Added in arcade cabinet type. Added in seaside scramble.

This commit is contained in:
JoshuaNavarro 2019-07-25 17:16:14 -07:00
parent 9ab33bba38
commit 5af8e025bd
10 changed files with 591 additions and 20 deletions

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Width:  |  Height:  |  Size: 899 B

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@ -0,0 +1,32 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Revitalize.Framework.Factories.Objects.Furniture;
using Revitalize.Framework.Objects.Extras;
using Revitalize.Framework.Objects.InformationFiles.Furniture;
namespace Revitalize.Framework.Factories.Objects.Extras
{
public class ArcadeFactoryInfo:FactoryInfo
{
public ArcadeCabinetInformation arcadeInfo;
public ArcadeFactoryInfo()
{
}
public ArcadeFactoryInfo(ArcadeCabinetOBJ game) : base(game)
{
this.arcadeInfo = null;
}
public ArcadeFactoryInfo(ArcadeCabinetTile game) : base(game)
{
this.arcadeInfo = game.arcadeInfo;
}
}
}

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@ -88,15 +88,15 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus.HUD
{
this.background.color = SeasideScramble.self.getPlayer(this.playerID).playerColor;
this.healthDisplayLerp();
if (this.Player.gun.remainingAmmo == SSCGuns.SSCGun.infiniteAmmo)
if (this.Player.activeGun.remainingAmmo == SSCGuns.SSCGun.infiniteAmmo)
{
this.playerAmmo.setText("999", SeasideScramble.self.gameFont, Color.White);
}
else
{
this.playerAmmo.setText(this.Player.gun.remainingAmmo.ToString().PadLeft(3, '0'), SeasideScramble.self.gameFont, Color.White);
this.playerAmmo.setText(this.Player.activeGun.remainingAmmo.ToString().PadLeft(3, '0'), SeasideScramble.self.gameFont, Color.White);
}
this.reloadTime.setText(((int)this.Player.gun.timeRemainingUntilReload).ToString().PadLeft(4, '0'), SeasideScramble.self.gameFont, Color.White);
this.reloadTime.setText(((int)this.Player.activeGun.timeRemainingUntilReload).ToString().PadLeft(4, '0'), SeasideScramble.self.gameFont, Color.White);
if(SeasideScramble.self.currentMap is ShootingGallery)
{
@ -154,7 +154,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus.HUD
this.background.draw(b, this.background.position, new Vector2(8f, 4f), 0f);
this.playerHealth.draw(b, new Rectangle(0, 0, 16, 16), 0f);
this.heart.draw(b, 8f, 0f);
if (this.Player.gun.isReloading == false)
if (this.Player.activeGun.isReloading == false)
{
this.gun.draw(b, 4f, 0f);
this.playerAmmo.draw(b, new Rectangle(0, 0, 16, 16), 0f);
@ -178,7 +178,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus.HUD
{
this.playerHealth.setText(SeasideScramble.self.getPlayer(this.playerID).currentHealth.ToString(), SeasideScramble.self.gameFont, Color.White);
this.showHUD = true;
this.gun.animation = this.Player.gun.sprite.animation;
this.gun.animation = this.Player.activeGun.sprite.animation;
}
/// <summary>

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@ -78,7 +78,31 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
/// <summary>
/// The current gun the player is holding. UPDATE THIS TO WEILD MULTIPLE GUNS!!!
/// </summary>
public SSCGuns.SSCGun gun;
public SSCGuns.SSCGun activeGun
{
get
{
return this.guns[this.currentGunIndex];
}
set
{
if (value == null) return;
this.guns.Add(value);
this.currentGunIndex = this.guns.Count - 1;
}
}
public List<SSCGuns.SSCGun> guns;
public int currentGunIndex;
/// <summary>
/// How long it takes for the player to swap guns.
/// </summary>
public int swapSpeed = 20;
/// <summary>
/// How many frames remain until the player is allowed to swap guns/
/// </summary>
public int timeUntilPlayerCanSwapGun;
/// <summary>
/// The hitbox for the player.
