Beispiel #1
0
 public void Update(User user)
 {
     this.user = user;
     button.Update();
     if (rewardPopup.Active)
     {
         rewardPopup.Update();
     }
     if (user != null)
     {
         TimeSpan nextGiftTime = user.LastReceivedGift.AddHours(HOURS_UNTIL_NEXT_GIFT) - DateTime.Now;
         timeUntilGift = nextGiftTime.Hours.ToString("00") + ":" + nextGiftTime.Minutes.ToString("00") + ":" +
                         nextGiftTime.Seconds.ToString("00");
         if (rewardPopup.Active && !showingGift)
         {
             rewardPopup.Text = string.Format("You have already collected your daily gift. You can receive another in {0}.",
                                              timeUntilGift);
         }
     }
 }
Beispiel #2
0
        public void Update()
        {
            if (imgIndex == 0)
            {
                // We are on the first image
                prevPageButton.Active = false;
            }
            else
            {
                prevPageButton.Active = true;
            }
            if (imgIndex == tutorialImages.Count - 1)
            {
                // We are on the last image
                nextPageButton.Active = false;
            }
            else
            {
                nextPageButton.Active = true;
            }

            nextPageButton.Update();
            prevPageButton.Update();
        }
Beispiel #3
0
        public void Update(ref User user, GameTime gameTime)
        {
            pwButton.Active   = state != ShopState.Powerups;
            skinButton.Active = state != ShopState.Skins;
            skinButton.Text   = LanguageTranslator.Translate("Snakes");
            pwButton.Text     = LanguageTranslator.Translate("Powerups");
            skinButton.Width  = pwButton.Width;
            pwButton.X        = windowWidth / 2 - (SPACING / 2 + pwButton.Width);
            skinButton.X      = windowWidth / 2 + SPACING / 2;

            pwButton.Update();
            skinButton.Update();

            if (skinPage < 0)
            {
                skinPage = 0;
            }
            if (skinPages.Count <= 1)
            {
                // Both buttons should be disabled, as there is only 1 page
                // This must be tested for first, otherwise, since the page always starts equal to 0, the below criteria will be met
                // and the game will act like there are 2 pages when there is only 1
                nextPageButton.Active = false;
                prevPageButton.Active = false;
                // Since there is only one page, we have to set the page integer to 0
                skinPage = 0;
            }
            else if (skinPage == 0)
            {
                // There is another page, but we are on the first. Therefore, we cannot go backwards, so we'll disable the backwards button
                nextPageButton.Active = true;
                prevPageButton.Active = false;
            }
            else if (skinPage + 1 == skinPages.Count)
            {
                // We are on the last page, so the forward button must be disabled
                nextPageButton.Active = false;
                prevPageButton.Active = true;
            }
            else
            {
                // We must be somewhere in the middle, so both buttons should be enabled
                nextPageButton.Active = true;
                prevPageButton.Active = true;
            }

            this.user = user;

            int row   = 0;
            int lastX = 0;
            int lastY = 0;
            int interfacesInCurrentRow = 0;

            switch (state)
            {
                #region Powerups

            case ShopState.Powerups:

                row   = 0;
                lastX = X_OFFSET;
                lastY = Y_OFFSET;
                interfacesInCurrentRow = 0;
                if (pwInterfaces.Count > 0)
                {
                    foreach (ShopItemInterface si in pwInterfaces)
                    {
                        si.X   = lastX;
                        lastX += si.Width + SPACING;
                        if (interfacesInCurrentRow >= ITEMS_PER_ROW)
                        {
                            row++;
                            si.X   = lastX = X_OFFSET;
                            lastX += si.Width + SPACING;
                            interfacesInCurrentRow = 0;
                        }
                        if (row == 0)
                        {
                            si.Y = lastY;
                        }
                        else if (row == 1)
                        {
                            si.Y = lastY + SPACING + si.Height;
                        }
                        interfacesInCurrentRow++;
                    }
                }

                foreach (ShopItemInterface si in pwInterfaces)
                {
                    si.Update(user.Coins >= si.Cost);
                }

                break;

                #endregion

                #region Skins

            case ShopState.Skins:

