public InventoryState(Game1 mainGame, GraphicsDevice graphicsDevice, ContentManager content, string name, int colType, int numRows) : base(mainGame, graphicsDevice, content, name) { isEnabled = false; this.colType = colType; this.numRows = numRows; inventoryTexture = contentManager.Load <Texture2D>("screens/backpack_screen"); inventoryRect = null; inventoryItemFont = contentManager.Load <SpriteFont>("fonts/textbox_font"); exitButton = new Button(new Rectangle(new Point(538, 73), new Point(30, 30)), contentManager.Load <Texture2D>("sprites/buttons/backpack_exit"), "inventoryExitButton"); ckEscape = new Util.ClickCheck(Keys.Escape); ckLeft = new Util.ClickCheck(Keys.Left); ckRight = new Util.ClickCheck(Keys.Right); ckUp = new Util.ClickCheck(Keys.Up); ckDown = new Util.ClickCheck(Keys.Down); ckZ = new Util.ClickCheck(Keys.Z); allItems = new Dictionary <string, InventoryItem>() { { "Candy", new InventoryItem(contentManager.Load <Texture2D>("sprites/Items/item_candy"), "Candy", "Candy", "Yumm m m m m m m m mmmmm mmmm mmmmmm mmmmm mmmmmmmmmmmmmm mmmm mmmmm") }, { "Stick", new InventoryItem(contentManager.Load <Texture2D>("sprites/Items/item_stick"), "Stick", "Dry Branch", "It's a dry branch, perfect for a campfire. Its pretty long, almost as long as... nevermind.") }, { "Apple", new InventoryItem(contentManager.Load <Texture2D>("sprites/Items/item_apple"), "Apple", "Apple", "Healthhhhhhhhhhhh hhhhhhhhhhh yyyyyyyyyyyyyyyyy. yyyyyyyyyyy yyyyyyyyy") } }; heldItems = new List <InventoryItem>(); currItem = 0; boxPosition = new Point(); scrollPos = 0; inventoryRect = contentManager.Load <Texture2D>("etc/backpack_selectionbox"); invArrow = new InventoryArrow(contentManager.Load <Texture2D>("etc/inventory_arrow"), 34, 22); }
public MainCharacter(Texture2D texture, Vector2 position, string name, Game1 mainGame) : base(texture, position, (int)GameData.CharData[name][0], (int)GameData.CharData[name][1], null, (Point)GameData.CharData[name][3], (Point)GameData.CharData[name][4], null) { disableInput = false; clickCheckZ = new Util.ClickCheck(Keys.Z); clickCheckEsc = new Util.ClickCheck(Keys.Escape); this.mainGame = mainGame; currGState = null; currItem = null; desiredLocation = Vector2.Zero; }
public Textbox(string csText) { this.genericText = new List <List <string> >() { new List <string>() { csText } }; textBoxPosition = Vector2.Zero; isTextTriggered = false; isCurrTextFinished = false; currDialoguePos = 0; currDialogueText = ""; currDialogue = 0; currDialogueIndex = 0; currDialogueSpeaker = ""; clickCheck = new Util.ClickCheck(Keys.Z); genericText[0][0] = Util.WrapText(GameData.allFonts["DialogueFont"], genericText[0][0], 380); updateGenericDialogue(); }
public Textbox(List <List <string> > text) { this.genericText = text; textBoxPosition = Vector2.Zero; isTextTriggered = false; isCurrTextFinished = false; currDialoguePos = 0; currDialogueText = ""; currDialogue = 0; currDialogueIndex = 0; currDialogueSpeaker = ""; clickCheck = new Util.ClickCheck(Keys.Z); for (int i = 0; i < genericText.Count; i++) { List <string> strList = genericText[i]; for (int j = 0; j < strList.Count; j++) { string wrapped = Util.WrapText(GameData.allFonts["DialogueFont"], strList[j], 380); genericText[i][j] = wrapped; } } }