@ -216,8 +240,15 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
}
this.mouseSensitivity = new Vector2(3f, 3f);
this.currentGunIndex = 0;
this.guns = new List<SSCGuns.SSCGun>();
this.getNewGun(SeasideScramble.self.guns.getGun("Icicle")); //new SSCGuns.SSCGun(new StardustCore.Animations.AnimatedSprite("MyFirstGun", this.position, new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("Guns", "BasicGun"), new Animation(0, 0, 16, 16)), Color.White), SeasideScramble.self.entities.projectiles.getDefaultProjectile(this, this.position, Vector2.Zero, 4f, new Rectangle(0, 0, 16, 16), Color.White, 4f, 300), 10, 1000, 3000);
this.getNewGun(SeasideScramble.self.guns.getGun("HeatWave"));
this.getNewGun(SeasideScramble.self.guns.getGun("Default"));
this.timeUntilPlayerCanSwapGun = 0;
this.hitBox = new Rectangle((int)this.position.X, (int)this.position.Y, 64, 64);
@ -282,7 +313,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
public void draw(SpriteBatch b, Vector2 position)
{
this.characterSpriteController.draw(b, SeasideScramble.GlobalToLocal(SeasideScramble.self.camera.viewport, position), this.playerColor, 4f, this.flipSprite == true ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0f, (this.position.Y) / 10000f));
this.gun.draw(b, SeasideScramble.GlobalToLocal(SeasideScramble.self.camera.viewport, position), 2f);
this.activeGun.draw(b, SeasideScramble.GlobalToLocal(SeasideScramble.self.camera.viewport, position), 2f);
}
public void drawMouse(SpriteBatch b)
{
@ -310,8 +341,11 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
}
if (this.currentHealth < 0) this.currentHealth = 0;
this.gun.update(Time);
this.activeGun.update(Time);
this.updateGunPosition();
this.timeUntilPlayerCanSwapGun--;
if (this.timeUntilPlayerCanSwapGun < 0) this.timeUntilPlayerCanSwapGun = 0;
this.HUD.update(Time);
this.statusEffects.update(Time);
@ -416,6 +450,15 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
this.shoot(unit);
//this.moveMouseCursor(state.ThumbSticks.Right);
}
if (state.IsButtonDown(Buttons.RightShoulder))
{
this.swapGun(1);
}
if (state.IsButtonDown(Buttons.LeftShoulder))
{
this.swapGun(-1);
}
}
else
{
@ -478,7 +521,10 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
if (this.playerID == SSCEnums.PlayerID.One)
{
this.checkForMovementInput(k);
if (k == Keys.Q) this.swapGun(-1);
if(k== Keys.E) this.swapGun(1);
}
}
/// <summary>
@ -630,7 +676,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
//ModCore.log("Shoot: " + direction);
//SeasideScramble.self.projectiles.spawnDefaultProjectile(this, this.position, direction, 1f, new Rectangle(0, 0, 16, 16), Color.White, 4f, 300);
this.gun.tryToShoot(this.position, direction);
this.activeGun.tryToShoot(this.position, direction);
}
@ -700,16 +746,47 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
public void getNewGun(SSCGuns.SSCGun gun)
{
this.gun = gun;
this.activeGun = gun;
//this.gun.Projectile.position = this.position;
this.gun.Position = this.position;
this.gun.Projectile.owner = this;
this.activeGun.Position = this.position;
this.activeGun.Projectile.owner = this;
}
public void updateGunPosition()
{
this.gun.Projectile.position = this.position;
this.gun.Position = this.position;
this.activeGun.Projectile.position = this.position;
this.activeGun.Position = this.position;
}
/// <summary>
/// Swaps the player's gun they are holding.
