public FileDialog(Backend.IHandleEvent parent, SpriteBatch spriteBatch, ContentManager content, Rectangle displayRect, bool save) : base(parent, spriteBatch, content, displayRect) { _save = save; _BuildList(); AddChild(_filename = new TextInput(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + 10, _displayRect.Top + 5, _displayRect.Width - 40, 20), "Name:", ((save) ? "Savegame" : _files[0].name), "Enter a name for your savegame", 20, save)); AddChild(_ok = new Button(this, _spriteBatch, _content, new Rectangle(_displayRect.Right - 115, _displayRect.Bottom - 40, 85, 30), ((save) ? "Save" : "Restore"), (int)Backend.Buttons.Close)); AddChild(_cancel = new Button(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + 10, _displayRect.Bottom - 40, 85, 30), "Cancel", (int)Backend.Buttons.Cancel)); _background = _content.Load<Texture2D>("Minimap"); _arrows = _content.Load<Texture2D>("Arrows"); _font = _content.Load<SpriteFont>("SmallFont"); }
public Lobby(Backend.IHandleEvent parent, SpriteBatch spriteBatch, ContentManager content, Rectangle displayRect, NetPlayer netplayer = null) : base(parent, spriteBatch, content, displayRect) { string myGUID = ""; if (Properties.Settings.Default.guid != "NONE") { myGUID = Properties.Settings.Default.guid; } else { myGUID = Guid.NewGuid().ToString(); Properties.Settings.Default.guid = myGUID; Properties.Settings.Default.Save(); } AddChild(_ipEntry = new TextInput(this, spriteBatch, content, new Rectangle(_displayRect.Left + 5, _displayRect.Top + 5, _displayRect.Width - 250, 30), "Server:", "localhost", "Enter a server to connect to or localhost to test locally", -1, true)); AddChild(_playerName = new TextInput(this, spriteBatch, content, new Rectangle(_displayRect.Left + 5, _displayRect.Top + 50, _displayRect.Width - 250, 30), "Computer-ID:", myGUID, "Enter a unique ID for your computer", -1, true)); AddChild(_listPlayers = new Statusbox(this, spriteBatch, content, new Rectangle(_displayRect.Left + 5, _displayRect.Top + 100, _displayRect.Width - 10, _displayRect.Height - 160), true, true)); //_ok = new Button(this, spriteBatch, content, new Rectangle(_displayRect.Right - 90, _displayRect.Bottom - 50, 80, 40), "Ok", (int)Backend.Buttons.Close); AddChild(_launchServer = new Button(this, spriteBatch, content, new Rectangle(_displayRect.Right - 210, _displayRect.Top + 5, 200, 40), "Launch Server", (int)Backend.Buttons.StartServer)); AddChild(_cancel = new Button(this, spriteBatch, content, new Rectangle(_displayRect.Left + 10, _displayRect.Bottom - 50, 80, 40), "Cancel", (int)Backend.Buttons.Cancel)); AddChild(_connect = new Button(this, spriteBatch, content, new Rectangle(_displayRect.Right - 160, _displayRect.Top + 50, 150, 40), "Connect", (int)Backend.Buttons.Connect)); if (netplayer == null) { _network = new NetPlayer(this); _network.playername = _playerName.text; } else { _launchServer.Hide(); _network = netplayer; _network.parent = this; _ipEntry.text = _network.server; _playerName.text = _network.playername; if (netplayer.connected) { _connect.label = "Disconnect"; _listPlayers.AddLine("Connected.", Color.Green); } else { _connect.label = "Connect"; _listPlayers.AddLine("Disconnected.", Color.Red); } } // IP-Entry-Field (Dropdown?) // Button to launch server // Entry fField for player name // List of players }
/// <summary> /// Constructor /// </summary> public ModifyWindow(Backend.IHandleEvent parent, SpriteBatch spriteBatch, ContentManager content, Rectangle displayRect, Backend.Item item) : base(parent, spriteBatch, content, displayRect) { _item = item; AddChild(_name = new TextInput(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + 5, _displayRect.Top + 5, _displayRect.Width - 15, 25), "Name:", _item.name, "This is the name used for the item.", 20, true)); _properties = new List<NumberEntry>(); int i = 0; foreach (Backend.ItemEffect effect in _item.effects) { AddChild(new NumberEntry(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + 5, _displayRect.Top + 35 + i * 30, (_displayRect.Width - 10) / 2 - 10, 25), effect.property.ToString(), effect.effect, "Click to remove ability", 2, false)); ++i; } AddChild(new Button(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + (_displayRect.Width - 100) / 2, _displayRect.Top + _displayRect.Height - 45, 100, 30), "Ok", (int)Backend.Buttons.Close, false)); }
