// The public instance of the object public Scientist(Texture2D texture, Vector2 gridPosition, Grid grid, ReachableArea reachable, FloorObject table) { // texture & position this.charTex = texture; this.width = texture.Width / numberOfFrames; this.height = texture.Height / numberOfAnims; this.gridPosition = gridPosition; this.layer = 0.2f + (0.2f / (float)grid.rows) * gridPosition.Y + (0.2f / ((float)grid.columns*(float)grid.rows + 1)) * Math.Abs(gridPosition.X - (float)grid.columns/2.0f); this.corpsePosition = table.gridPosition + new Vector2(1, -1); // set path to use reachable area this.path = new Path(reachable); this.grid = grid; // set rectangle for animation rect.X = 0; rect.Y = 0; rect.Width = width; rect.Height = height; }
// The public instance of the object public Assistant(Texture2D texture, Vector2 startGridPosition, Grid grid, ReachableArea reachable,FloorObject table) { this.charTex = texture; this.width = texture.Width / numberOfFrames; this.height = texture.Height / numberOfAnims; this.gridPosition = startGridPosition; this.defaultGridPosition = startGridPosition; this.layer = 0.21f + (0.2f / (float)grid.rows) * gridPosition.Y + (0.2f / ((float)grid.columns * (float)grid.rows + 1)) * Math.Abs(gridPosition.X - (float)grid.columns / 2.0f); this.tableLocation = table.gridPosition + new Vector2(1,-1); // walking path this.path = new Path(reachable); this.grid = grid; // Create rectangle for animation rect.X = 0; rect.Y = 0; rect.Width = width; rect.Height = height; }
public void Update(List<FloorObject> floorObjectList, List<MiniProgressBar> progBars,Scientist scientist, Assistant assistant, Build build, Graveyard graveyard,FloorObject table, Corpse corpse, NumericalCounter money, Path path, List<Vector2> drawPath,Grid grid, Resurrect resurrect, NumericalCounter humanity, NumericalCounter longevity, NumericalCounter research, Random random) { MouseState mouseState = Mouse.GetState(); // Put the cursor where the mouse is constantly position.X = mouseState.X; position.Y = mouseState.Y; mouseOver = false; // check if over a progress bar, show values if so barMouseover = false; foreach (MiniProgressBar bar in progBars) { // if menu is off, check if over an object, open menu if clicked if (menu == false) { // objects if (position.X >= bar.position.X && position.X <= (bar.position.X + bar.width) && position.Y >= bar.position.Y && position.Y <= (bar.position.Y + bar.height)) { barMouseover = true; // add object mouseover text menuProgBar = bar; } } } // check for clicking on/mouseover build icons buildIconMouseover = false; foreach (FloorObject curitem in build.buildList) { if (position.X >= curitem.iconPosition.X && position.X <= curitem.iconPosition.X + 60 && position.Y >= curitem.iconPosition.Y && position.Y <= curitem.iconPosition.Y + 60) { if (curitem.onBuildList == true && build.buildList.IndexOf(curitem) < (build.scrollPos + build.buildScreenLength) && build.buildList.IndexOf(curitem) >= build.scrollPos) { // tooltip + highlighting on buildIconMouseover = true; menuObject = curitem; // build! if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { if (money.value >= curitem.cost) { remove = curitem; floorObjectList.Add(curitem); build.menu = false; } } } click = true; } } } // remove anything that has been built from build list if (remove != null) { build.Remove(remove,money); remove = null; } // check for clicking on objects // if menu is off, check if over an object, open menu if clicked & check for clicking on graveyard + tooltip if (menu == false && graveMenu == false && corpseMenu == false) { foreach (FloorObject floorObject in floorObjectList) { // objects if (position.X >= (floorObject.position.X - floorObject.offset.X) && position.X <= (floorObject.position.X - floorObject.offset.X + ((floorObject.objectTex.Width*floorObject.scale) / floorObject.frames)) && position.Y >= floorObject.position.Y - floorObject.offset.Y && position.Y <= (floorObject.position.Y - floorObject.offset.Y + (floorObject.objectTex.Height*floorObject.scale))) { if (floorObject.menuActions.Count > 0) { mouseOver = true; // add object mouseover text menuObject = floorObject; // turn on menu when object is clicked if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { menu = true; } } click = true; } } } graveMouseOver = false; // graveyard if (position.X >= graveyard.tlcorner.X && position.X <= graveyard.brcorner.X && position.Y >= graveyard.tlcorner.Y && position.Y <= graveyard.brcorner.Y) { graveMouseOver = true; // add object mouseover text // turn on menu when object is clicked if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { graveMenu = true; graveMouseOver = false; } } click = true; } corpseMouseover = false; // corpse if (position.X >= corpse.position.X && position.X <= corpse.position.X + corpse.width && position.Y >= corpse.position.Y && position.Y <= corpse.position.Y + corpse.height && corpse.visible == true) { corpseMouseover = true; // add object mouseover text // turn on menu when object is clicked if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { corpseMenu = true; corpseMouseover = false; } } click = true; } } // allow clicking on actions, turn off menu when anything else is clicked (if on) if (menu == true) { if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { if (menu == true) { menu = false; if (menuMouseover == true) { if (menuHighlightAction.scientist == true) { scientist.action = menuHighlightAction; scientist.floorObject = menuObject; } else { assistant.action = menuHighlightAction; assistant.floorObject = menuObject; } } } } click = true; } } if (graveMenu == true) { if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { graveMenu = false; if (menuMouseover == true) { if (floorObjectList.Contains(table)) { assistant.DigUpCorpse(corpse); } } } click = true; } } if (corpseMenu == true) { if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { corpseMenu = false; if (menuMouseover == true) { scientist.action = menuHighlightAction; scientist.corpseWork = true; //scientist.floorObject = menuObject; } } click = true; } } // clicking on animate icon if (position.X >= resurrect.position.X && position.X < (resurrect.position.X + resurrect.tex.Width) && position.Y >= resurrect.position.Y && position.Y < (resurrect.position.Y + resurrect.tex.Height)) { if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false && resurrect.doable == true) { resurrect.Animate(corpse, humanity, longevity, research, random); } click = true; } } // clicking on build icon if (position.X >= build.position.X && position.X < (build.position.X + build.tex.Width) && position.Y >= build.position.Y && position.Y < (build.position.Y + build.tex.Height)) { if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { build.menu = true; build.scrollPos = 0; } click = true; } } else { if ((mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) && position.Y < build.buildPos.Y) { if (click == false) { build.menu = false; } click = true; } } // Scrolling build menu.... // Right if (position.X >= build.rightArrowPos.X - build.arrow.Width && position.X <= build.rightArrowPos.X && position.Y >= build.rightArrowPos.Y && position.Y <= build.rightArrowPos.Y + build.arrow.Height) { if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { build.ScrollRight(); } click = true; } } // Left if (position.X >= build.leftArrowPos.X && position.X <= build.leftArrowPos.X + build.arrow.Width && position.Y >= build.leftArrowPos.Y - build.arrow.Height && position.Y <= build.leftArrowPos.Y) { if (mouseState.LeftButton == ButtonState.Pressed | mouseState.RightButton == ButtonState.Pressed) { if (click == false) { build.ScrollLeft(); } click = true; } } // turn off click flag when no longer clicking if (mouseState.LeftButton == ButtonState.Released && mouseState.RightButton == ButtonState.Released) { click = false; } text = position.ToString(); }