//=========================================================================================================================== public void Render(GraphicsDevice graphicsDevice, SpriteBatch sbatch, SpriteFont font, Build build, Graveyard graveyard, Corpse corpse) { sbatch.Draw(cursorTex, position, rect, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0.0f); // Mouse-over text if (mouseOver == true && menu == false && corpseMouseover == false) { sbatch.DrawString(font, menuObject.name, position + textOffset, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0.01f); } if (graveMouseOver == true && menu == false) { sbatch.DrawString(font, "Graveyard", position + textOffset, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0.01f); } if (corpseMouseover == true && menu == false) { sbatch.DrawString(font, "Corpse: rot = " + corpse.rot.value.ToString(), position + textOffset, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0.01f); } if (buildIconMouseover == true && menu == false && build.menu == true) { // tooltip sbatch.DrawString(font, menuObject.name + " : " + menuObject.cost.ToString(), position + textOffset, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0.01f); } }
// === load things... ============== protected override void LoadContent() { //========== GRAPHICS ============================================== // set viewport to size of screen, dependant on fullscreen/windowed if (graphics.IsFullScreen == true) { GraphicsDevice.Viewport = new Viewport(0, 0, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height); } else { GraphicsDevice.Viewport = new Viewport(0, 0, Screen.PrimaryScreen.WorkingArea.Width - borderSpace, Screen.PrimaryScreen.WorkingArea.Height - SystemInformation.CaptionHeight - borderSpace); } // find maximum size of render field with 16:9 aspect ratio when full screen width = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width; height = (int)(width / aspectRatio); if (height > GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height) { height = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height; width = (int)(height * aspectRatio); } xScale = (float)((double)width / (double)targetWidth); yScale = (float)((double)height / (double)targetHeight); xOffset = (int)((GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width - width) / 2.0); yOffset = (int)((GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height - height) / 2.0); // find maximum size of render field with 16:9 aspect ratio when windowed wheight = Screen.PrimaryScreen.WorkingArea.Height - SystemInformation.CaptionHeight - borderSpace; wwidth = (int)(wheight * aspectRatio); if (wwidth > Screen.PrimaryScreen.WorkingArea.Width - borderSpace) { wwidth = Screen.PrimaryScreen.WorkingArea.Width - borderSpace; wheight = (int)(wwidth / aspectRatio); } wxScale = (float)((double)wwidth / (double)targetWidth); wyScale = (float)((double)wheight / (double)targetHeight); wxOffset = (int)((Screen.PrimaryScreen.WorkingArea.Width - borderSpace - wwidth) / 2.0); wyOffset = (int)((Screen.PrimaryScreen.WorkingArea.Height - SystemInformation.CaptionHeight - borderSpace - wheight) / 2.0); // set viewport to this maximum render size, dependent on fullscreen/windowed if (graphics.IsFullScreen == true) { GraphicsDevice.Viewport = new Viewport(xOffset, yOffset, width, height); } if (graphics.IsFullScreen == false) { GraphicsDevice.Viewport = new Viewport(wxOffset, wyOffset, wwidth, wheight); var form = (System.Windows.Forms.Form)System.Windows.Forms.Control.FromHandle(this.Window.Handle); form.Location = new System.Drawing.Point(0, 0); } // spritebatch spriteBatch = new SpriteBatch(GraphicsDevice); // ========= GAME OBJECTS ================================================ // fonts cursorFont = Content.Load<SpriteFont>("font"); counterFont = Content.Load<SpriteFont>("font2"); // grid grid = new Grid(3600, 1750, 450, 20, 20, new Vector2(-850, 1070), true); reachable = new ReachableArea(grid, floorObjectList); // counters research = new NumericalCounter("Research", new Vector2(25, 15), 0, 100, 0, 0, counterFont, Color.Green, Color.Green, Content.Load<Texture2D>("counter_box")); madness = new NumericalCounter("Madness", new Vector2(25, 85), 0, 0, 0, 0, counterFont, Color.Red, Color.Green, Content.Load<Texture2D>("counter_box")); money = new NumericalCounter("Money", new Vector2(25, 155), 0, 500, 0, 60, counterFont, Color.Orange, Color.Yellow, Content.Load<Texture2D>("counter_box"), true); papers = new NumericalCounter("Papers