Esempio n. 1
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        /// <summary>
        /// Static method for creating a DialogueScreen from the gameplay screen.
        /// </summary>
        /// <param name="id">The GUID of the <see cref="NPCPrompt"/>NPCPrompt</see> in the database.</param>
        /// <returns>A new instance of a DialogueScreen</returns>
        public static DialogueScreen InitializeDialogueBox(Guid id)
        {
            DialogueScreen openingPrompt = new DialogueScreen(id);

            openingPrompt.Responses = openingPrompt.FindResponses(id);
            return(openingPrompt);
        }
Esempio n. 2
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 /// <summary>
 /// Event handler for when a <see cref="Response"/>Response</see> is selected.
 /// </summary>
 void ResponseSelected(object sender, ResponseEventArgs e)
 {
     // close the current screen and
     // InitializeDialogueBox on e.NextEntry
     ExitScreen();
     ScreenManager.AddScreen(DialogueScreen.InitializeDialogueBox(e.NextEntry), null);
 }
Esempio n. 3
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        /// <summary>
        /// Draws this Response. This can be overridden to customize the appearance.
        /// </summary>
        public virtual void Draw(DialogueScreen screen, bool isSelected, GameTime gameTime)
        {
            // Draw the selected entry in yellow, otherwise white.
            Color  color       = isSelected ? Color.Yellow : Color.White;
            String displayText = isSelected ? selectedText : text;

            // Pulsate the size of the selected menu entry.
            double time = gameTime.TotalGameTime.TotalSeconds;

            // float pulsate = (float)Math.Sin(time * 6) + 1;

            float scale = 1; // +pulsate * 0.05f * selectionFade;

            // Modify the alpha to fade text out during transitions.
            color *= screen.TransitionAlpha;

            // Draw text, centered on the middle of each line.
            ScreenManager screenManager = screen.ScreenManager;
            SpriteBatch   spriteBatch   = screenManager.SpriteBatch;
            SpriteFont    font          = screenManager.Font;

            Vector2 origin = new Vector2(0, font.LineSpacing / 2);

            String wrapped = screen.WrapText(font, displayText,
                                             screenManager.GraphicsDevice.Viewport.Width - (DialogueScreen.hPad * 3));

            spriteBatch.DrawString(font, displayText, position, color, 0,
                                   origin, scale, SpriteEffects.None, 0);
        }
Esempio n. 4
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        /// <summary>
        /// Lets the game respond to player input. Unlike the Update method,
        /// this will only be called when the gameplay screen is active.
        /// </summary>
        public override void HandleInput(GameTime gameTime, InputState input)
        {
            if (input == null)
            {
                throw new ArgumentNullException("input");
            }

            // Look up inputs for the active player profile.
            int playerIndex = (int)ControllingPlayer.Value;

            KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
            GamePadState  gamePadState  = input.CurrentGamePadStates[playerIndex];

            // The game pauses either if the user presses the pause button, or if
            // they unplug the active gamepad. This requires us to keep track of
            // whether a gamepad was ever plugged in, because we don't want to pause
            // on PC if they are playing with a keyboard and have no gamepad at all!
            bool gamePadDisconnected = !gamePadState.IsConnected &&
                                       input.GamePadWasConnected[playerIndex];

            PlayerIndex player;

            if (pauseAction.Evaluate(input, ControllingPlayer, out player) || gamePadDisconnected)
            {
                ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
            }
            else if (startAction.Evaluate(input, ControllingPlayer, out player))
            {
                ScreenManager.AddScreen(DialogueScreen.InitializeDialogueBox(new Guid("129cfb6c-32de-11e2-8539-109adda800ea")), null);
            }
        }
Esempio n. 5
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        /// <summary>
        /// Updates this Response.
        /// </summary>
        public virtual void Update(DialogueScreen screen, bool isSelected, GameTime gameTime)
        {
            // When the menu selection changes, entries gradually fade between
            // their selected and deselected appearance, rather than instantly
            // popping to the new state.
            float fadeSpeed = (float)gameTime.ElapsedGameTime.TotalSeconds * 4;

