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(); } }
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; } } } } }
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(); } }