/// </summary>
/// <param name="delta"></param>
public void swapGun(int delta)
{
if (this.timeUntilPlayerCanSwapGun > 0) return;
if (delta < 0)
{
if (this.currentGunIndex <= 0)
{
this.currentGunIndex = this.guns.Count - 1;
Game1.soundBank.PlayCue("shwip");
this.timeUntilPlayerCanSwapGun = this.swapSpeed;
}
else
{
this.currentGunIndex--;
Game1.soundBank.PlayCue("shwip");
this.timeUntilPlayerCanSwapGun = this.swapSpeed;
}
}
else
{
this.currentGunIndex++;
if (this.currentGunIndex >= this.guns.Count) this.currentGunIndex = 0;
Game1.soundBank.PlayCue("shwip");
this.timeUntilPlayerCanSwapGun = this.swapSpeed;
}
}
}

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@ -0,0 +1,148 @@
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;
using PyTK.CustomElementHandler;
using StardewValley;
namespace Revitalize.Framework.Objects.Extras
{
public class ArcadeCabinetOBJ:MultiTiledObject
{
public ArcadeCabinetOBJ() : base()
{
}
public ArcadeCabinetOBJ(CustomObjectData PyTKData, BasicItemInformation Info) : base(PyTKData, Info)
{
}
public ArcadeCabinetOBJ(CustomObjectData PyTKData, BasicItemInformation Info, Vector2 TilePosition) : base(PyTKData, Info, TilePosition)
{
}
public ArcadeCabinetOBJ(CustomObjectData PyTKData, BasicItemInformation Info, Vector2 TilePosition, Dictionary<Vector2, MultiTiledComponent> Objects) : base(PyTKData, Info, TilePosition, Objects)
{
}
public override void rotate()
{
base.rotate();
}
public override Item getOne()
{
Dictionary<Vector2, MultiTiledComponent> objs = new Dictionary<Vector2, MultiTiledComponent>();
foreach (var pair in this.objects)
{
objs.Add(pair.Key, (MultiTiledComponent)pair.Value.getOne());
}
return new ArcadeCabinetOBJ(this.data, this.info, this.TileLocation, objs);
}
public override ICustomObject recreate(Dictionary<string, string> additionalSaveData, object replacement)
{
ArcadeCabinetOBJ obj = (ArcadeCabinetOBJ)Revitalize.ModCore.Serializer.DeserializeGUID<ArcadeCabinetOBJ>(additionalSaveData["GUID"]);
if (obj == null)
{
return null;
}
Dictionary<Vector2, Guid> guids = new Dictionary<Vector2, Guid>();
foreach (KeyValuePair<Vector2, Guid> pair in obj.childrenGuids)
{
guids.Add(pair.Key, pair.Value);
}
foreach (KeyValuePair<Vector2, Guid> pair in guids)
{
obj.childrenGuids.Remove(pair.Key);
//Revitalize.ModCore.log("DESERIALIZE: " + pair.Value.ToString());
ArcadeCabinetTile component = Revitalize.ModCore.Serializer.DeserializeGUID<ArcadeCabinetTile>(pair.Value.ToString());
component.InitNetFields();
obj.addComponent(pair.Key, component);
}
obj.InitNetFields();
if (!Revitalize.ModCore.ObjectGroups.ContainsKey(additionalSaveData["GUID"]))
{
Revitalize.ModCore.ObjectGroups.Add(additionalSaveData["GUID"], obj);
return obj;
}
else
{
return Revitalize.ModCore.ObjectGroups[additionalSaveData["GUID"]];
}
}
public override bool canBePlacedHere(GameLocation l, Vector2 tile)
{
return base.canBePlacedHere(l, tile);
}
public override void drawPlacementBounds(SpriteBatch spriteBatch, GameLocation location)
{
foreach (KeyValuePair<Vector2, StardewValley.Object> pair in this.objects)
{
if (!this.isPlaceable())
return;
int x = Game1.getOldMouseX() + Game1.viewport.X + (int)((pair.Value as MultiTiledComponent).offsetKey.X * Game1.tileSize);
int y = Game1.getOldMouseY() + Game1.viewport.Y + (int)((pair.Value as MultiTiledComponent).offsetKey.Y * Game1.tileSize);
if ((double)Game1.mouseCursorTransparency == 0.0)
{
x = ((int)Game1.player.GetGrabTile().X + (int)((pair.Value as MultiTiledComponent).offsetKey.X)) * 64;
y = ((int)Game1.player.GetGrabTile().Y + (int)((pair.Value as MultiTiledComponent).offsetKey.Y)) * 64;
}
