Example #1
0
        public override void Update(float frameTime)
        {
            if (_inventory == null && _playerManager != null)
            {
                //Gotta do this here because the vars are null in the constructor.
                if (_playerManager.ControlledEntity != null)
                {
                    if (_playerManager.ControlledEntity.HasComponent(ComponentFamily.Inventory))
                    {
                        var invComp =
                            (InventoryComponent)_playerManager.ControlledEntity.GetComponent(ComponentFamily.Inventory);
                        _inventory = new InventoryViewer(invComp, _userInterfaceManager, _resourceManager);
                    }
                }
            }

            _comboBg.Position = Position;

            Point equipBgPos = Position;

            _equipBg.Position = Position;
            equipBgPos.Offset((int)(_comboBg.AABB.Width / 2f - _equipBg.AABB.Width / 2f), 40);
            _equipBg.Position = equipBgPos;

            Point comboClosePos = Position;

            comboClosePos.Offset(264, 11); //Magic photoshop ruler numbers.
            _comboClose.Position = comboClosePos;
            _comboClose.Update(frameTime);

            Point tabEquipPos = Position;

            tabEquipPos.Offset(-26, 76); //Magic photoshop ruler numbers.
            _tabEquip.Position = tabEquipPos;
            _tabEquip.Color    = _currentTab == 1 ? Color.White : _inactiveColor;
            _tabEquip.Update(frameTime);

            Point tabHealthPos = tabEquipPos;

            tabHealthPos.Offset(0, 3 + _tabEquip.ClientArea.Height);
            _tabHealth.Position = tabHealthPos;
            _tabHealth.Color    = _currentTab == 2 ? Color.White : _inactiveColor;
            _tabHealth.Update(frameTime);

            Point tabCraftPos = tabHealthPos;

            tabCraftPos.Offset(0, 3 + _tabHealth.ClientArea.Height);
            _tabCraft.Position = tabCraftPos;
            _tabCraft.Color    = _currentTab == 3 ? Color.White : _inactiveColor;
            _tabCraft.Update(frameTime);

            ClientArea = new Rectangle(Position.X, Position.Y, (int)_comboBg.AABB.Width, (int)_comboBg.AABB.Height);

            switch (_currentTab)
            {
            case (1):     //Equip tab
            {
                #region Equip

                //Only set position for topmost 2 slots directly. Rest uses these to position themselves.
                Point slotLeftStart = Position;
                slotLeftStart.Offset(28, 40);
                _slotHead.Position = slotLeftStart;
                _slotHead.Update(frameTime);

                Point slotRightStart = Position;
                slotRightStart.Offset((int)(_comboBg.AABB.Width - _slotMask.ClientArea.Width - 28), 40);
                _slotMask.Position = slotRightStart;
                _slotMask.Update(frameTime);

                int vertSpacing = 6 + _slotHead.ClientArea.Height;

                //Left Side - head, eyes, outer, hands, feet
                slotLeftStart.Offset(0, vertSpacing);
                _slotEyes.Position = slotLeftStart;
                _slotEyes.Update(frameTime);

                slotLeftStart.Offset(0, vertSpacing);
                _slotOuter.Position = slotLeftStart;
                _slotOuter.Update(frameTime);

                slotLeftStart.Offset(0, vertSpacing);
                _slotHands.Position = slotLeftStart;
                _slotHands.Update(frameTime);

                slotLeftStart.Offset(0, vertSpacing);
                _slotFeet.Position = slotLeftStart;
                _slotFeet.Update(frameTime);

                //Right Side - mask, ears, inner, belt, back
                slotRightStart.Offset(0, vertSpacing);
                _slotEars.Position = slotRightStart;
                _slotEars.Update(frameTime);

                slotRightStart.Offset(0, vertSpacing);
                _slotInner.Position = slotRightStart;
                _slotInner.Update(frameTime);

                slotRightStart.Offset(0, vertSpacing);
                _slotBelt.Position = slotRightStart;
                _slotBelt.Update(frameTime);

                slotRightStart.Offset(0, vertSpacing);
                _slotBack.Position = slotRightStart;
                _slotBack.Update(frameTime);

                if (_inventory != null)
                {
                    _inventory.Position = new Point(Position.X + 12, Position.Y + 315);
                    _inventory.Update(frameTime);
                }
                break;

                #endregion
            }

            case (2):     //Health tab
            {
                #region Status

                var resLinePos = new Point(Position.X + 35, Position.Y + 70);

                const int spacing = 8;

                _ResBlunt.Position = resLinePos;
                resLinePos.Offset(0, _ResBlunt.ClientArea.Height + spacing);
                _ResBlunt.Update(frameTime);

                _ResPierce.Position = resLinePos;
                resLinePos.Offset(0, _ResPierce.ClientArea.Height + spacing);
                _ResPierce.Update(frameTime);

                _ResSlash.Position = resLinePos;
                resLinePos.Offset(0, _ResSlash.ClientArea.Height + spacing);
                _ResSlash.Update(frameTime);