/// <summary> /// Constructor /// </summary> public CharacterWindow(Backend.IHandleEvent parent, SpriteBatch spriteBatch, ContentManager content, Rectangle displayRect, Backend.Actor actor) : base(parent, spriteBatch, content, displayRect) { _actor = actor; AddChild(_name = new TextInput(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + 5, _displayRect.Top + 5, _displayRect.Width - 15, 25), "Name:", _actor.name, "This is the name used by the character.", 20, true)); AddChild(_block = new NumberEntry(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + 5, _displayRect.Top + 35, (_displayRect.Width - 10) / 2 - 10, 25), "Block:", _actor.block, "Blocking prevents damage, unless the attacks penetration rating is higher", 2, false)); AddChild(_evade = new NumberEntry(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + (_displayRect.Width - 10) / 2 + 10, _displayRect.Top + 35, (_displayRect.Width - 10) / 2 - 10, 25), "Evade:", _actor.evade, "Evasion determines whether an attack hits (i.e. attackers and defenders values are compared).", 2, false)); AddChild(_penetrate = new NumberEntry(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + 5, _displayRect.Top + 65, (_displayRect.Width - 10) / 2 - 10, 25), "Penetrate:", _actor.penetrate, "Penetration determines the chance to cut through a block.", 2, false)); AddChild(_healthReg = new NumberEntry(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + (_displayRect.Width - 10) / 2 + 10, _displayRect.Top + 65, (_displayRect.Width - 10) / 2 - 10, 25), "Regeneration:", _actor.healthReg, "This determines how long it takes for health to regenerate.", 2, false)); AddChild(_stealHealth = new NumberEntry(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + 5, _displayRect.Top + 95, (_displayRect.Width - 10) / 2 - 10, 25), "Health Drain:", _actor.stealHealth, "This determines how much a successful attack will steal.", 2, false)); AddChild(_stealMana = new NumberEntry(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + (_displayRect.Width - 10) / 2 + 10, _displayRect.Top + 95, (_displayRect.Width - 10) / 2 - 10, 25), "Mana Drain:", _actor.stealMana, "This determines how much mana a successful attack will steal.", 2, false)); AddChild(_fireDamage = new NumberEntry(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + 5, _displayRect.Top + 125, (_displayRect.Width - 10) / 2 - 10, 25), "Fire Damage:", _actor.fireDamage, "This determines how much fire damage a successful attack does.", 2, false)); AddChild(_iceDamage = new NumberEntry(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + (_displayRect.Width - 10) / 2 + 10, _displayRect.Top + 125, (_displayRect.Width - 10) / 2 - 10, 25), "Ice Damage:", _actor.iceDamage, "This determines how much ice damage a successful attack does.", 2, false)); AddChild(_fireDefense = new NumberEntry(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + 5, _displayRect.Top + 155, (_displayRect.Width - 10) / 2 - 10, 25), "Fire Defense:", _actor.fireDefense, "This determines resistance against a successful fire attack.", 2, false)); AddChild(_iceDefense = new NumberEntry(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + (_displayRect.Width - 10) / 2 + 10, _displayRect.Top + 155, (_displayRect.Width - 10) / 2 - 10, 25), "Ice Defense:", _actor.iceDefense, "This determines resistance against a successful ice attack.", 2, false)); AddChild(_destroyWeapon = new NumberEntry(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + 5, _displayRect.Top + 185, (_displayRect.Width - 10) / 2 - 10, 25), "Destroy Weapon:", _actor.destroyWeapon, "This determines the chance to destroy an opponents' weapon.", 2, false)); AddChild(_destroyArmor = new NumberEntry(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + (_displayRect.Width - 10) / 2 + 10, _displayRect.Top + 185, (_displayRect.Width - 10) / 2 - 10, 25), "Destroy Armor:", _actor.destroyArmor, "This determines the chance to destroy an opponents' armor.", 2, false)); AddChild(_maxMana = new NumberEntry(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + 5, _displayRect.Top + 215, (_displayRect.Width - 10) / 2 - 10, 25), "Max. Mana:", _actor.maxMana, "This determines the maximum mana available .", 2, false)); AddChild(_manaReg = new NumberEntry(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + (_displayRect.Width - 10) / 2 + 10, _displayRect.Top + 215, (_displayRect.Width - 10) / 2 - 10, 25), "Mana Regeneration:", _actor.manaReg, "This determines how long it takes for mana to regenate.", 2, false)); AddChild(_gold = new NumberEntry(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + 5, _displayRect.Top + 245, (_displayRect.Width - 10) / 2 - 10, 