protected void initialize_images() { // Lord Lord_Sprite = new Character_Sprite(); Lord_Sprite.draw_offset = new Vector2(0, 4); // (0, 8); //Debug Lord_Sprite.facing_count = 3; Lord_Sprite.frame_count = 3; Lord_Sprite.stereoscopic = Config.MAP_UNITS_DEPTH; Lord_Sprite.mirrored = Constants.Team.flipped_map_sprite( Constants.Team.PLAYER_TEAM); // Map Map = new Sprite(Global.Content.Load <Texture2D>(@"Graphics/Panoramas/Worldmap")); Map.stereoscopic = Config.MAP_MAP_DEPTH; Zoomed_Out_Map = new Sprite(Global.Content.Load <Texture2D>(@"Graphics/Panoramas/Worldmap")); Zoomed_Out_Map.loc = new Vector2(Config.WINDOW_WIDTH, Config.WINDOW_HEIGHT) / 2; Zoomed_Out_Map.offset = new Vector2(Zoomed_Out_Map.texture.Width, Zoomed_Out_Map.texture.Height) / 2; Zoomed_Out_Map.scale = new Vector2( Math.Max((float)(Config.WINDOW_WIDTH + Config.WMAP_ZOOMED_DEPTH * 4) / Zoomed_Out_Map.texture.Width, (float)(Config.WINDOW_HEIGHT) / Zoomed_Out_Map.texture.Height));//Debug Zoomed_Out_Map.opacity = 0; Zoomed_Out_Map.stereoscopic = Config.WMAP_ZOOMED_DEPTH; Minimap = new Sprite(Global.Content.Load <Texture2D>(@"Graphics/Panoramas/Worldmap")); Minimap.scale = Constants.WorldMap.WORLDMAP_MINIMAP_SCALE; Minimap.loc = new Vector2(Config.WINDOW_WIDTH - 1, Config.WINDOW_HEIGHT - 1) + Constants.WorldMap.WORLDMAP_MINIMAP_OFFSET; Minimap.offset = new Vector2(Minimap.texture.Width, Minimap.texture.Height); Minimap.stereoscopic = Config.WMAP_MINIMAP_DEPTH; Minimap_Backing = new Sprite(Global.Content.Load <Texture2D>(@"Graphics/White_Square")); Minimap_Backing.scale = new Vector2((((int)Math.Round(Minimap.scale.X * Minimap.texture.Width) + 2) / (float)Minimap_Backing.texture.Width), (((int)Math.Round(Minimap.scale.Y * Minimap.texture.Height) + 2) / (float)Minimap_Backing.texture.Height)); Minimap_Backing.loc = new Vector2(Config.WINDOW_WIDTH, Config.WINDOW_HEIGHT) + Constants.WorldMap.WORLDMAP_MINIMAP_OFFSET; Minimap_Backing.offset = new Vector2(Minimap_Backing.texture.Width, Minimap_Backing.texture.Height); Minimap_Backing.tint = new Color(0, 0, 0, 255); Minimap_Backing.stereoscopic = Config.WMAP_MINIMAP_DEPTH; ViewArea = new World_Minimap_ViewArea(new Vector2((int)Math.Round(Config.WINDOW_WIDTH * Minimap.scale.X) + 2, (int)Math.Round(Config.WINDOW_HEIGHT * Minimap.scale.Y) + 2)); ViewArea.loc = Minimap.loc - new Vector2((int)Math.Round(Minimap.scale.X * Minimap.texture.Width), (int)Math.Round(Minimap.scale.Y * Minimap.texture.Height)) - new Vector2(1, 1) - new Vector2((int)Math.Round(Config.WINDOW_WIDTH * Minimap.scale.X) + 2, (int)Math.Round(Config.WINDOW_HEIGHT * Minimap.scale.Y) + 2) / 2; ViewArea.stereoscopic = Config.WMAP_MINIMAP_DEPTH; MenuManager = new WorldmapMenuManager(this, MenuData); }
private void update_worldmap_command() { switch (Phase) { case Worldmap_Phases.Fade_In: switch (Timer) { default: // If autoselecting a chapter with no world map event if (MenuData.AutoSelectChapter && GetWorldmapEvent() == null) { // If hard mode is blocked, nevermind if (!IsBlockedHardMode(MenuData.ChapterId)) { MenuManager = null; start_chapter(); break; } } if (Fade_Timer > 0) { Fade_Timer--; } if (Fade_Timer == Constants.WorldMap.WORLDMAP_FADE_TIME / 4) { if (!MenuData.AutoSelectChapter) { Global.Audio.PlayBgm(Constants.WorldMap.WORLDMAP_THEME); } } if (Fade_Timer == 0) { Phase = Worldmap_Phases.Command_Process; } break; } break; case Worldmap_Phases.Command_Process: if (MenuData.AutoSelectChapter) { select_chapter_fade(); } break; case Worldmap_Phases.Controls_Fade: if (Hard_Mode_Blocked_Window != null) { Hard_Mode_Blocked_Window.update(); if (Hard_Mode_Blocked_Window.is_ready) { if (Hard_Mode_Blocked_Window.selected_index().IsSomething) { Global.game_system.play_se(System_Sounds.Confirm); Hard_Mode_Blocked_Window = null; } } } else { if (Fade_Timer > 0) { Fade_Timer--; MenuOffset += new Vector2(-1, 0); } if (Fade_Timer == 0 && !scrolling) { MenuManager = null; start_chapter_worldmap_event(); } } break; case Worldmap_Phases.Worldmap_Event: if (!Global.game_system.is_interpreter_running) { Phase = Worldmap_Phases.Fade_Out; Fade_Timer = Constants.WorldMap.WORLDMAP_FADE_TIME; Global.Audio.BgmFadeOut(Constants.WorldMap.WORLDMAP_FADE_TIME); } break; case Worldmap_Phases.Fade_Out: if (Fade_Timer > 0) { Fade_Timer--; } if (Fade_Timer == 0) { start_chapter(); } break; case Worldmap_Phases.Return_To_Title: if (Fade_Timer > 0) { Fade_Timer--; } if (Fade_Timer == 0) { Global.scene_change("Scene_Title_Load"); MenuManager = null; } break; } }