Exemple #1
0
        public override void Update(GameTime gameTime)
        {
            exitButton.Update(gameTime, mainGame);
            invArrow.Update(gameTime);
            if (ckEscape.Check() && isEnabled)
            {
                toggleInventory();
            }

            if (ckLeft.Check())
            {
                moveSelectedItem("left");
            }
            else if (ckRight.Check())
            {
                moveSelectedItem("right");
            }
            else if (ckUp.Check())
            {
                moveSelectedItem("up");
            }
            else if (ckDown.Check())
            {
                moveSelectedItem("down");
            }
            else if (ckZ.Check())
            {
                //removeCurrItem(1);
                selectCurrItem();
            }
        }
Exemple #2
0
 public void Update(GameTime gameTime, NPC npc = null, bool isCS = false)
 {
     textBoxPosition = Util.getTopLeft(Game1.camera);
     if (currDialoguePos < currDialogueText.Length)
     {
         currDialoguePos++;
     }
     else
     {
         isCurrTextFinished = true;
     }
     if (isTextTriggered && !isCurrTextFinished)
     {
         TextScroll.IsLooped = true;
         //TextScroll.Play();
     }
     else if (isTextTriggered && isCurrTextFinished)
     {
         TextScroll.IsLooped = false;
     }
     if (isTextTriggered)
     {
         if (clickCheck.Check())
         {
             if (currDialogueIndex + 1 < genericText[currDialogue].Count && isCurrTextFinished)
             {
                 updateGenericDialogue();
             }
             else if (!isCurrTextFinished)
             {
                 currDialoguePos    = currDialogueText.Length;
                 isCurrTextFinished = true;
             }
             else if (currDialogueIndex + 1 == genericText[currDialogue].Count && isCurrTextFinished)
             {
                 isTextTriggered = false;
                 if (!isCS)
                 {
                     Game1.mc.disableInput = false;
                 }
                 TextScroll.Stop();
                 if (npc != null)
                 {
                     npc.facing = Character.FACE_FRONT;
                 }
             }
         }
     }
 }
Exemple #3
0
        private void projectInputs(List <Interactable> interactables, List <LoadingZone> loadingZones, List <CutsceneTrigger> triggers)
        {
            KeyboardState kbs = Keyboard.GetState();

            foreach (Keys k in kbs.GetPressedKeys())
            {
                if (k == Keys.Up)
                {
                    velocity.Y -= speed;
                    if (velocity.X == 0)
                    {
                        facing = FACE_BACK;
                    }
                }
                if (k == Keys.Left)
                {
                    velocity.X -= speed;
                    facing      = FACE_LEFT;
                }
                if (k == Keys.Down)
                {
                    velocity.Y += speed;
                    if (velocity.X == 0)
                    {
                        facing = FACE_FRONT;
                    }
                }
                if (k == Keys.Right)
                {
                    velocity.X += speed;
                    facing      = FACE_RIGHT;
                }
            }
            if (clickCheckZ.Check())
            {
                triggerInteraction(interactables, loadingZones, triggers);
            }


            if (clickCheckEsc.Check())
            {
                Game1.inventory.toggleInventory();
            }
        }