diff --git a/GeneralMods/Revitalize/Framework/Minigame/SeasideScrambleMinigame/SSCMenus/CharacterSelectScreen.cs b/GeneralMods/Revitalize/Framework/Minigame/SeasideScrambleMinigame/SSCMenus/CharacterSelectScreen.cs index cc3eae17..4e6e9b0f 100644 --- a/GeneralMods/Revitalize/Framework/Minigame/SeasideScrambleMinigame/SSCMenus/CharacterSelectScreen.cs +++ b/GeneralMods/Revitalize/Framework/Minigame/SeasideScrambleMinigame/SSCMenus/CharacterSelectScreen.cs @@ -16,7 +16,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus /// /// TODO: Finish adding in a button prompts and click prompt and draw them to the screen. /// - public class CharacterSelectScreen: IClickableMenuExtended + public class CharacterSelectScreen : IClickableMenuExtended { StardustCore.UIUtilities.Texture2DExtended background; string menuTitle; @@ -77,28 +77,28 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus this.animatedSprites = new Dictionary(); - this.animatedSprites.Add("P1AButton" ,new StardustCore.Animations.AnimatedSprite("P1AButton", this.playerDisplayLocations[SSCEnums.PlayerID.One]+new Vector2(0,100),new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("SSCUI", "AButton"), new Animation(0, 0, 28, 27)),Color.White)); + this.animatedSprites.Add("P1AButton", new StardustCore.Animations.AnimatedSprite("P1AButton", this.playerDisplayLocations[SSCEnums.PlayerID.One] + new Vector2(0, 100), new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("SSCUI", "AButton"), new Animation(0, 0, 28, 27)), Color.White)); this.animatedSprites.Add("P2AButton", new StardustCore.Animations.AnimatedSprite("P2AButton", this.playerDisplayLocations[SSCEnums.PlayerID.Two] + new Vector2(0, 100), new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("SSCUI", "AButton"), new Animation(0, 0, 28, 27)), Color.White)); this.animatedSprites.Add("P3AButton", new StardustCore.Animations.AnimatedSprite("P3AButton", this.playerDisplayLocations[SSCEnums.PlayerID.Three] + new Vector2(0, 100), new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("SSCUI", "AButton"), new Animation(0, 0, 28, 27)), Color.White)); this.animatedSprites.Add("P4AButton", new StardustCore.Animations.AnimatedSprite("P4AButton", this.playerDisplayLocations[SSCEnums.PlayerID.Four] + new Vector2(0, 100), new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("SSCUI", "AButton"), new Animation(0, 0, 28, 27)), Color.White)); - this.animatedSprites.Add("P1Click",new StardustCore.Animations.AnimatedSprite("P1Click", this.playerDisplayLocations[SSCEnums.PlayerID.One] + new Vector2(0, 150), new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("SSCUI", "MouseClick"), new Animation(0, 0, 31, 32), new Dictionary>() + this.animatedSprites.Add("P1Click", new StardustCore.Animations.AnimatedSprite("P1Click", this.playerDisplayLocations[SSCEnums.PlayerID.One] + new Vector2(0, 150), new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("SSCUI", "MouseClick"), new Animation(0, 0, 31, 32), new Dictionary>() { {"Click1",new List(){ new Animation(0,0,31,32,60), new Animation(31,0,31,32,60) } } - }, "Click1"),Color.White)); + }, "Click1"), Color.White)); - this.animatedSprites.Add("P1Color", new StardustCore.Animations.AnimatedSprite("P1Color", new Vector2(this.playerDisplayLocations[SSCEnums.PlayerID.One].X, this.playerDisplayLocations[SSCEnums.PlayerID.One].Y+250), new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("SSCUI", "BlankTexture"), new Animation(0, 0, 32, 32)), Color.White)); + this.animatedSprites.Add("P1Color", new StardustCore.Animations.AnimatedSprite("P1Color", new Vector2(this.playerDisplayLocations[SSCEnums.PlayerID.One].X, this.playerDisplayLocations[SSCEnums.PlayerID.One].Y + 250), new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("SSCUI", "BlankTexture"), new Animation(0, 0, 32, 