            if (isSelected)
            {
                selectionFade = Math.Min(selectionFade + fadeSpeed, 1);
            }
            else
            {
                selectionFade = Math.Max(selectionFade - fadeSpeed, 0);
            }
        }
Esempio n. 6
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        /// <summary>
        /// Updates this Response.
        /// </summary>
        public virtual void Update(DialogueScreen screen, bool isSelected, GameTime gameTime)
        {
            // When the menu selection changes, entries gradually fade between
            // their selected and deselected appearance, rather than instantly
            // popping to the new state.
            float fadeSpeed = (float)gameTime.ElapsedGameTime.TotalSeconds * 4;

            if (isSelected)
                selectionFade = Math.Min(selectionFade + fadeSpeed, 1);
            else
                selectionFade = Math.Max(selectionFade - fadeSpeed, 0);
        }
Esempio n. 7
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 /// <summary>
 /// Queries how wide the response is, used for centering on the screen.
 /// </summary>
 public virtual int GetWidth(DialogueScreen screen)
 {
     return (int)screen.ScreenManager.Font.MeasureString(Text).X;
 }
Esempio n. 8
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 /// <summary>
 /// Queries how much space this response requires.
 /// </summary>
 public virtual int GetHeight(DialogueScreen screen)
 {
     return screen.ScreenManager.Font.LineSpacing;
 }
Esempio n. 9
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        /// <summary>
        /// Draws this Response. This can be overridden to customize the appearance.
        /// </summary>
        public virtual void Draw(DialogueScreen screen, bool isSelected, GameTime gameTime)
        {
            // Draw the selected entry in yellow, otherwise white.
            Color color = isSelected ? Color.Yellow : Color.White;
            String displayText = isSelected ? selectedText : text;

            // Pulsate the size of the selected menu entry.
            double time = gameTime.TotalGameTime.TotalSeconds;

            // float pulsate = (float)Math.Sin(time * 6) + 1;

            float scale = 1; // +pulsate * 0.05f * selectionFade;

            // Modify the alpha to fade text out during transitions.
            color *= screen.TransitionAlpha;

            // Draw text, centered on the middle of each line.
            ScreenManager screenManager = screen.ScreenManager;
            SpriteBatch spriteBatch = screenManager.SpriteBatch;
            SpriteFont font = screenManager.Font;

            Vector2 origin = new Vector2(0, font.LineSpacing / 2);

            String wrapped = screen.WrapText(font, displayText,
            screenManager.GraphicsDevice.Viewport.Width - (DialogueScreen.hPad * 3));

            spriteBatch.DrawString(font, displayText, position, color, 0,
                                   origin, scale, SpriteEffects.None, 0);
        }
Esempio n. 10
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        /// <summary>
        /// Static method for creating a DialogueScreen from the gameplay screen.
        /// </summary>
        /// <param name="id">The GUID of the <see cref="NPCPrompt"/>NPCPrompt</see> in the database.</param>
        /// <returns>A new instance of a DialogueScreen</returns>
        public static DialogueScreen InitializeDialogueBox(Guid id)
        {
            DialogueScreen openingPrompt = new DialogueScreen(id);
            if (openingPrompt.Prompt.ResponseRequired)
            {
                openingPrompt.Responses = openingPrompt.FindResponses(id);
            }
            else
            {
                openingPrompt.Prompt.IncludeUsageText();
            }

            foreach (IDialogueAction action in openingPrompt.Prompt.PromptActions)
            {
                action.ExecuteAction();
            }
            return openingPrompt;
        }
Esempio n. 11
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 /// <summary>
 /// Static method for creating a DialogueScreen from the gameplay screen.
 /// </summary>
 /// <param name="id">The GUID of the <see cref="NPCPrompt"/>NPCPrompt</see> in the database.</param>
 /// <returns>A new instance of a DialogueScreen</returns>
 public static DialogueScreen InitializeDialogueBox(Guid id)
 {
     DialogueScreen openingPrompt = new DialogueScreen(id);
     openingPrompt.Responses = openingPrompt.FindResponses(id);
     return openingPrompt;
 }
Esempio n. 12
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 /// <summary>
 /// Queries how wide the response is, used for centering on the screen.
 /// </summary>
 public virtual int GetWidth(DialogueScreen screen)
 {
     return((int)screen.ScreenManager.Font.MeasureString(Text).X);
 }
Esempio n. 13
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 /// <summary>
 /// Queries how much space this response requires.
 /// </summary>
 public virtual int GetHeight(DialogueScreen screen)
 {
     return(screen.ScreenManager.Font.LineSpacing);
 }