Added in some blinking text and the simple title screen.
This commit is contained in:
parent
a75503637d
commit
02e6bd7e49
Binary file not shown.
After Width: | Height: | Size: 231 B |
Binary file not shown.
After Width: | Height: | Size: 43 KiB |
Binary file not shown.
|
@ -27,6 +27,11 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
|
|||
this.viewport.Location = new xTile.Dimensions.Location((int)position.X - (int)(SeasideScramble.self.camera.viewport.Width / 2), (int)position.Y - (int)(SeasideScramble.self.camera.viewport.Height / 2));
|
||||
}
|
||||
|
||||
public Rectangle getXNARect()
|
||||
{
|
||||
return new Rectangle(this.viewport.X, this.viewport.Y, this.viewport.Width, this.viewport.Height);
|
||||
}
|
||||
|
||||
public void update(GameTime time)
|
||||
{
|
||||
|
||||
|
|
|
@ -0,0 +1,75 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
|
||||
{
|
||||
public class TitleScreen: StardustCore.UIUtilities.IClickableMenuExtended
|
||||
{
|
||||
StardustCore.UIUtilities.Texture2DExtended background;
|
||||
StardustCore.UIUtilities.MenuComponents.BlinkingText menuText;
|
||||
public TitleScreen(int x, int y, int width, int height):base(x,y,width,height,false)
|
||||
{
|
||||
this.background = SeasideScramble.self.textureUtils.getExtendedTexture("SSCMaps", "TitleScreenBackground");
|
||||
this.menuText = new StardustCore.UIUtilities.MenuComponents.BlinkingText("Sea Side Scramble: Lite Edition" + System.Environment.NewLine + "Click to start.",1000);
|
||||
}
|
||||
|
||||
public TitleScreen(xTile.Dimensions.Rectangle viewport) : this(0, 0, viewport.Width, viewport.Height)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void gameWindowSizeChanged(Rectangle oldBounds, Rectangle newBounds)
|
||||
{
|
||||
this.xPositionOnScreen = newBounds.X;
|
||||
this.yPositionOnScreen = newBounds.Y;
|
||||
this.width = newBounds.Width;
|
||||
this.height = newBounds.Height;
|
||||
base.gameWindowSizeChanged(oldBounds, newBounds);
|
||||
}
|
||||
|
||||
|
||||
|
||||
public override void receiveLeftClick(int x, int y, bool playSound = true)
|
||||
{
|
||||
//Start the game!
|
||||
}
|
||||
|
||||
public override bool readyToClose()
|
||||
{
|
||||
//When menu is closed!
|
||||
return false;
|
||||
}
|
||||
|
||||
public override void update(GameTime time)
|
||||
{
|
||||
this.menuText.update(time);
|
||||
}
|
||||
|
||||
public override void draw(SpriteBatch b)
|
||||
{
|
||||
b.GraphicsDevice.Clear(Color.Black);
|
||||
this.drawTitleBackground(b);
|
||||
this.drawTitleText(b);
|
||||
this.drawMouse(b);
|
||||
}
|
||||
|
||||
public void drawTitleBackground(SpriteBatch b)
|
||||
{
|
||||
b.Draw(this.background.texture,new Vector2(this.xPositionOnScreen,this.yPositionOnScreen),SeasideScramble.self.camera.getXNARect() ,Color.White);
|
||||
//this.drawDialogueBoxBackground(this.xPositionOnScreen, this.yPositionOnScreen, this.width, this.height, Color.Black);
|
||||
}
|
||||
|
||||
public void drawTitleText(SpriteBatch b)
|
||||
{
|
||||
Vector2 offset=StardewValley.Game1.dialogueFont.MeasureString(this.menuText.displayText);
|
||||
this.menuText.draw(b, StardewValley.Game1.dialogueFont, new Vector2((this.width / 2) - (offset.X / 2), this.height / 2), Color.White);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -6,6 +6,7 @@ using System.Threading.Tasks;
|
|||
using StardustCore.Animations;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
|
||||
{
|
||||
public class SSCPlayer
|
||||
|
@ -17,6 +18,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
|
|||
public SSCEnums.FacingDirection facingDirection;
|
||||
public Microsoft.Xna.Framework.Vector2 position;
|
||||
public bool isMoving;
|
||||
public Color playerColor;
|
||||
|
||||
public const int junimoWalkingAnimationSpeed = 10;
|
||||
|
||||
|
@ -91,6 +93,11 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
|
|||
},"Idle_F",0,true);
|
||||
}
|
||||
|
||||
public void setColor(Color color)
|
||||
{
|
||||
this.playerColor = color;
|
||||
}
|
||||
|
||||
public void playAnimation(string name)
|
||||
{
|
||||
this.characterSpriteController.setAnimation(name);
|
||||
|
@ -98,7 +105,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
|
|||
|
||||
public void draw(Microsoft.Xna.Framework.Graphics.SpriteBatch b)
|
||||
{
|
||||