25), "Gold:", _actor.gold, "This is the current amount of gold available to you.", 2, false)); AddChild(_damage = new NumberEntry(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + (_displayRect.Width - 10) / 2 + 10, _displayRect.Top + 245, (_displayRect.Width - 10) / 2 - 10, 25), "Damage:", _actor.damage, "This determines physical damage done to an opponent", 2, false)); AddChild(_resist = new NumberEntry(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + 5, _displayRect.Top + 275, (_displayRect.Width - 10) / 2 - 10, 25), "Resistance:", _actor.resist, "This determines resistance against adverse effects.", 2, false)); AddChild(_exp = new NumberEntry(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + (_displayRect.Width - 10) / 2 + 10, _displayRect.Top + 275, (_displayRect.Width - 10) / 2 - 10, 25), "Experience:", _actor.exp, "This determines your current amount of experience.", 2, false)); AddChild(_expNeeded = new NumberEntry(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + 5, _displayRect.Top + 305, (_displayRect.Width - 10) / 2 - 10, 25), "Exp needed:", _actor.expNeeded, "This is the amount of experience needed for the next level.", 2, false)); AddChild(_maxhealth = new NumberEntry(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + (_displayRect.Width - 10) / 2 + 10, _displayRect.Top + 305, (_displayRect.Width - 10) / 2 - 10, 25), "Max. Health:", _actor.maxHealth, "This is the maximum amount of health achievable by healing.", 2, false)); AddChild(_health = new NumberEntry(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + 5, _displayRect.Top + 335, (_displayRect.Width - 10) / 2 - 10, 25), "Health:", _actor.health, "This is your current health (reduced when taking damage).", 2, false)); AddChild(_mana = new NumberEntry(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + (_displayRect.Width - 10) / 2 + 10, _displayRect.Top + 335, (_displayRect.Width - 10) / 2 - 10, 25), "Mana:", _actor.mana, "Mana is used for casting spells.", 2, false)); AddChild(_armor = new NumberEntry(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + 5, _displayRect.Top + 365, (_displayRect.Width - 10) / 2 - 10, 25), "Armor:", _actor.armor, "Armor is used to reduce damage.", 2, false)); AddChild(_abilityPoints = new NumberEntry(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + (_displayRect.Width - 10) / 2 + 10, _displayRect.Top + 365, (_displayRect.Width - 10) / 2 - 10, 25), "Abilitypoints:", _actor.abilityPoints, "Abilitypoints are used to improve your statistics.", 2, false)); AddChild(_skills = new NumberEntry(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + 5, _displayRect.Top + 395, (_displayRect.Width - 10) / 2 - 10, 25), "New Skills:", _actor.skills, "Skills represent abilities and spells used in combat.", 2, false)); AddChild(_level = new NumberEntry(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + (_displayRect.Width - 10) / 2 + 10, _displayRect.Top + 395, (_displayRect.Width - 10) / 2 - 10, 25), "Level:", _actor.level, "Your level determines your general character state.", 2, false)); AddChild(_abilities = new Abilities(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + 5, _displayRect.Top + 5, _displayRect.Width - 10, _displayRect.Height - 360), _actor)); AddChild(_abilitychoice = new AbilityChoice(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + 5, _displayRect.Bottom - 340, _displayRect.Width - 10, 250), _actor)); AddChild(_inventory = new Inventory(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + 5, _displayRect.Top + 5, _displayRect.Width - 10, _displayRect.Height - 40), _actor)); AddChild(new Button(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + (_displayRect.Width - 100) / 2, _displayRect.Top + _displayRect.Height - 45, 100, 30), "Ok", (int)Backend.Buttons.Close, false)); _focusID = _children.Count - 1; _inventory.Update(); _font = _content.Load<SpriteFont>("font"); page = 0; _RefreshSkills(); }
public Chat(Backend.IHandleEvent parent, SpriteBatch spriteBatch, ContentManager content, Rectangle displayRect, bool hasBorder = true, bool center = false) : base(parent, spriteBatch, content, displayRect) { _output = new Statusbox(this, spriteBatch, content, new Rectangle(_displayRect.Left, _displayRect.Top, _displayRect.Width, _displayRect.Height - 22), true, false); _input = new TextInput(this, spriteBatch, content, new Rectangle(_displayRect.Left, _displayRect.Bottom - 20, _displayRect.Width, 20), "Say:", "", "Enter text to distribute to other players", -1, true); }