                _ResBurn.Position = resLinePos;
                resLinePos.Offset(0, _ResBurn.ClientArea.Height + spacing);
                _ResBurn.Update(frameTime);

                _ResFreeze.Position = resLinePos;
                resLinePos.Offset(0, _ResFreeze.ClientArea.Height + spacing);
                _ResFreeze.Update(frameTime);

                _ResShock.Position = resLinePos;
                resLinePos.Offset(0, _ResShock.ClientArea.Height + spacing);
                _ResShock.Update(frameTime);

                _ResTox.Position = resLinePos;
                _ResTox.Update(frameTime);

                break;

                #endregion
            }

            case (3):     //Craft tab
            {
                #region Crafting

                _craftSlot1.Position = new Point(Position.X + 40, Position.Y + 80);
                _craftSlot1.Update(frameTime);

                _craftSlot2.Position =
                    new Point(Position.X + ClientArea.Width - _craftSlot2.ClientArea.Width - 40, Position.Y + 80);
                _craftSlot2.Update(frameTime);

                _craftButton.Position =
                    new Point(
                        Position.X + (int)(ClientArea.Width / 2f) - (int)(_craftButton.ClientArea.Width / 2f),
                        Position.Y + 70);
                _craftButton.Update(frameTime);

                if (_craftTimer != null)
                {
                    _craftTimer.Position =
                        new Point(
                            Position.X + (int)(ClientArea.Width / 2f) - (int)(_craftTimer.ClientArea.Width / 2f),
                            Position.Y + 155);
                }

                _craftStatus.Position =
                    new Vector2D(Position.X + (int)(ClientArea.Width / 2f) - (int)(_craftStatus.Width / 2f),
                                 Position.Y + 40);

                _blueprints.Position = new Point(Position.X + 40, Position.Y + 180);
                _blueprints.Update(frameTime);

                if (_inventory != null)
                {
                    _inventory.Position = new Point(Position.X + 12, Position.Y + 315);
                    _inventory.Update(frameTime);
                }
                break;

                #endregion
            }
            }

            if (_craftTimer != null)
            {
                _craftTimer.Update(frameTime);
            }
            //Needs to update even when its not on the crafting tab so it continues to count.
        }
        public override void Update(float frameTime)
        {
            if (_inventory == null && _playerManager != null)
                //Gotta do this here because the vars are null in the constructor.
                if (_playerManager.ControlledEntity != null)
                    if (_playerManager.ControlledEntity.HasComponent(ComponentFamily.Inventory))
                    {
                        var invComp =
                            (InventoryComponent) _playerManager.ControlledEntity.GetComponent(ComponentFamily.Inventory);
                        _inventory = new InventoryViewer(invComp, _userInterfaceManager, _resourceManager);
                    }

            _comboBg.Position = new Vector2 (Position.X, Position.Y);

            Point equipBgPos = Position;
            _equipBg.Position = new Vector2 (Position.X,Position.Y);
            equipBgPos.Offset((int) (_comboBg.AABB.Width/2f - _equipBg.AABB.Width/2f), 40);
            _equipBg.Position = new Vector2(equipBgPos.X,equipBgPos.Y);

            Point comboClosePos = Position;
            comboClosePos.Offset(264, 11); //Magic photoshop ruler numbers.
            _comboClose.Position = comboClosePos;
            _comboClose.Update(frameTime);

            Point tabEquipPos = Position;
            tabEquipPos.Offset(-26, 76); //Magic photoshop ruler numbers.
            _tabEquip.Position = tabEquipPos;
            _tabEquip.Color = _currentTab == 1 ? new SFML.Graphics.Color(Color.White.R, Color.White.G, Color.White.B) : new SFML.Graphics.Color(_inactiveColor.R, _inactiveColor.G, _inactiveColor.B);
            _tabEquip.Update(frameTime);

            Point tabHealthPos = tabEquipPos;
            tabHealthPos.Offset(0, 3 + _tabEquip.ClientArea.Height);
            _tabHealth.Position = tabHealthPos;
            _tabHealth.Color = _currentTab == 2 ? new SFML.Graphics.Color(Color.White.R, Color.White.G, Color.White.B) : new SFML.Graphics.Color(_inactiveColor.R, _inactiveColor.G, _inactiveColor.B);
            _tabHealth.Update(frameTime);

            Point tabCraftPos = tabHealthPos;
            tabCraftPos.Offset(0, 3 + _tabHealth.ClientArea.Height);
            _tabCraft.Position = tabCraftPos;
            _tabCraft.Color = _currentTab == 3 ? new SFML.Graphics.Color(Color.White.R, Color.White.G, Color.White.B) : new SFML.Graphics.Color(_inactiveColor.R, _inactiveColor.G,_inactiveColor.B);
            _tabCraft.Update(frameTime);

            ClientArea = new Rectangle(Position.X, Position.Y, (int) _comboBg.AABB.Width, (int) _comboBg.AABB.Height);

            switch (_currentTab)
            {
                case (1): //Equip tab
                    {
                        #region Equip