this.characterSpriteController.draw(b, SeasideScramble.GlobalToLocal(SeasideScramble.self.camera.viewport,this.position), Color.White, 4f, this.flipSprite == true ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0f, (this.position.Y) / 10000f));
|
||||
this.characterSpriteController.draw(b, SeasideScramble.GlobalToLocal(SeasideScramble.self.camera.viewport,this.position), this.playerColor, 4f, this.flipSprite == true ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0f, (this.position.Y) / 10000f));
|
||||
}
|
||||
|
||||
public void update(GameTime Time)
|
||||
|
@ -179,8 +186,70 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
|
|||
ModCore.log(this.position);
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void receiveKeyPress(Microsoft.Xna.Framework.Input.Keys k)
|
||||
{
|
||||
this.checkForMovementInput(k);
|
||||
}
|
||||
public void receiveKeyRelease(Keys K)
|
||||
{
|
||||
//throw new NotImplementedException();
|
||||
if (K == Keys.A)
|
||||
{
|
||||
ModCore.log("A released for Seaside Scramble!");
|
||||
this.isMoving = false;
|
||||
}
|
||||
if (K == Keys.W)
|
||||
{
|
||||
ModCore.log("W pressed for Seaside Scramble!");
|
||||
this.isMoving = false;
|
||||
}
|
||||
if (K == Keys.S)
|
||||
{
|
||||
ModCore.log("S pressed for Seaside Scramble!");
|
||||
this.isMoving = false;
|
||||
}
|
||||
if (K == Keys.D)
|
||||
{
|
||||
ModCore.log("D pressed for Seaside Scramble!");
|
||||
this.isMoving = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks for player movement.
|
||||
/// </summary>
|
||||
/// <param name="K"></param>
|
||||
private void checkForMovementInput(Keys K)
|
||||
{
|
||||
if (SeasideScramble.self.isMenuUp) return;
|
||||
//Microsoft.Xna.Framework.Input.GamePadState state = this.getGamepadState(PlayerIndex.One);
|
||||
if (K == Keys.A)
|
||||
{
|
||||
ModCore.log("A pressed for player");
|
||||
this.movePlayer(SSCEnums.FacingDirection.Left);
|
||||
}
|
||||
if (K == Keys.W)
|
||||
{
|
||||
ModCore.log("W pressed for player!");
|
||||
this.movePlayer(SSCEnums.FacingDirection.Up);
|
||||
}
|
||||
if (K == Keys.S)
|
||||
{
|
||||
ModCore.log("S pressed for player!");
|
||||
this.movePlayer(SSCEnums.FacingDirection.Down);
|
||||
}
|
||||
if (K == Keys.D)
|
||||
{
|
||||
ModCore.log("D pressed for player!");
|
||||
this.movePlayer(SSCEnums.FacingDirection.Right);
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -22,7 +22,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
|
|||
public Dictionary<string, SeasideScrambleMap> SeasideScrambleMaps;
|
||||
public bool quitGame;
|
||||
public Vector2 topLeftScreenCoordinate;
|
||||
|
||||
|
||||
|
||||
public SSCTextureUtilities textureUtils;
|
||||
|
||||
|
@ -32,19 +32,23 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
|
|||
|
||||
public SSCCamera camera;
|
||||
|
||||
public IClickableMenuExtended activeMenu;
|
||||
public bool isMenuUp
|
||||
{
|
||||
get
|
||||
{
|
||||
return this.activeMenu != null;
|
||||
}
|
||||
}
|
||||
|
||||
public SeasideScramble()
|
||||
{
|
||||
self = this;
|
||||
this.camera = new SSCCamera();
|
||||
//this.viewport = new xTile.Dimensions.Rectangle(StardewValley.Game1.viewport);
|
||||
this.topLeftScreenCoordinate= new Vector2((float)(this.camera.viewport.Width / 2 - 384), (float)(this.camera.viewport.Height / 2 - 384));
|
||||
this.topLeftScreenCoordinate = new Vector2((float)(this.camera.viewport.Width / 2 - 384), (float)(this.camera.viewport.Height / 2 - 384));
|
||||
|
||||
|
||||
this.textureUtils = new SSCTextureUtilities();
|
||||
TextureManager playerManager = new TextureManager("SSCPlayer");
|
||||
playerManager.searchForTextures(ModCore.ModHelper, ModCore.Manifest, Path.Combine("Content", "Minigames", "SeasideScramble", "Graphics", "Player"));
|
||||
this.textureUtils.addTextureManager(playerManager);
|
||||
|
||||
this.LoadTextures();
|
||||
|
||||
this.LoadMaps();
|
||||
|
@ -52,17 +56,26 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
|
|||
this.quitGame = false;
|
||||
|
||||
this.player = new SSCPlayer();
|
||||
this.player.setColor(Color.Red);
|
||||
|
||||
this.activeMenu = new SSCMenus.TitleScreen(this.camera.viewport);
|
||||
}
|
||||
|
||||
private void LoadTextures()
|
||||
{
|
||||
|
||||
this.textureUtils = new SSCTextureUtilities();
|
||||
TextureManager playerManager = new TextureManager("SSCPlayer");
|
||||