32)), Color.White)); this.animatedSprites.Add("P2Color", new StardustCore.Animations.AnimatedSprite("P2Color", new Vector2(this.playerDisplayLocations[SSCEnums.PlayerID.Two].X, this.playerDisplayLocations[SSCEnums.PlayerID.One].Y + 250), new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("SSCUI", "BlankTexture"), new Animation(0, 0, 32, 32)), Color.White)); this.animatedSprites.Add("P3Color", new StardustCore.Animations.AnimatedSprite("P3Color", new Vector2(this.playerDisplayLocations[SSCEnums.PlayerID.Three].X, this.playerDisplayLocations[SSCEnums.PlayerID.One].Y + 250), new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("SSCUI", "BlankTexture"), new Animation(0, 0, 32, 32)), Color.White)); this.animatedSprites.Add("P4Color", new StardustCore.Animations.AnimatedSprite("P4Color", new Vector2(this.playerDisplayLocations[SSCEnums.PlayerID.Four].X, this.playerDisplayLocations[SSCEnums.PlayerID.One].Y + 250), new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("SSCUI", "BlankTexture"), new Animation(0, 0, 32, 32)), Color.White)); this.buttons = new Dictionary(); - this.buttons.Add("P1PrevButton", new Button("P1PrevButton", new Rectangle((int)this.playerDisplayLocations[SSCEnums.PlayerID.One].X-64, (int)this.playerDisplayLocations[SSCEnums.PlayerID.One].Y + 250, 64, 64), SeasideScramble.self.textureUtils.getExtendedTexture("SSCUI", "lastPageButton"),new Rectangle(0,0,32,32),2f)); - this.buttons.Add("P1NextButton", new Button("P1NextButton", new Rectangle((int)this.playerDisplayLocations[SSCEnums.PlayerID.One].X+64, (int)this.playerDisplayLocations[SSCEnums.PlayerID.One].Y + 250, 64, 64), SeasideScramble.self.textureUtils.getExtendedTexture("SSCUI", "nextPageButton"), new Rectangle(0, 0, 32, 32), 2f)); + this.buttons.Add("P1PrevButton", new Button("P1PrevButton", new Rectangle((int)this.playerDisplayLocations[SSCEnums.PlayerID.One].X - 64, (int)this.playerDisplayLocations[SSCEnums.PlayerID.One].Y + 250, 64, 64), SeasideScramble.self.textureUtils.getExtendedTexture("SSCUI", "lastPageButton"), new Rectangle(0, 0, 32, 32), 2f)); + this.buttons.Add("P1NextButton", new Button("P1NextButton", new Rectangle((int)this.playerDisplayLocations[SSCEnums.PlayerID.One].X + 64, (int)this.playerDisplayLocations[SSCEnums.PlayerID.One].Y + 250, 64, 64), SeasideScramble.self.textureUtils.getExtendedTexture("SSCUI", "nextPageButton"), new Rectangle(0, 0, 32, 32), 2f)); this.buttons.Add("P2PrevButton", new Button("P2PrevButton", new Rectangle((int)this.playerDisplayLocations[SSCEnums.PlayerID.Two].X - 64, (int)this.playerDisplayLocations[SSCEnums.PlayerID.Two].Y + 250, 64, 64), SeasideScramble.self.textureUtils.getExtendedTexture("SSCUI", "lastPageButton"), new Rectangle(0, 0, 32, 32), 2f)); this.buttons.Add("P2NextButton", new Button("P2NextButton", new Rectangle((int)this.playerDisplayLocations[SSCEnums.PlayerID.Two].X + 64, (int)this.playerDisplayLocations[SSCEnums.PlayerID.Two].Y + 250, 64, 64), SeasideScramble.self.textureUtils.getExtendedTexture("SSCUI", "nextPageButton"), new Rectangle(0, 0, 32, 32), 2f)); this.buttons.Add("P3PrevButton", new Button("P3PrevButton", new Rectangle((int)this.playerDisplayLocations[SSCEnums.PlayerID.Three].X - 64, (int)this.playerDisplayLocations[SSCEnums.PlayerID.Three].Y + 250, 64, 64), SeasideScramble.self.textureUtils.getExtendedTexture("SSCUI", "lastPageButton"), new Rectangle(0, 0, 32, 32), 2f)); @@ -111,8 +111,8 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus public CharacterSelectScreen(xTile.Dimensions.Rectangle viewport) : this(0, 0, viewport.Width, viewport.Height) { - - + + } public override void gameWindowSizeChanged(Rectangle oldBounds, Rectangle newBounds) @@ -158,6 +158,10 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus { this.initializeCharacter(SSCEnums.PlayerID.Four); } + //P1 