if (Game1.player.GetGrabTile().Equals(Game1.player.getTileLocation()) && (double)Game1.mouseCursorTransparency == 0.0)
{
Vector2 translatedVector2 = Utility.getTranslatedVector2(Game1.player.GetGrabTile(), Game1.player.FacingDirection, 1f);
translatedVector2 += (pair.Value as MultiTiledComponent).offsetKey;
x = (int)translatedVector2.X * 64;
y = (int)translatedVector2.Y * 64;
}
bool flag = (pair.Value as MultiTiledComponent).canBePlacedHere(location, new Vector2(x / Game1.tileSize, y / Game1.tileSize));
spriteBatch.Draw(Game1.mouseCursors, new Vector2((float)(x / 64 * 64 - Game1.viewport.X), (float)(y / 64 * 64 - Game1.viewport.Y)), new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(flag ? 194 : 210, 388, 16, 16)), Color.White, 0.0f, Vector2.Zero, 4f, SpriteEffects.None, 0.01f);
(pair.Value as MultiTiledComponent).draw(spriteBatch, x / Game1.tileSize, y / Game1.tileSize, 0.5f);
//break;
//this.draw(spriteBatch, x / 64, y / 64, 0.5f);
}
}
public override void pickUp()
{
bool canPickUp = this.removeAndAddToPlayersInventory();
if (canPickUp)
{
foreach (KeyValuePair<Vector2, StardewValley.Object> pair in this.objects)
{
(pair.Value as ArcadeCabinetTile).removeFromLocation((pair.Value as ArcadeCabinetTile).location, pair.Key);
}
this.location = null;
}
else
Game1.showRedMessage("NOOOOOOOO");
}
}
}

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@ -0,0 +1,230 @@
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;
using Microsoft.Xna.Framework.Input;
using PyTK.CustomElementHandler;
using Revitalize.Framework.Objects.Furniture;
using Revitalize.Framework.Objects.InformationFiles.Furniture;
using Revitalize.Framework.Utilities.Serialization;
using StardewValley;
using StardewValley.Minigames;
namespace Revitalize.Framework.Objects.Extras
{
public class ArcadeCabinetTile : FurnitureTileComponent
{
public ArcadeCabinetInformation arcadeInfo;
public ArcadeCabinetTile() : base()
{
}
public ArcadeCabinetTile(CustomObjectData PyTKData, BasicItemInformation Info, ArcadeCabinetInformation ArcadeInfo) : base(PyTKData, Info)
{
this.arcadeInfo = ArcadeInfo;
}
public ArcadeCabinetTile(CustomObjectData PyTKData, BasicItemInformation Info, Vector2 TileLocation, ArcadeCabinetInformation ArcadeInfo) : base(PyTKData, Info, TileLocation)
{
this.arcadeInfo = ArcadeInfo;
}
public override bool performObjectDropInAction(Item dropInItem, bool probe, Farmer who)
{
return false; //this.pickUpItem()==PickUpState.DoNothing;
//return base.performObjectDropInAction(dropInItem, probe, who);
}
public override bool performDropDownAction(Farmer who)
{
return base.performDropDownAction(who);
}
//Checks for any sort of interaction IF and only IF there is a held object on this tile.
public override bool checkForAction(Farmer who, bool justCheckingForActivity = false)
{
MouseState mState = Mouse.GetState();
KeyboardState keyboardState = Game1.GetKeyboardState();
if (mState.RightButton == ButtonState.Pressed && (!keyboardState.IsKeyDown(Keys.LeftShift) || !keyboardState.IsKeyDown(Keys.RightShift)))
{
return this.rightClicked(who);
}
if (mState.RightButton == ButtonState.Pressed && (keyboardState.IsKeyDown(Keys.LeftShift) || keyboardState.IsKeyDown(Keys.RightShift)))
return this.shiftRightClicked(who);
//return base.checkForAction(who, justCheckingForActivity);
if (justCheckingForActivity)
return true;
return true;
//return this.clicked(who);
//return false;
}
public override bool performToolAction(Tool t, GameLocation location)
{
return base.performToolAction(t, location);
}
public override bool performUseAction(GameLocation location)
{
return base.performUseAction(location);
}
/// <summary>
/// Gets called when there is no actively held item on the tile.
