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