playerManager.searchForTextures(ModCore.ModHelper, ModCore.Manifest, Path.Combine("Content", "Minigames", "SeasideScramble", "Graphics", "Player"));
|
||||
TextureManager mapTextureManager = new TextureManager("SSCMaps");
|
||||
mapTextureManager.searchForTextures(ModCore.ModHelper, ModCore.Manifest, Path.Combine("Content", "Minigames", "SeasideScramble", "Maps", "Backgrounds"));
|
||||
this.textureUtils.addTextureManager(playerManager);
|
||||
this.textureUtils.addTextureManager(mapTextureManager);
|
||||
}
|
||||
|
||||
private void LoadMaps()
|
||||
{
|
||||
this.SeasideScrambleMaps = new Dictionary<string, SeasideScrambleMap>();
|
||||
this.SeasideScrambleMaps.Add("TestRoom",new SeasideScrambleMap(SeasideScrambleMap.LoadMap("TestRoom.tbin").Value));
|
||||
this.SeasideScrambleMaps.Add("TestRoom", new SeasideScrambleMap(SeasideScrambleMap.LoadMap("TestRoom.tbin").Value));
|
||||
}
|
||||
private void loadStartingMap()
|
||||
{
|
||||
|
@ -99,7 +112,8 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
|
|||
/// <param name="b"></param>
|
||||
public void draw(SpriteBatch b)
|
||||
{
|
||||
if (this.currentMap!=null){
|
||||
if (this.currentMap != null)
|
||||
{
|
||||
this.currentMap.draw(b);
|
||||
}
|
||||
b.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
|
||||
|
@ -107,6 +121,12 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
|
|||
{
|
||||
this.player.draw(b);
|
||||
}
|
||||
|
||||
if (this.activeMenu != null)
|
||||
{
|
||||
this.activeMenu.draw(b);
|
||||
}
|
||||
|
||||
b.End();
|
||||
}
|
||||
|
||||
|
@ -156,72 +176,23 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
|
|||
public void receiveKeyPress(Keys k)
|
||||
{
|
||||
//throw new NotImplementedException();
|
||||
this.checkForMovementInput(k);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks for player movement.
|
||||
/// </summary>
|
||||
/// <param name="K"></param>
|
||||
private void checkForMovementInput(Keys K)
|
||||
{
|
||||
Microsoft.Xna.Framework.Input.GamePadState state = this.getGamepadState(PlayerIndex.One);
|
||||
if(K== Keys.A)
|
||||
{
|
||||
ModCore.log("A pressed for Seaside Scramble!");
|
||||
this.player.movePlayer(SSCEnums.FacingDirection.Left);
|
||||
}
|
||||
if (K == Keys.W)
|
||||
{
|
||||
ModCore.log("W pressed for Seaside Scramble!");
|
||||
this.player.movePlayer(SSCEnums.FacingDirection.Up);
|
||||
}
|
||||
if(K== Keys.S)
|
||||
{
|
||||
ModCore.log("S pressed for Seaside Scramble!");
|
||||
this.player.movePlayer(SSCEnums.FacingDirection.Down);
|
||||
}
|
||||
if(K== Keys.D)
|
||||
{
|
||||
ModCore.log("D pressed for Seaside Scramble!");
|
||||
this.player.movePlayer(SSCEnums.FacingDirection.Right);
|
||||
}
|
||||
|
||||
|
||||
if(K== Keys.Escape)
|
||||
if (k == Keys.Escape)
|
||||
{
|
||||
this.quitGame = true;
|
||||
}
|
||||
this.player.receiveKeyPress(k);
|
||||
}
|
||||
|
||||
|
||||
|
||||
private GamePadState getGamepadState(PlayerIndex index)
|
||||
{
|
||||
return Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.One);
|
||||
return Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.One);
|
||||
}
|
||||
|
||||
public void receiveKeyRelease(Keys K)
|
||||
{
|
||||
//throw new NotImplementedException();
|
||||
if (K == Keys.A)
|
||||
{
|
||||
ModCore.log("A released for Seaside Scramble!");
|
||||
this.player.isMoving = false;
|
||||
}
|
||||
if (K == Keys.W)
|
||||
{
|
||||
ModCore.log("W pressed for Seaside Scramble!");
|
||||
this.player.isMoving = false;
|
||||
}
|
||||
if (K == Keys.S)
|
||||
{
|
||||
ModCore.log("S pressed for Seaside Scramble!");
|
||||
this.player.isMoving = false;
|
||||
}
|
||||
if (K == Keys.D)
|
||||
{
|
||||
ModCore.log("D pressed for Seaside Scramble!");
|
||||
this.player.isMoving = false;
|
||||
}
|
||||
this.player.receiveKeyRelease(K);
|
||||
}
|
||||
|
||||
public void receiveLeftClick(int x, int y, bool playSound = true)
|
||||
|
@ -271,11 +242,15 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
|
|||
this.player.update(time);
|
||||
this.camera.centerOnPosition(this.player.position);
|
||||
}
|
||||
|
||||
if (this.activeMenu != null)
|
||||
{
|
||||
this.activeMenu.update(time);
|
||||
}
|
||||
|
||||
return false;
|
||||
//throw new NotImplementedException();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Called when the minigame is quit upon.