/// </summary>
/// <param name="who"></param>
/// <returns></returns>
public override bool clicked(Farmer who)
{
return base.clicked(who);
}
public override bool rightClicked(Farmer who)
{
if (Game1.menuUp || Game1.currentMinigame != null) return false;
if (this.arcadeInfo.minigame != null)
{
if (this.arcadeInfo.minigame is StardewValley.Minigames.IMinigame)
{
if (this.arcadeInfo.freezeState == false)
{
Game1.currentMinigame = (IMinigame)Activator.CreateInstance(this.arcadeInfo.minigame.GetType());
return true;
}
else
{
Game1.currentMinigame = this.arcadeInfo.minigame;
return true;
}
}
}
return false;
}
public override bool shiftRightClicked(Farmer who)
{
return base.shiftRightClicked(who);
}
public override Item getOne()
{
ArcadeCabinetTile component = new ArcadeCabinetTile(this.data, this.info, this.arcadeInfo);
component.containerObject = this.containerObject;
component.offsetKey = this.offsetKey;
return component;
}
public override ICustomObject recreate(Dictionary<string, string> additionalSaveData, object replacement)
{
//instead of using this.offsetkey.x use get additional save data function and store offset key there
Vector2 offsetKey = new Vector2(Convert.ToInt32(additionalSaveData["offsetKeyX"]), Convert.ToInt32(additionalSaveData["offsetKeyY"]));
ArcadeCabinetTile self = Revitalize.ModCore.Serializer.DeserializeGUID<ArcadeCabinetTile>(additionalSaveData["GUID"]);
if (self == null)
{
return null;
}
if (!Revitalize.ModCore.ObjectGroups.ContainsKey(additionalSaveData["ParentGUID"]))
{
//Get new container
ArcadeCabinetOBJ obj = (ArcadeCabinetOBJ)Revitalize.ModCore.Serializer.DeserializeGUID<ArcadeCabinetOBJ>(additionalSaveData["ParentGUID"]);
self.containerObject = obj;
obj.addComponent(offsetKey, self);
//Revitalize.ModCore.log("ADD IN AN OBJECT!!!!");
Revitalize.ModCore.ObjectGroups.Add(additionalSaveData["ParentGUID"], obj);
}
else
{
self.containerObject = Revitalize.ModCore.ObjectGroups[additionalSaveData["ParentGUID"]];
Revitalize.ModCore.ObjectGroups[additionalSaveData["GUID"]].addComponent(offsetKey, self);
//Revitalize.ModCore.log("READD AN OBJECT!!!!");
}
return (ICustomObject)self;
}
public override Dictionary<string, string> getAdditionalSaveData()
{
Dictionary<string, string> saveData = base.getAdditionalSaveData();
Revitalize.ModCore.Serializer.SerializeGUID(this.containerObject.childrenGuids[this.offsetKey].ToString(), this);
return saveData;
}
/// <summary>What happens when the object is drawn at a tile location.</summary>
public override void draw(SpriteBatch spriteBatch, int x, int y, float alpha = 1f)
{
/*
if (this.info.ignoreBoundingBox == true)
{
x *= -1;
y *= -1;
}
*/
if (this.info == null)
{
Revitalize.ModCore.log("info is null");
if (this.syncObject == null) Revitalize.ModCore.log("DEAD SYNC");
}
if (this.animationManager == null) Revitalize.ModCore.log("Animation Manager Null");
if (this.displayTexture == null) Revitalize.ModCore.log("Display texture is null");
//The actual planter box being drawn.
