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);
}
///