Fixed SSC controller support. Added in controllers properly working for color swaping/spawning characters.
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632de2c1a3
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c3b439766e
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@ -16,7 +16,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
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/// <summary>
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/// TODO: Finish adding in a button prompts and click prompt and draw them to the screen.
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/// </summary>
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public class CharacterSelectScreen: IClickableMenuExtended
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public class CharacterSelectScreen : IClickableMenuExtended
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{
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StardustCore.UIUtilities.Texture2DExtended background;
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string menuTitle;
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@ -77,28 +77,28 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
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this.animatedSprites = new Dictionary<string, StardustCore.Animations.AnimatedSprite>();
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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));
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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));
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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));
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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));
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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));
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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<string, List<Animation>>()
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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<string, List<Animation>>()
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{
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{"Click1",new List<Animation>(){
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new Animation(0,0,31,32,60),
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new Animation(31,0,31,32,60)
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} }
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}, "Click1"),Color.White));
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}, "Click1"), Color.White));
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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));
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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));
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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));
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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));
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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));
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this.buttons = new Dictionary<string, Button>();
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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));
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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));
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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));
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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));
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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));
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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));
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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));
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@ -158,6 +158,10 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
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{
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this.initializeCharacter(SSCEnums.PlayerID.Four);
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}
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//P1 is handled automatically since SDV maps keyboard to controller.
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this.checkForControllerColorSwap(p2, SSCEnums.PlayerID.Two);
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this.checkForControllerColorSwap(p3, SSCEnums.PlayerID.Three);
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this.checkForControllerColorSwap(p4, SSCEnums.PlayerID.Four);
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this.inputDelays[SSCEnums.PlayerID.One]--;
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this.inputDelays[SSCEnums.PlayerID.Two]--;
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@ -174,6 +178,31 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
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}
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/// <summary>
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/// Looks for controller input for swaping character colors.
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/// </summary>
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/// <param name="state"></param>
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/// <param name="player"></param>
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private void checkForControllerColorSwap(GamePadState state, SSCEnums.PlayerID player)
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{
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if (state.IsButtonDown(Buttons.DPadRight))
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{
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this.iteratePlayerColorIndex(player, 1);
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}
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else if (state.IsButtonDown(Buttons.DPadLeft))
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{
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this.iteratePlayerColorIndex(player, -1);
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}
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if (state.ThumbSticks.Left.X < 0)
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{
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this.iteratePlayerColorIndex(player, -1);
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}
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else if (state.ThumbSticks.Left.X > 0)
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{
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this.iteratePlayerColorIndex(player, 1);
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}
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}
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/// <summary>
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/// Initializes a given character.
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/// </summary>
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@ -199,8 +228,12 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
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private void setPlayerColor(SSCEnums.PlayerID player)
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{
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if (SeasideScramble.self.getPlayer(player) == null) return;
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ModCore.log("Player: " + player);
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ModCore.log("Index: " + this.playerColorIndex[player]);
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SeasideScramble.self.getPlayer(player).setColor(this.possibleColors[this.playerColorIndex[player]]);
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if(player== SSCEnums.PlayerID.One)
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if (player == SSCEnums.PlayerID.One)
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{
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this.animatedSprites["P1Color"].color = this.possibleColors[this.playerColorIndex[player]];
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}
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@ -223,10 +256,9 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
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/// </summary>
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/// <param name="player"></param>
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/// <param name="amount"></param>
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private void iteratePlayerColorIndex(SSCEnums.PlayerID player,int amount)
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{
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if(player== SSCEnums.PlayerID.One)
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private void iteratePlayerColorIndex(SSCEnums.PlayerID player, int amount)
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{
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if (this.inputDelays[player] != 0) return;
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this.inputDelays[player] = this.maxInputDelay;
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while (this.doesAnyOtherPlayerHaveThisColor(player) == true)
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@ -237,11 +269,11 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
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}
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else if (this.playerColorIndex[player] < 0)
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{
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this.playerColorIndex[player] = this.possibleColors.Count-1;
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this.playerColorIndex[player] = this.possibleColors.Count - 1;
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}
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else
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{
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this.playerColorIndex[player]+=amount;
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this.playerColorIndex[player] += amount;
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}
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}
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this.playerColorIndex[player] += amount;
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@ -254,7 +286,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
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this.playerColorIndex[player] = this.possibleColors.Count - 1;
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}
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}
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this.setPlayerColor(player);
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}
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@ -277,7 +309,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
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/// <returns></returns>
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private bool doesAnyOtherPlayerHaveThisColor(SSCEnums.PlayerID self)
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{
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for(int i = 0; i < 4; i++)
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for (int i = 0; i < 4; i++)
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{
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SSCEnums.PlayerID other = (SSCEnums.PlayerID)i;
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if (other == self) continue;
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@ -289,6 +321,12 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
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public override void receiveLeftClick(int x, int y, bool playSound = true)
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{
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if (SeasideScramble.self.getGamepadState(PlayerIndex.One).IsButtonDown(Buttons.A))
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{
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ModCore.log("Button a pressed. Intercepting left click.");
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return;
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}
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ModCore.log("Left clicked for Character selects screen!");
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this.initializeCharacter(SSCEnums.PlayerID.One);
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if (this.buttons["P1NextButton"].containsPoint(x, y))
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@ -301,9 +339,10 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
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}
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}
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public override void receiveKeyPress(Keys key)
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{
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if(key== Keys.Enter || key== Keys.Space)
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if (key == Keys.Enter || key == Keys.Space)
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{
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if (SeasideScramble.self.currentNumberOfPlayers > 0)
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{
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@ -311,21 +350,28 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
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SeasideScramble.self.menuManager.closeAllMenus();
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}
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}
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if(key== Keys.A)
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if (key == Keys.A)
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{
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this.iteratePlayerColorIndex(SSCEnums.PlayerID.One, -1);
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}
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if(key== Keys.D)
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if (key == Keys.D)
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{
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this.iteratePlayerColorIndex(SSCEnums.PlayerID.One, 1);
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}
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}
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/// <summary>
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/// Things to to before the game closes.
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/// </summary>
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private void setUpForGameplay()
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{
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}
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/// <summary>
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/// Checks if the menu is ready to close.
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/// </summary>
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/// <returns></returns>
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public override bool readyToClose()
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{
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if (this.closeMenu == true)
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@ -343,12 +389,12 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
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public override void draw(SpriteBatch b)
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{
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//Draw background texture.
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b.Draw(this.background.texture, new Vector2(0,0), SeasideScramble.self.camera.getXNARect(), Color.White);
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b.Draw(this.background.texture, new Vector2(0, 0), SeasideScramble.self.camera.getXNARect(), Color.White);
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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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b.DrawString(Game1.dialogueFont, this.menuTitle, new Vector2((this.width / 2) - (menuTitlePos.X / 2), this.height / 10), Color.White);
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foreach(KeyValuePair<SSCEnums.PlayerID,Vector2> pair in this.playerDisplayLocations)
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foreach (KeyValuePair<SSCEnums.PlayerID, Vector2> pair in this.playerDisplayLocations)
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{
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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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@ -375,29 +421,33 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus
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{
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this.buttons["P1NextButton"].draw(b, Color.White);
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this.buttons["P1PrevButton"].draw(b, Color.White);
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this.animatedSprites["P1Color"].draw(b,2f,0f);
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this.animatedSprites["P1Color"].draw(b, 2f, 0f);
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}
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if (SeasideScramble.self.getPlayer(SSCEnums.PlayerID.Two) != null)
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{
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this.buttons["P2NextButton"].draw(b, Color.White);
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this.buttons["P2PrevButton"].draw(b, Color.White);
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this.animatedSprites["P2Color"].draw(b,2f,0f);
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this.animatedSprites["P2Color"].draw(b, 2f, 0f);
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}
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if (SeasideScramble.self.getPlayer(SSCEnums.PlayerID.Three) != null)
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{
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this.buttons["P3NextButton"].draw(b, Color.White);
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this.buttons["P3PrevButton"].draw(b, Color.White);
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this.animatedSprites["P3Color"].draw(b,2f,0f);
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this.animatedSprites["P3Color"].draw(b, 2f, 0f);
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}
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if (SeasideScramble.self.getPlayer(SSCEnums.PlayerID.Four) != null)
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{
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this.buttons["P4NextButton"].draw(b, Color.White);
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this.buttons["P4PrevButton"].draw(b, Color.White);
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this.animatedSprites["P4Color"].draw(b,2f,0f);
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this.animatedSprites["P4Color"].draw(b, 2f, 0f);
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}
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}
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/// <summary>
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/// Exit the menu.
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/// </summary>
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/// <param name="playSound"></param>
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public override void exitMenu(bool playSound = true)
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{
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base.exitMenu(playSound);
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@ -228,7 +228,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
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/// <returns></returns>
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public GamePadState getGamepadState(PlayerIndex index)
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{
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return Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.One);
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return Microsoft.Xna.Framework.Input.GamePad.GetState(index);
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}
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/// <summary>
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