Made some functions that are a little easier to use for npc and farmer movement.
This commit is contained in:
parent
7c8d0bc6bd
commit
f11ce9bb2f
|
@ -20,9 +20,9 @@ namespace Omegasis.HappyBirthday.Framework
|
|||
conditions.Add(new FarmerBirthdayPrecondition());
|
||||
conditions.Add(new LocationPrecondition(Game1.getLocationFromName("CommunityCenter")));
|
||||
conditions.Add(new TimePrecondition(600, 2600));
|
||||
EventHelper e = new EventHelper("CommunityCenterBirthday",19950, conditions, new EventStartData(EventStartData.MusicToPlayType.Continue, 10, 10, new EventStartData.FarmerData(10, 10, EventHelper.FacingDirection.Up),new List<EventStartData.NPCData>()));
|
||||
e.setViewportPosition(10, 10);
|
||||
EventHelper e = new EventHelper("CommunityCenterBirthday",19950, conditions, new EventStartData(EventStartData.MusicToPlayType.Continue, 32, 22, new EventStartData.FarmerData(32, 22, EventHelper.FacingDirection.Up),new List<EventStartData.NPCData>()));
|
||||
e.globalFadeIn();
|
||||
e.moveFarmerUp(6, EventHelper.FacingDirection.Up, false);
|
||||
e.showMessage("Community center birthday here.");
|
||||
e.end();
|
||||
|
||||
|
|
|
@ -1,8 +1,6 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Omegasis.HappyBirthday.Framework.Events.Preconditions;
|
||||
using Omegasis.HappyBirthday.Framework.Events.Preconditions.TimeSpecific;
|
||||
|
@ -1190,6 +1188,63 @@ namespace Omegasis.HappyBirthday.Framework.Events
|
|||
this.add(b);
|
||||
}
|
||||
|
||||
public virtual void moveNPCUp(NPC npc, int TileAmount, FacingDirection FinishingFacingDirection,bool EventDoesntPause)
|
||||
{
|
||||
this.moveNPC(npc, 0, -TileAmount, FinishingFacingDirection, EventDoesntPause);
|
||||
}
|
||||
|
||||
public virtual void moveNPCDown(NPC npc, int TileAmount, FacingDirection FinishingFacingDirection, bool EventDoesntPause)
|
||||
{
|
||||
this.moveNPC(npc, 0, TileAmount, FinishingFacingDirection, EventDoesntPause);
|
||||
}
|
||||
|
||||
public virtual void moveNPCLeft(NPC npc, int TileAmount, FacingDirection FinishingFacingDirection, bool EventDoesntPause)
|
||||
{
|
||||
this.moveNPC(npc, TileAmount,0,FinishingFacingDirection, EventDoesntPause);
|
||||
}
|
||||
|
||||
public virtual void moveNPCRight(NPC npc, int TileAmount, FacingDirection FinishingFacingDirection, bool EventDoesntPause)
|
||||
{
|
||||
this.moveNPC(npc,-TileAmount,0,FinishingFacingDirection, EventDoesntPause);
|
||||
}
|
||||
|
||||
public virtual void moveFarmer(int xOffset, int yOffset, FacingDirection Dir, bool Continue)
|
||||
{
|
||||
StringBuilder b = new StringBuilder();
|
||||
b.Append("move ");
|
||||
b.Append("farmer");
|
||||
b.Append(" ");
|
||||
b.Append(xOffset);
|
||||
b.Append(" ");
|
||||
b.Append(yOffset);
|
||||
b.Append(" ");
|
||||
b.Append(this.getFacingDirectionNumber(Dir));
|
||||
b.Append(" ");
|
||||
b.Append(Continue);
|
||||
this.add(b);
|
||||
}
|
||||
|
||||
public virtual void moveFarmerUp(int TileAmount, FacingDirection FinishingFacingDirection, bool EventDoesntPause)
|
||||
{
|
||||
this.moveFarmer(0, -TileAmount, FinishingFacingDirection, EventDoesntPause);
|
||||
}
|
||||
public virtual void moveFarmerDown(int TileAmount, FacingDirection FinishingFacingDirection, bool EventDoesntPause)
|
||||
{
|
||||
this.moveFarmer(0, TileAmount, FinishingFacingDirection, EventDoesntPause);
|
||||
}
|
||||
|
||||
public virtual void moveFarmerLeft(int TileAmount, FacingDirection FinishingFacingDirection, bool EventDoesntPause)
|
||||
{
|
||||
this.moveFarmer(-TileAmount,0,FinishingFacingDirection, EventDoesntPause);
|
||||
}
|
||||
|
||||
public virtual void moveFarmerRight(int TileAmount, FacingDirection FinishingFacingDirection, bool EventDoesntPause)
|
||||
{
|
||||
this.moveFarmer(TileAmount, 0,FinishingFacingDirection, EventDoesntPause);
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Pause the game for the given number of milliseconds.
|
||||
/// </summary>
|
||||
|
|
Loading…
Reference in New Issue