/// <summary>
    /// Handles the input for the conversation box
    /// </summary>
    /// <param name="inputHelper">input helper</param>
    public override void HandleInput(InputHelper inputHelper)
    {
        base.HandleInput(inputHelper);
        // Moves the conversation index forward appropiately
        if (inputHelper.KeyPressed(Keys.Space) || inputHelper.ButtonPressed(1, Buttons.A))
        {
            if (convIndex < textLines.Count - 1)
            {
                if (PreviousLineWasChoice)
                {
                    if (marker.Position.Y == upperChoicePos.Y)
                    {
                        convIndex++;
                        compensation = 2;
                    }
                    else if (marker.Position.Y == upperChoicePos.Y + choiceSeperation && convIndex < textLines.Count - 2)
                    {
                        convIndex   += 2;
                        compensation = 1;
                    }
                    else if (marker.Position.Y == bottomChoiceHeight && convIndex < textLines.Count - 3)
                    {
                        convIndex += 3;
                    }
                }
                else if (!PreviousLineWasChoice)
                {
                    convIndex++;
                }
                displayedText.Clear();
                PreviousLineWasChoice = false;



                if (textLines[convIndex].StartsWith("#")) //a # signifies that there is a choice in the text file
                {
                    marker.Visible        = true;
                    PreviousLineWasChoice = true;
                    for (int i = 0; i < 3; i++)
                    {
                        TextGameObject currentText = new TextGameObject("Assets/Fonts/ConversationFont", 0, "currentlydisplayedtext")
                        {
                            Position = new Vector2(100, i * choiceSeperation + 80),
                            Text     = textLines[convIndex]
                        };
                        displayedText.Add(currentText);

                        if (convIndex < textLines.Count - 1 && i < 2)
                        {
                            convIndex += 1;
                        }
                    }
                }
                else
                {
                    marker.Visible = false;
                    TextGameObject currentText = new TextGameObject("Assets/Fonts/ConversationFont", 0, "currentlydisplayedtext")
                    {
                        Text     = textLines[convIndex],
                        Position = new Vector2(100, 114)
                    };
                    displayedText.Add(currentText);
                }
                if (compensation > 0 && convIndex < textLines.Count - compensation)
                {
                    convIndex   += compensation;
                    compensation = 0;
                }
            }
            else
            {
                convIndex = 0;
                // stops the conversation box from displaying itself and switches back to the playing state
                (GameEnvironment.GameStateManager.CurrentGameState as ConversationState).GoToNextConversation();
            }
        }

        // Moves the marker up or down depending on the key that was pressed
        if (inputHelper.KeyPressed(Keys.Down) || inputHelper.ButtonPressed(1, Buttons.DPadDown))
        {
            if (marker.Position.Y < bottomChoiceHeight)
            {
                marker.Position += new Vector2(0, choiceSeperation);
            }
        }
        if (inputHelper.KeyPressed(Keys.Up) || inputHelper.ButtonPressed(1, Buttons.DPadUp))
        {
            if (marker.Position.Y > upperChoicePos.Y)
            {
                marker.Position -= new Vector2(0, choiceSeperation);
            }
        }
    }
Example #2
0
 public void Clear()
 {
     gameObjectList.Clear();
     Assert.AreEqual(gameObjectList.Count, 0);
 }