Esempio n. 1
0
        private void initializePlayerUIs()
        {
            //hack

            /*GameData.PlayerData.Instance[0].Name = "Gwenn";
             * GameData.PlayerData.Instance[1].Name = "Aurel";
             * GameData.PlayerData.Instance[2].Name = "Jerom";
             * GameData.PlayerData.Instance[3].Name = "Bastien";*/

            _miniUIs = new List <SmallPlayerUI>();

            SmallPlayerUI playerUI = new SmallPlayerUI(_buttonTexture, new Vector2(50f, 50f), 0);

            _miniUIs.Add(playerUI);

            playerUI = new SmallPlayerUI(_buttonTexture, new Vector2(200f, 50f), 1);
            _miniUIs.Add(playerUI);

            playerUI = new SmallPlayerUI(_buttonTexture, new Vector2(400f, 50f), 2);
            _miniUIs.Add(playerUI);

            playerUI = new SmallPlayerUI(_buttonTexture, new Vector2(600f, 50f), 3);
            _miniUIs.Add(playerUI);

            //now that the font i s;oaded we can compute the size of each UI
            foreach (SmallPlayerUI ui in _miniUIs)
            {
                ui.initializeArea(MyGame.BasicFontSmall);
            }
        }
Esempio n. 2
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 public TargetedDialogBox(SmallPlayerUI target, UIElements.SimpleButton button, float distanceFromMessage,
     string message, Rectangle messageArea, UIElements.StretchableImage back)
     : base(button, message, messageArea, back)
 {
     _target = target;
     _distFromMes = distanceFromMessage;
     followTarget();
 }
Esempio n. 3
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        public TargetedDialogBox(SmallPlayerUI target, UIElements.SimpleButton button, float distanceFromMessage,
                                 string message, Rectangle messageArea, UIElements.StretchableImage back)

            : base(button, message, messageArea, back)
        {
            _target      = target;
            _distFromMes = distanceFromMessage;
            followTarget();
        }
Esempio n. 4
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="dt">time since last frame in seconds</param>
        private void updatePlayersUI(float dt)
        {
            ReadOnlyTouchPointCollection touches = MyGame.TouchTarget.GetState();

            foreach (TouchPoint touch in touches)
            {
                checkForUIDrag(touch, dt);
                if (touch.IsTagRecognized)
                {
                    if (!MyGame.MapArea.Contains((int)touch.X, (int)touch.Y))
                    {
                        int owner = getOwnerForTag(touch.Tag.Value);
                        _miniUIs[owner].Position = Utils.touchPointToV2(touch);
                    }
                }
            }

            for (int i = 0; i < _miniUIs.Count; ++i)
            {
                SmallPlayerUI ui = _miniUIs[i];

                ui.update(dt);
            }
        }