if (this.animationManager == null)
{
if (this.animationManager.getExtendedTexture() == null)
ModCore.ModMonitor.Log("Tex Extended is null???");
spriteBatch.Draw(this.displayTexture, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(x * Game1.tileSize), y * Game1.tileSize)), new Rectangle?(this.animationManager.currentAnimation.sourceRectangle), this.info.drawColor * alpha, 0f, Vector2.Zero, (float)Game1.pixelZoom, this.flipped ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0f, (float)(y * Game1.tileSize) / 10000f));
// Log.AsyncG("ANIMATION IS NULL?!?!?!?!");
}
else
{
//Log.AsyncC("Animation Manager is working!");
float addedDepth = 0;
if (Revitalize.ModCore.playerInfo.sittingInfo.SittingObject == this.containerObject && this.info.facingDirection == Enums.Direction.Up)
{
addedDepth += (this.containerObject.Height - 1) - ((int)(this.offsetKey.Y));
if (this.info.ignoreBoundingBox) addedDepth += 1.5f;
}
else if (this.info.ignoreBoundingBox)
{
addedDepth += 1.0f;
}
this.animationManager.draw(spriteBatch, this.displayTexture, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(x * Game1.tileSize), y * Game1.tileSize)), new Rectangle?(this.animationManager.currentAnimation.sourceRectangle), this.info.drawColor * alpha, 0f, Vector2.Zero, (float)Game1.pixelZoom, this.flipped ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0f, (float)((y + addedDepth) * Game1.tileSize) / 10000f) + .00001f);
try
{
this.animationManager.tickAnimation();
// Log.AsyncC("Tick animation");
}
catch (Exception err)
{
ModCore.ModMonitor.Log(err.ToString());
}
if (this.heldObject.Value != null) SpriteBatchUtilities.Draw(spriteBatch, this, this.heldObject.Value, alpha, addedDepth);
}
}
}
}

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@ -0,0 +1,27 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using StardewValley.Minigames;
namespace Revitalize.Framework.Objects.InformationFiles.Furniture
{
public class ArcadeCabinetInformation
{
public IMinigame minigame;
public bool freezeState;
public ArcadeCabinetInformation()
{
this.minigame = null;
this.freezeState = false;
}
public ArcadeCabinetInformation(IMinigame Minigame, bool FreezeState)
{
this.minigame = Minigame;
this.freezeState = FreezeState;
}
}
}

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@ -64,6 +64,20 @@ namespace Revitalize.Framework.Utilities
}
public static float getRadiansFromVector(Vector2 vec)
{
Vector2 zero = new Vector2(1, 0);
vec = vec.UnitVector();
float dot = Vector2.Dot(zero, vec);
float len1 = vec.Length();
float len2 = zero.Length();
float lenTotal = len1 * len2;
float cosAngle = dot / lenTotal;
float angle = (float)((Math.Acos(cosAngle)));
return angle;
}
/// <summary>
/// Gets a rotation amount for xna based off the unit circle.
/// </summary>
@ -71,7 +85,7 @@ namespace Revitalize.Framework.Utilities
/// <returns></returns>
public static float getRotationFromVector(Vector2 vec)
{
return getRotationFromDegrees((int)Math.Round(getAngleFromVector(vec)));
return getRadiansFromVector(vec);
}
}

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@ -19,6 +19,8 @@ using StardewValley.Objects;
using StardustCore.UIUtilities;
using StardustCore.Animations;
using StardewValley.Menus;
using Revitalize.Framework.Objects.Extras;
using Revitalize.Framework.Minigame.SeasideScrambleMinigame;
namespace Revitalize
{
@ -164,7 +166,6 @@ namespace Revitalize
TextureManager.GetTextureManager(Manifest,"Furniture").searchForTextures(ModHelper,this.ModManifest,Path.Combine("Content", "Graphics", "Furniture"));
TextureManager.AddTextureManager(Manifest, "InventoryMenu");
TextureManager.GetTextureManager(Manifest, "InventoryMenu").searchForTextures(ModHelper, this.ModManifest, Path.Combine("Content", "Graphics", "Menus","InventoryMenu"));
//TextureManager.addTexture("Furniture","Oak Chair", new Texture2DExtended(this.Helper, this.ModManifest, Path.Combine("Content","Graphics","Furniture", "Chairs", "Oak Chair.png")));
//Framework.Graphics.TextureManager.TextureManagers.Add("Furniture", new TextureManager(this.Helper.DirectoryPath, Path.Combine("Content", "Graphics", "Furniture")));
@ -241,6 +242,37 @@ namespace Revitalize
FurnitureFactory.LoadFurnitureFiles();
SeasideScramble sscGame = new SeasideScramble();
ArcadeCabinetTile ssc1 = new ArcadeCabinetTile(PyTKHelper.CreateOBJData("Omegasis.Revitalize.Furniture.Arcade.SeasideScramble", TextureManager.GetTexture(Manifest, "Furniture", "SeasideScrambleArcade"), typeof(ArcadeCabinetTile), Color.White), new BasicItemInformation("Seaside Scramble Arcade Game", "Omegasis.Revitalize.Furniture.Arcade.SeasideScramble", "A arcade to play Seaside Scramble!", "Arcades", Color.LimeGreen, -300, 0, false, 100, Vector2.Zero, true, true, TextureManager.GetTexture(Manifest, "Furniture", "SeasideScrambleArcade"), new AnimationManager(TextureManager.GetExtendedTexture(Manifest, "Furniture", "SeasideScrambleArcade"), new Animation(new Rectangle(0, 0, 16, 16)), new Dictionary<string, List<Animation>>()
{
{"Animated",new List<Animation>()
{
new Animation(0,0,16,16,60),
new Animation(16,0,16,16,60)
}
}
},"Animated"), Color.White, false, null, null),new Framework.Objects.InformationFiles.Furniture.ArcadeCabinetInformation(sscGame,false));
ArcadeCabinetTile ssc2 = new ArcadeCabinetTile(PyTKHelper.CreateOBJData("Omegasis.Revitalize.Furniture.Arcade.SeasideScramble", TextureManager.GetTexture(Manifest, "Furniture", "SeasideScrambleArcade"), typeof(ArcadeCabinetTile), Color.White), new BasicItemInformation("Seaside Scramble Arcade Game", "Omegasis.Revitalize.Furniture.Arcade.SeasideScramble", "A arcade to play Seaside Scramble!", "Arcades", Color.LimeGreen, -300, 0, false, 100, Vector2.Zero, true, true, TextureManager.GetTexture(Manifest, "Furniture", "SeasideScrambleArcade"), new AnimationManager(TextureManager.GetExtendedTexture(Manifest, "Furniture", "SeasideScrambleArcade"), new Animation(new Rectangle(0, 16, 16, 16)), new Dictionary<string, List<Animation>>()
{
{"Animated",new List<Animation>()
{
new Animation(0,16,16,16,60),
new Animation(16,16,16,16,60)
}
}
}, "Animated"), Color.White, false, null, null), new Framework.Objects.InformationFiles.Furniture.ArcadeCabinetInformation(sscGame, false));
ArcadeCabinetOBJ sscCabinet = new ArcadeCabinetOBJ(PyTKHelper.CreateOBJData("Omegasis.Revitalize.Furniture.Arcade.SeasideScramble", TextureManager.GetTexture(Manifest, "Furniture", "SeasideScrambleArcade"), typeof(ArcadeCabinetOBJ), Color.White, true), new BasicItemInformation("Seaside Scramble Arcade Game", "Omegasis.Revitalize.Furniture.Arcade.SeasideScramble", "A arcade to play Seaside Scramble!", "Arcades", Color.LimeGreen, -300, 0, false, 500, Vector2.Zero, true, true, TextureManager.GetTexture(Manifest, "Furniture", "SeasideScrambleArcade"), new AnimationManager(), Color.White, true, null, null));