is handled automatically since SDV maps keyboard to controller. + this.checkForControllerColorSwap(p2, SSCEnums.PlayerID.Two); + this.checkForControllerColorSwap(p3, SSCEnums.PlayerID.Three); + this.checkForControllerColorSwap(p4, SSCEnums.PlayerID.Four); this.inputDelays[SSCEnums.PlayerID.One]--; this.inputDelays[SSCEnums.PlayerID.Two]--; @@ -174,6 +178,31 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus } + /// + /// Looks for controller input for swaping character colors. + /// + /// + /// + private void checkForControllerColorSwap(GamePadState state, SSCEnums.PlayerID player) + { + if (state.IsButtonDown(Buttons.DPadRight)) + { + this.iteratePlayerColorIndex(player, 1); + } + else if (state.IsButtonDown(Buttons.DPadLeft)) + { + this.iteratePlayerColorIndex(player, -1); + } + if (state.ThumbSticks.Left.X < 0) + { + this.iteratePlayerColorIndex(player, -1); + } + else if (state.ThumbSticks.Left.X > 0) + { + this.iteratePlayerColorIndex(player, 1); + } + } + /// /// Initializes a given character. /// @@ -188,7 +217,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus { SeasideScramble.self.players.Add(player, new SSCPlayer(player)); this.iteratePlayerColorIndex(player, 1); - } + } this.setPlayerColor(player); } @@ -199,8 +228,12 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus private void setPlayerColor(SSCEnums.PlayerID player) { if (SeasideScramble.self.getPlayer(player) == null) return; + + ModCore.log("Player: " + player); + ModCore.log("Index: " + this.playerColorIndex[player]); + SeasideScramble.self.getPlayer(player).setColor(this.possibleColors[this.playerColorIndex[player]]); - if(player== SSCEnums.PlayerID.One) + if (player == SSCEnums.PlayerID.One) { this.animatedSprites["P1Color"].color = this.possibleColors[this.playerColorIndex[player]]; } @@ -223,28 +256,13 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus /// /// /// - private void iteratePlayerColorIndex(SSCEnums.PlayerID player,int amount) + private void iteratePlayerColorIndex(SSCEnums.PlayerID player, int amount) { - if(player== SSCEnums.PlayerID.One) + + if (this.inputDelays[player] != 0) return; + this.inputDelays[player] = this.maxInputDelay; + while (this.doesAnyOtherPlayerHaveThisColor(player) == true) { - if (this.inputDelays[player] != 0) return; - this.inputDelays[player] = this.maxInputDelay; - while (this.doesAnyOtherPlayerHaveThisColor(player) == true) - { - if (this.playerColorIndex[player] >= this.possibleColors.Count) - { - this.playerColorIndex[player] = 0; - } - else if (this.playerColorIndex[player] < 0) - { - this.playerColorIndex[player] = this.possibleColors.Count-1; - } - else - { - this.playerColorIndex[player]+=amount; - } - } - this.playerColorIndex[player] += amount; if (this.playerColorIndex[player] >= this.possibleColors.Count) { this.playerColorIndex[player] = 0; @@ -253,8 +271,22 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus { this.playerColorIndex[player] = this.possibleColors.Count - 1; } - + else + { + this.playerColorIndex[player] += amount; + } } + this.playerColorIndex[player] += amount; + if (this.playerColorIndex[player] >= this.possibleColors.Count) + { + this.playerColorIndex[player] = 0; + } + else if (this.playerColorIndex[player] < 0) + { + this.playerColorIndex[player] = this.possibleColors.Count - 1; + } + + this.setPlayerColor(player); } @@ -277,7 +309,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus /// private bool doesAnyOtherPlayerHaveThisColor(SSCEnums.PlayerID self) { - for(int i = 0; i < 4; i++) + for (int i = 0; i < 4; i++) { SSCEnums.PlayerID other = (SSCEnums.PlayerID)i; if (other == self) continue; @@ -289,6 +321,12 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus public override void receiveLeftClick(int x, int y, bool playSound = true) { + if (SeasideScramble.self.getGamepadState(PlayerIndex.One).IsButtonDown(Buttons.A)) + { + ModCore.log("Button a pressed. Intercepting left click."); + return; + } + ModCore.log("Left clicked for Character selects screen!"); this.initializeCharacter(SSCEnums.PlayerID.One); if (this.buttons["P1NextButton"].containsPoint(x, y)) @@ -301,31 +339,39 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus } } + public override void receiveKeyPress(Keys key) { - if(key== Keys.Enter || key== Keys.Space) - { + if (key == Keys.Enter || key == Keys.Space) + { if (SeasideScramble.self.currentNumberOfPlayers > 0) { this.setUpForGameplay(); SeasideScramble.self.menuManager.closeAllMenus(); } } - if(key== Keys.A) + if (key == Keys.A) { this.iteratePlayerColorIndex(SSCEnums.PlayerID.One, -1); } - if(key== Keys.D) + if (key == Keys.D) { this.iteratePlayerColorIndex(SSCEnums.PlayerID.One, 1); } } + /// + /// Things to to before the game closes. + /// private void setUpForGameplay() { } + /// + /// Checks if the menu is ready to close. + /// + /// public override bool readyToClose() { if (this.closeMenu == true) @@ -343,12 +389,12 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus public override void draw(SpriteBatch b) { //Draw background texture. - b.Draw(this.background.texture, new Vector2(0,0), SeasideScramble.self.camera.getXNARect(), Color.White); + b.Draw(this.background.texture, new Vector2(0, 0), SeasideScramble.self.camera.getXNARect(), Color.White); 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); + b.DrawString(Game1.dialogueFont, this.menuTitle, new Vector2((this.width / 2) - (menuTitlePos.X / 2), this.height / 10), Color.White); - foreach(KeyValuePair pair in this.playerDisplayLocations) + foreach (KeyValuePair pair in this.playerDisplayLocations) { //Draw player 1 this.drawDialogueBoxBackground((int)pair.Value.X - 50, (int)pair.Value.Y - 100, 200, 200, Color.Brown); @@ -375,29 +421,33 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus { this.buttons["P1NextButton"].draw(b, Color.White); this.buttons["P1PrevButton"].draw(b, Color.White); - this.animatedSprites["P1Color"].draw(b,2f,0f); + this.animatedSprites["P1Color"].draw(b, 2f, 0f); } if (SeasideScramble.self.getPlayer(SSCEnums.PlayerID.Two) != null) { this.buttons["P2NextButton"].draw(b, Color.White); this.buttons["P2PrevButton"].draw(b, Color.White); - this.animatedSprites["P2Color"].draw(b,2f,0f); + this.animatedSprites["P2Color"].draw(b, 2f, 0f); } if (SeasideScramble.self.getPlayer(SSCEnums.PlayerID.Three) != null) { this.buttons["P3NextButton"].draw(b, Color.White); this.buttons["P3PrevButton"].draw(b, Color.White); - this.animatedSprites["P3Color"].draw(b,2f,0f); + this.animatedSprites["P3Color"].draw(b, 2f, 0f); } if (SeasideScramble.self.getPlayer(SSCEnums.PlayerID.Four) != null) { this.buttons["P4NextButton"].draw(b, Color.White); this.buttons["P4PrevButton"].draw(b, Color.White); - this.animatedSprites["P4Color"].draw(b,2f,0f); + this.animatedSprites["P4Color"].draw(b, 2f, 0f); } } + /// + /// Exit the menu. + /// + /// public override void exitMenu(bool playSound = true) { base.exitMenu(playSound); diff --git a/GeneralMods/Revitalize/Framework/Minigame/SeasideScrambleMinigame/SeasideScramble.cs b/GeneralMods/Revitalize/Framework/Minigame/SeasideScrambleMinigame/SeasideScramble.cs index 7d4b3589..7c36468d 100644 --- a/GeneralMods/Revitalize/Framework/Minigame/SeasideScrambleMinigame/SeasideScramble.cs +++ b/GeneralMods/Revitalize/Framework/Minigame/SeasideScrambleMinigame/SeasideScramble.cs @@ -228,7 +228,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame /// public GamePadState getGamepadState(PlayerIndex index) { - return Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.One); + return Microsoft.Xna.Framework.Input.GamePad.GetState(index); } ///