|
||||
/// </summary>
|
||||
|
|
|
@ -69,6 +69,7 @@
|
|||
<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SeasideScrambleMap.cs" />
|
||||
<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCCamera.cs" />
|
||||
<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCEnums.cs" />
|
||||
<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCMenus\TitleScreen.cs" />
|
||||
<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCPlayer.cs" />
|
||||
<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCTextureUtilities.cs" />
|
||||
<Compile Include="Framework\Objects\BasicItemInformation.cs" />
|
||||
|
@ -130,6 +131,12 @@
|
|||
<Content Include="Content\Minigames\SeasideScramble\Graphics\Player\Junimo.png">
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="Content\Minigames\SeasideScramble\Maps\Backgrounds\TitleScreenBackground.png">
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="Content\Minigames\SeasideScramble\Maps\Intro.png">
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="Content\Minigames\SeasideScramble\Maps\SSC_Beach.png">
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</Content>
|
||||
|
|
|
@ -93,6 +93,7 @@
|
|||
<Compile Include="ModConfig.cs" />
|
||||
<Compile Include="UIUtilities\IClickableMenuExtended.cs" />
|
||||
<Compile Include="UIUtilities\LayeredTexture.cs" />
|
||||
<Compile Include="UIUtilities\MenuComponents\BlinkingText.cs" />
|
||||
<Compile Include="UIUtilities\MenuComponents\CycleButton.cs" />
|
||||
<Compile Include="UIUtilities\MenuComponents\Delegates\Delegates.cs" />
|
||||
<Compile Include="UIUtilities\MenuComponents\Delegates\DelegatePairing.cs" />
|
||||
|
|
|
@ -0,0 +1,51 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace StardustCore.UIUtilities.MenuComponents
|
||||
{
|
||||
public class BlinkingText
|
||||
{
|
||||
public string displayText;
|
||||
public int currentFrame;
|
||||
public int maxFrames;
|
||||
public bool drawThis;
|
||||
|
||||
public BlinkingText(string text,int existsForXMilliseconds)
|
||||
{
|
||||
this.displayText = text;
|
||||
this.maxFrames = existsForXMilliseconds;
|
||||
this.currentFrame = existsForXMilliseconds;
|
||||
}
|
||||
|
||||
public void update(Microsoft.Xna.Framework.GameTime time)
|
||||
{
|
||||
this.currentFrame -= time.ElapsedGameTime.Milliseconds;
|
||||
|
||||
if (this.currentFrame <= 0 && this.currentFrame>=-this.maxFrames)
|
||||
{
|
||||
this.drawThis = false;
|
||||
}
|
||||
else if(this.currentFrame>0)
|
||||
{
|
||||
if (this.currentFrame > 0)
|
||||
{
|
||||
this.drawThis = true;
|
||||
}
|
||||
}
|
||||
else if(this.currentFrame<-this.maxFrames)
|
||||
{
|
||||
this.currentFrame = this.maxFrames;
|
||||
}
|
||||
}
|
||||
public void draw(Microsoft.Xna.Framework.Graphics.SpriteBatch b, Microsoft.Xna.Framework.Graphics.SpriteFont font, Microsoft.Xna.Framework.Vector2 position, Microsoft.Xna.Framework.Color color)
|
||||
{
|
||||
if (this.drawThis)
|
||||
{
|
||||
b.DrawString(font, this.displayText, position, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue