Got dialogue boxes working for character select screen.

This commit is contained in:
JoshuaNavarro 2019-07-19 10:44:15 -07:00
parent a63d6a88bb
commit 7c170ade98
1 changed files with 34 additions and 14 deletions

View File

@ -18,10 +18,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
public Dictionary<SSCEnums.PlayerID, int> playerColorIndex;
public Vector2 p1DisplayLocation;
public Vector2 p2DisplayLocation;
public Vector2 p3DisplayLocation;
public Vector2 p4DisplayLocation;
public Dictionary<SSCEnums.PlayerID, Vector2> playerDisplayLocations;
public List<Color> possibleColors;
@ -32,14 +29,16 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
public CharacterSelectScreen(int x, int y, int width, int height) : base(x, y, width, height, false)
{
this.background = SeasideScramble.self.textureUtils.getExtendedTexture("SSCMaps", "TitleScreenBackground");
this.menuTitle = "Character Selection";
this.p1DisplayLocation = new Vector2(this.width *.2f, this.height / 2);
this.p2DisplayLocation = new Vector2(this.width *.4f, this.height / 2);
this.p3DisplayLocation = new Vector2(this.width *.6f, this.height / 2);
this.p4DisplayLocation = new Vector2(this.width *.8f, this.height / 2);
this.playerDisplayLocations = new Dictionary<SSCEnums.PlayerID, Vector2>()
{
{SSCEnums.PlayerID.One,new Vector2(SeasideScramble.self.camera.viewport.Width*.2f, SeasideScramble.self.camera.viewport.Height*.5f)},
{SSCEnums.PlayerID.Two,new Vector2(SeasideScramble.self.camera.viewport.Width*.4f, SeasideScramble.self.camera.viewport.Height*.5f)},
{SSCEnums.PlayerID.Three,new Vector2(SeasideScramble.self.camera.viewport.Width*.6f, SeasideScramble.self.camera.viewport.Height*.5f)},
{SSCEnums.PlayerID.Four,new Vector2(SeasideScramble.self.camera.viewport.Width*.8f, SeasideScramble.self.camera.viewport.Height*.5f)},
};
this.possibleColors = new List<Color>()
{
@ -65,22 +64,30 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
{ SSCEnums.PlayerID.Three,0},
{ SSCEnums.PlayerID.Four,0},
};
SeasideScramble.self.camera.snapToPosition(new Vector2(0, 0));
}
public CharacterSelectScreen(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.xPositionOnScreen = 0;
this.yPositionOnScreen = 0;
this.width = newBounds.Width;
this.height = newBounds.Height;
//base.gameWindowSizeChanged(oldBounds, newBounds);
//this.p1DisplayLocation = new Vector2(this.width/10,this.height/2);
SeasideScramble.self.camera.snapToPosition(new Vector2(0, 0));
this.playerDisplayLocations[SSCEnums.PlayerID.One] = new Vector2(SeasideScramble.self.camera.viewport.Width * .2f, SeasideScramble.self.camera.viewport.Height * .5f);
this.playerDisplayLocations[SSCEnums.PlayerID.Two] = new Vector2(SeasideScramble.self.camera.viewport.Width * .4f, SeasideScramble.self.camera.viewport.Height * .5f);
this.playerDisplayLocations[SSCEnums.PlayerID.Three] = new Vector2(SeasideScramble.self.camera.viewport.Width * .6f, SeasideScramble.self.camera.viewport.Height * .5f);
this.playerDisplayLocations[SSCEnums.PlayerID.Four] = new Vector2(SeasideScramble.self.camera.viewport.Width * .8f, SeasideScramble.self.camera.viewport.Height * .5f);
}
public override void update(GameTime time)
@ -117,6 +124,11 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
if (this.inputDelays[SSCEnums.PlayerID.Three] < 0) this.inputDelays[SSCEnums.PlayerID.Three] = 0;
if (this.inputDelays[SSCEnums.PlayerID.Four] < 0) this.inputDelays[SSCEnums.PlayerID.Four] = 0;
SeasideScramble.self.camera.snapToPosition(new Vector2(0, 0));
ModCore.log("P1 loc" + this.playerDisplayLocations[SSCEnums.PlayerID.One]);
ModCore.log("Viewport loc" + SeasideScramble.self.camera.Position);
}
/// <summary>
@ -268,10 +280,18 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
Vector2 menuTitlePos = Game1.dialogueFont.MeasureString(this.menuTitle);
b.DrawString(Game1.dialogueFont, this.menuTitle, new Vector2((this.width / 2) - (menuTitlePos.X / 2), this.height / 10),Color.White);
if (SeasideScramble.self.getPlayer(SSCEnums.PlayerID.One) != null)
foreach(KeyValuePair<SSCEnums.PlayerID,Vector2> pair in this.playerDisplayLocations)
{
SeasideScramble.self.getPlayer(SSCEnums.PlayerID.One).draw(b,this.p1DisplayLocation);
//Draw player 1
this.drawDialogueBoxBackground((int)pair.Value.X - 50, (int)pair.Value.Y - 100, 200, 200, Color.Brown);
if (SeasideScramble.self.getPlayer(pair.Key) != null)
{
SeasideScramble.self.getPlayer(pair.Key).draw(b, pair.Value);
}
}
}
public override void exitMenu(bool playSound = true)