                // Update ShopItemInterface values
                row   = 0;
                lastX = X_OFFSET;
                lastY = Y_OFFSET;
                interfacesInCurrentRow = 0;
                if (skinPage <= skinPages.Count - 1)
                {
                    foreach (ShopItemInterface si in skinPages[skinPage])
                    {
                        si.X   = lastX;
                        lastX += si.Width + SPACING;
                        if (interfacesInCurrentRow >= ITEMS_PER_ROW)
                        {
                            row++;
                            si.X   = lastX = X_OFFSET;
                            lastX += si.Width + SPACING;
                            interfacesInCurrentRow = 0;
                        }
                        if (row == 0)
                        {
                            si.Y = lastY;
                        }
                        else if (row == 1)
                        {
                            si.Y = lastY + SPACING + si.Height;
                        }
                        interfacesInCurrentRow++;
                    }
                }

                bool skinNotOwned = true;
                foreach (ShopItemInterface si in skinPages[skinPage])
                {
                    foreach (Skin s in user.Skins)
                    {
                        if (!(si.ItemSkin.MemberEquals(s)))
                        {
                            // If true, the current ShopItemInterface's skin is owned by the signed-in user
                            skinNotOwned = true;
                        }
                        else
                        {
                            skinNotOwned = false;
                            break;
                            // We have found the skin in the user's inventory. Continued running of this loop may result in this value incorrectly
                            // being set to true
                        }
                    }
                    bool isBuyButtonActive = (user.Coins >= si.Cost) && skinNotOwned;
                    si.Update(isBuyButtonActive);
                }

                break;

                #endregion
            }

            // We need to do it this way, because the delegates for when items are bought won't work,
            // as no parameters can be passed in to an OnButtonClick delegate
            foreach (InventoryItem item in itemsToAdd)
            {
                user.Inventory.Add(item);
            }
            itemsToAdd.Clear();

            foreach (Skin skin in skinsToAdd)
            {
                user.Skins.Add(skin);
            }
            skinsToAdd.Clear();

            nextPageButton.Update();
            prevPageButton.Update();

            user.Coins   -= coinsToRemove;
            coinsToRemove = 0;
        }
Beispiel #4
0
 public void Update()
 {
     trashButton.Update(new OnButtonHover(TrashHover), new OnButtonHover(TrashUnHover));
     usernameButton.Update(new OnButtonHover(UsernameHover), new OnButtonHover(UsernameUnHover));
 }
Beispiel #5
0
        public void Update(GameTime gameTime, EnterDirection enterDir)
        {
            // Update Location
            if (viewButton != null)
            {
                viewButton.Text = LanguageTranslator.Translate("View");
            }

            if (enterDir == EnterDirection.Top && bgRect.Y == windowHeight)
            {
                bgRect.Y = 0 - bgRect.Height;
            }
            if (enterDir == EnterDirection.Bottom && bgRect.Y == 0 - bgRect.Height)
            {
                bgRect.Y = windowHeight;
            }

            hideButton.X = (bgRect.Width + bgRect.X) - (SPACING + hideButton.Width);
            hideButton.Y = bgRect.Y + (bgRect.Height / 2 - (hideButton.Height / 2));
            if (viewButton != null)
            {
                viewButton.X = hideButton.X - (viewButton.Width + SPACING);
                viewButton.Y = hideButton.Y;
            }

            textPos.X = bgRect.X + SPACING;
            textPos.Y = bgRect.Y + SPACING;

            // Update Objects
            if (viewButton != null && showing)
            {
                viewButton.Update();
            }

            hideButton.Update();

            if (showing)
            {
                timer.Update(gameTime);
            }

            if (timer.QueryWaitTime(gameTime))
            {
                leaving = true;
            }

            #region Entering and Leaving Animation

            if (entering)
            {
                currentDir = enterDir;
                if (enterDir == EnterDirection.Top)
                {
                    if (bgRect.Y < SPACING)
                    {
                        bgRect.Y += 2;
                    }
                    else
                    {
                        entering = false;
                    }
                }
                else if (enterDir == EnterDirection.Bottom)
                {
                    if (bgRect.Y > windowHeight - bgRect.Height - SPACING)
                    {
                        bgRect.Y -= 2;
                    }
                    else
                    {
                        entering = false;
                    }
                }
            }
            else if (leaving)
            {
                if (bgRect.Y < windowHeight / 2)
                {
                    if (bgRect.Y >= 0 - bgRect.Height)
                    {
                        bgRect.Y -= 2;
                    }
                    else
                    {
                        leaving = false;
                        showing = false;
                    }
                }
                else
                {
                    if (bgRect.Y < windowHeight)
                    {
                        bgRect.Y += 2;
                    }
                    else
                    {
                        leaving = false;
                        showing = false;
                    }
                }
            }

            #endregion
        }
Beispiel #6
0
 public void Update()
 {
     toggleButton.Update();
 }
Beispiel #7
0
        public void Update(GameTime gameTime)
        {
            if (cursorBlinkTimer.QueryWaitTime(gameTime))
            {
                showCursor = !showCursor;
            }

            cursorRectangle.Y = DrawRectangle.Y + CURSOR_SPACING;

            cursorBlinkTimer.Update(gameTime);

            textPos.X = DrawRectangle.X + TEXT_EDGE_SPACING_X;
            textPos.Y = DrawRectangle.Y + TEXT_EDGE_SPACING_Y;
            if (checkForClickButton != null)
            {
                checkForClickButton.X = X;
                checkForClickButton.Y = Y;
                checkForClickButton.Update();
            }

            if (Active)
            {
                keyboard    = Keyboard.GetState();
                pressedKeys = keyboard.GetPressedKeys();
                key         = Microsoft.Xna.Framework.Input.Keys.None;
                if (pressedKeys.Count() > 0)
                {
                    var keys = pressedKeys.Where(x => x != Microsoft.Xna.Framework.Input.Keys.LeftShift &&
                                                 x != Microsoft.Xna.Framework.Input.Keys.RightShift &&
                                                 x != Microsoft.Xna.Framework.Input.Keys.LeftControl &&
                                                 x != Microsoft.Xna.Framework.Input.Keys.RightControl && !lastKeys.Contains(x)).ToList();
                    if (keys.Count > 0)
                    {
                        key = keys[0];
                    }
                    else if (pressedKeys.Contains(lastKey))
                    {
                        // Only allow key spamming if there is only one character key pressed
                        key = lastKey;
                    }
                }
                keyName = key.ToString();
                if (key != Microsoft.Xna.Framework.Input.Keys.None)
                {
                    // We know at this point that we are typing a key, like Enter or Backspace or a letter, number, or symbol
                    if (!spammingKey)
                    {
                        // We must first check to see if we have been pressing the key before
                        if (lastKeys.Contains(key))
                        {
                            // We have to check the long timer
                            pressKeysTimerLong.Update(gameTime);
                            if (pressKeysTimerLong.QueryWaitTime(gameTime))
                            {
                                spammingKey = true;
                                HandleKey(key);
                            }
                        }
                        else
                        {
                            pressKeysTimerLong.Reset();
                            HandleKey(key);
                        }
                    }
                    else
                    {
                        if (lastKeys.Contains(key))
                        {
                            pressKeysTimerShort.Update(gameTime);
                            if (pressKeysTimerShort.QueryWaitTime(gameTime))
                            {
                                // We are pressing & holding a key and can now "spam" it
                                HandleKey(key);
                            }
                        }
                        else
                        {
                            spammingKey = false;
                        }
                    }
                }
                lastKey = key;

                #region Handle Caret Moving

                if (keyboard.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Left) && !arrowKeyPrevDown)
                {
                    arrowKeyPrevDown = true;
                    if (cursorPosition > 0)
                    {
                        cursorRectangle.X -= (int)font.MeasureString(text[cursorPosition - 1].ToString()).X + cursorRectangle.Width;
                        cursorPosition--;
                    }
                }
                else if (keyboard.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Right) && !arrowKeyPrevDown)
                {
                    arrowKeyPrevDown = true;
                    if (cursorPosition < text.Length)
                    {
                        cursorRectangle.X += (int)font.MeasureString(text[cursorPosition].ToString()).X + cursorRectangle.Width;
                        cursorPosition++;
                    }
                }
                else if (!(keyboard.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Left) || keyboard.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Right)))
                {
                    arrowKeyPrevDown = false;
                }

                if (keyboard.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Home))
                {
                    cursorPosition    = 0;
                    cursorRectangle.X = DrawRectangle.X + TEXT_EDGE_SPACING_X;
                }
                else if (keyboard.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.End))
                {
                    cursorPosition    = text.Length;
                    cursorRectangle.X = DrawRectangle.X + ((int)font.MeasureString(text).X + cursorRectangle.Width);
                }

                #endregion

                #region Paste Support

                if ((keyboard.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.LeftControl) || keyboard.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.RightControl)) &&
                    keyboard.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.V) && !shortcutPreviouslyPressed)
                {
                    string clipboardText = Clipboard.GetText();
                    if (!(font.MeasureString(text + clipboardText).X > DrawRectangle.Width))
                    {
                        // The clipboard text is short enough, and will not extend past the textbox's length
                        text += clipboardText;
                    }
                    shortcutPreviouslyPressed = true;
                }
                else if (!((keyboard.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.LeftControl) || keyboard.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.RightControl)) &&
                           keyboard.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.V)))
                {
                    shortcutPreviouslyPressed = false;
                }

                #endregion

                MouseState mouse     = Mouse.GetState();
                Rectangle  mouseRect = new Rectangle(mouse.X, mouse.Y, 1, 1);
                if (!(DrawRectangle.Intersects(mouseRect)) && mouse.LeftButton == Microsoft.Xna.Framework.Input.ButtonState.Pressed)
                {
                    Active = false;
                }

                lastKeys = pressedKeys;
            }
        }