area class. You could write that yourself, though.