                        //Only set position for topmost 2 slots directly. Rest uses these to position themselves.
                        Point slotLeftStart = Position;
                        slotLeftStart.Offset(28, 40);
                        _slotHead.Position = slotLeftStart;
                        _slotHead.Update(frameTime);

                        Point slotRightStart = Position;
                        slotRightStart.Offset((int) (_comboBg.AABB.Width - _slotMask.ClientArea.Width - 28), 40);
                        _slotMask.Position = slotRightStart;
                        _slotMask.Update(frameTime);

                        int vertSpacing = 6 + _slotHead.ClientArea.Height;

                        //Left Side - head, eyes, outer, hands, feet
                        slotLeftStart.Offset(0, vertSpacing);
                        _slotEyes.Position = slotLeftStart;
                        _slotEyes.Update(frameTime);

                        slotLeftStart.Offset(0, vertSpacing);
                        _slotOuter.Position = slotLeftStart;
                        _slotOuter.Update(frameTime);

                        slotLeftStart.Offset(0, vertSpacing);
                        _slotHands.Position = slotLeftStart;
                        _slotHands.Update(frameTime);

                        slotLeftStart.Offset(0, vertSpacing);
                        _slotFeet.Position = slotLeftStart;
                        _slotFeet.Update(frameTime);

                        //Right Side - mask, ears, inner, belt, back
                        slotRightStart.Offset(0, vertSpacing);
                        _slotEars.Position = slotRightStart;
                        _slotEars.Update(frameTime);

                        slotRightStart.Offset(0, vertSpacing);
                        _slotInner.Position = slotRightStart;
                        _slotInner.Update(frameTime);

                        slotRightStart.Offset(0, vertSpacing);
                        _slotBelt.Position = slotRightStart;
                        _slotBelt.Update(frameTime);

                        slotRightStart.Offset(0, vertSpacing);
                        _slotBack.Position = slotRightStart;
                        _slotBack.Update(frameTime);

                        if (_inventory != null)
                        {
                            _inventory.Position = new Point(Position.X + 12, Position.Y + 315);
                            _inventory.Update(frameTime);
                        }
                        break;

                        #endregion
                    }
                case (2): //Health tab
                    {
                        #region Status

                        var resLinePos = new Point(Position.X + 35, Position.Y + 70);

                        const int spacing = 8;

                        _ResBlunt.Position = resLinePos;
                        resLinePos.Offset(0, _ResBlunt.ClientArea.Height + spacing);
                        _ResBlunt.Update(frameTime);

                        _ResPierce.Position = resLinePos;
                        resLinePos.Offset(0, _ResPierce.ClientArea.Height + spacing);
                        _ResPierce.Update(frameTime);

                        _ResSlash.Position = resLinePos;
                        resLinePos.Offset(0, _ResSlash.ClientArea.Height + spacing);
                        _ResSlash.Update(frameTime);

                        _ResBurn.Position = resLinePos;
                        resLinePos.Offset(0, _ResBurn.ClientArea.Height + spacing);
                        _ResBurn.Update(frameTime);

                        _ResFreeze.Position = resLinePos;
                        resLinePos.Offset(0, _ResFreeze.ClientArea.Height + spacing);
                        _ResFreeze.Update(frameTime);

                        _ResShock.Position = resLinePos;
                        resLinePos.Offset(0, _ResShock.ClientArea.Height + spacing);
                        _ResShock.Update(frameTime);

                        _ResTox.Position = resLinePos;
                        _ResTox.Update(frameTime);

                        break;

                        #endregion
                    }
                case (3): //Craft tab
                    {
                        #region Crafting

                        _craftSlot1.Position = new Point(Position.X + 40, Position.Y + 80);
                        _craftSlot1.Update(frameTime);

                        _craftSlot2.Position =
                            new Point(Position.X + ClientArea.Width - _craftSlot2.ClientArea.Width - 40, Position.Y + 80);
                        _craftSlot2.Update(frameTime);

                        _craftButton.Position =
                            new Point(
                                Position.X + (int) (ClientArea.Width/2f) - (int) (_craftButton.ClientArea.Width/2f),
                                Position.Y + 70);
                        _craftButton.Update(frameTime);

                        if (_craftTimer != null)
                            _craftTimer.Position =
                                new Point(
                                    Position.X + (int) (ClientArea.Width/2f) - (int) (_craftTimer.ClientArea.Width/2f),
                                    Position.Y + 155);

                        _craftStatus.Position =
                            new Vector2(Position.X + (int) (ClientArea.Width/2f) - (int) (_craftStatus.Width/2f),
                                         Position.Y + 40);

                        _blueprints.Position = new Point(Position.X + 40, Position.Y + 180);
                        _blueprints.Update(frameTime);

                        if (_inventory != null)
                        {
                            _inventory.Position = new Point(Position.X + 12, Position.Y + 315);
                            _inventory.Update(frameTime);
                        }
                        break;

                        #endregion
                    }
            }

            if (_craftTimer != null)
                _craftTimer.Update(frameTime);
            //Needs to update even when its not on the crafting tab so it continues to count.
        }