sscCabinet.addComponent(new Vector2(0,0),ssc1);
sscCabinet.addComponent(new Vector2(0, 1), ssc2);
customObjects.Add("Omegasis.Revitalize.Furniture.Arcade.SeasideScramble", sscCabinet);
ModCore.log("Added in SSC!");
}
private void createDirectories()
@ -285,11 +317,13 @@ namespace Revitalize
{
throw new Exception("Can't run Revitalize in multiplayer due to lack of current support!");
}
Game1.player.addItemToInventory(GetObjectFromPool("Omegasis.BigTiledTest"));
// Game1.player.addItemToInventory(GetObjectFromPool("Omegasis.BigTiledTest"));
//Game1.player.addItemToInventory(GetObjectFromPool("Omegasis.Revitalize.Furniture.Chairs.OakChair"));
//Game1.player.addItemToInventory(GetObjectFromPool("Omegasis.Revitalize.Furniture.Rugs.RugTest"));
Game1.player.addItemToInventory(GetObjectFromPool("Omegasis.Revitalize.Furniture.Tables.OakTable"));
//Game1.player.addItemToInventory(GetObjectFromPool("Omegasis.Revitalize.Furniture.Tables.OakTable"));
Game1.player.addItemToInventory(GetObjectFromPool("Omegasis.Revitalize.Furniture.Lamps.OakLamp"));
Game1.player.addItemToInventory(GetObjectFromPool("Omegasis.Revitalize.Furniture.Arcade.SeasideScramble"));
/*
StardewValley.Tools.Axe axe = new StardewValley.Tools.Axe();
Serializer.Serialize(Path.Combine(this.Helper.DirectoryPath, "AXE.json"), axe);

View File

@ -57,6 +57,7 @@
<Compile Include="Framework\Enums\Enums.cs" />
<Compile Include="Framework\Environment\DarkerNight.cs" />
<Compile Include="Framework\Environment\DarkerNightConfig.cs" />
<Compile Include="Framework\Factories\Objects\Extras\ArcadeFactoryInfo.cs" />
<Compile Include="Framework\Factories\Objects\Furniture\FurnitureFactory.cs" />
<Compile Include="Framework\Factories\Objects\Furniture\ChairFactoryInfo.cs" />
<Compile Include="Framework\Factories\Objects\FactoryInfo.cs" />
@ -101,6 +102,8 @@
<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCStatusEffects\StatusEffect.cs" />
<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCStatusEffects\StatusEffectManager.cs" />
<Compile Include="Framework\Minigame\SeasideScrambleMinigame\SSCTextureUtilities.cs" />
<Compile Include="Framework\Objects\Extras\ArcadeCabinetOBJ.cs" />
<Compile Include="Framework\Objects\Extras\ArcadeCabinetTile.cs" />
<Compile Include="Framework\Objects\BasicItemInformation.cs" />
<Compile Include="Framework\Objects\CustomObject.cs" />
<Compile Include="Framework\Objects\Furniture\Bench.cs" />
@ -114,6 +117,7 @@
<Compile Include="Framework\Objects\Furniture\RugTileComponent.cs" />
<Compile Include="Framework\Objects\Furniture\TableMultiTiledObject.cs" />
<Compile Include="Framework\Objects\Furniture\TableTileComponent.cs" />
<Compile Include="Framework\Objects\InformationFiles\Furniture\ArcadeCabinetInformation.cs" />
<Compile Include="Framework\Objects\InformationFiles\Furniture\ChairInformation.cs" />
<Compile Include="Framework\Objects\InformationFiles\Furniture\FurnitureInformation.cs" />
<Compile Include="Framework\Objects\InformationFiles\Furniture\TableInformation.cs" />
@ -153,6 +157,9 @@
<None Include="manifest.json" />
</ItemGroup>
<ItemGroup>
<Content Include="Content\Graphics\Furniture\Arcade\SeasideScrambleArcade.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Content\Graphics\Furniture\Chairs\Oak Chair.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
@ -277,6 +284,8 @@
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content>
</ItemGroup>
<ItemGroup />
<ItemGroup>
<Folder Include="Framework\Objects\InformationFiles\Extras\" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>