Published", new Vector2(10, 300), 0, 0, 0, 0, cursorFont, Color.Black, Color.Black); lifeForce = new NumericalCounter("Life Force", new Vector2(10, 320), 100, 100, 0, 0, cursorFont, Color.Black, Color.Black); longevity = new NumericalCounter("Longevity", new Vector2(10, 340), 100, 30, 0, 0, cursorFont, Color.Black, Color.Black); humanity = new NumericalCounter("Humanity", new Vector2(10, 360), 100, 30, 0, 0, cursorFont, Color.Black, Color.Black); counters = new List<NumericalCounter>{research,madness,money,papers,lifeForce,longevity,humanity}; build = new Build(new Vector2(5, 900), Content.Load<Texture2D>("build_icon_standard"), Content.Load<Texture2D>("build_icon_highlight"), Content.Load<Texture2D>("build_icon_pressed"), Content.Load<Texture2D>("invarrow"), Content.Load<Texture2D>("highinvarrow"), GraphicsDevice); //===================================================== // load menu actions from XML System.IO.Stream stream = TitleContainer.OpenStream("XMLActions.xml"); XDocument doc = XDocument.Load(stream); menuActions = (from action in doc.Descendants("menuAction") select new MenuAction( action.Element("name").Value, Convert.ToBoolean(action.Element("scientist").Value), Convert.ToBoolean(action.Element("assistant").Value), Convert.ToInt32(action.Element("time").Value), (float)Convert.ToDouble(action.Element("reasearchUp").Value), (float)Convert.ToDouble(action.Element("madnessUp").Value), (float)Convert.ToDouble(action.Element("moneyChange").Value), (float)Convert.ToDouble(action.Element("lifeForceUp").Value), (float)Convert.ToDouble(action.Element("longevityUp").Value), (float)Convert.ToDouble(action.Element("humanityUp").Value), Convert.ToBoolean(action.Element("remain").Value), Convert.ToBoolean(action.Element("turnOn").Value), Convert.ToBoolean(action.Element("turnOff").Value), new List<NumericalCounter> { research }, (float)Convert.ToDouble(action.Element("reasearchUpMultiplier").Value), (float)Convert.ToDouble(action.Element("madnessUpMultiplier").Value), (float)Convert.ToDouble(action.Element("moneyChangeMultiplier").Value), (float)Convert.ToDouble(action.Element("lifeForceUpMultiplier").Value), (float)Convert.ToDouble(action.Element("longevityUpMultiplier").Value), (float)Convert.ToDouble(action.Element("humanityUpMultiplier").Value) )).ToList(); // dependant actions studyLiveCorpse = menuActions[6]; writePaper = menuActions[9]; // independent actions studyCorpse = menuActions[2]; dissectCorpse = menuActions[3]; clearCorpse = menuActions[4]; talk = menuActions[7]; // load in multiplying counters List<Tuple<string, string, string, string>> multipliers = new List<Tuple<string, string, string, string>>(); multipliers = (from floorObject in doc.Descendants("menuAction") select new Tuple<string, string, string, string>( floorObject.Element("name").Value, floorObject.Element("multiplyingCounter").Value, floorObject.Element("multiplyingCounter2").Value, floorObject.Element("multiplyingCounter3").Value) ).ToList(); foreach (MenuAction action in menuActions) { foreach (Tuple<string, string, string, string> tuple in multipliers) { if (tuple.Item1 == action.name) { foreach (NumericalCounter counter in counters) { foreach (string name in new List<string> { tuple.Item2, tuple.Item3, tuple.Item4 }) { if (counter.name == name) { action.dependent.Add(counter); } } } } } } // load floor objects from XML System.IO.Stream stream2 = TitleContainer.OpenStream("XMLFloorObjects.xml"); XDocument doc2 = XDocument.Load(stream2); build.buildList = (from floorObject in doc2.Descendants("FloorObject") select new FloorObject(Content.Load<Texture2D>( Convert.ToString(floorObject.Element("texture").Value)), Content.Load<Texture2D>(Convert.ToString(floorObject.Element("icon").Value)), Convert.ToInt32(floorObject.Element("frameNumber").Value), Convert.ToInt32(floorObject.Element("animNumber").Value), new Vector2(Convert.ToInt32(floorObject.Element("gridPositionX").Value),Convert.ToInt32(floorObject.Element("gridPositionY").Value)), grid, floorObject.Element("name").Value, Convert.ToInt32(floorObject.Element("cost").Value), new List<MenuAction>{}, GraphicsDevice, new Vector2(Convert.ToInt32(floorObject.Element("footprintX").Value),Convert.ToInt32(floorObject.Element("footprintY").Value)), Convert.ToBoolean(floorObject.Element("prebuilt").Value)) ).ToList(); // load in menu actions List<Tuple<string,string,string,string>> actions = new List<Tuple<string,string,string,string>>(); actions = (from floorObject in doc2.Descendants("FloorObject") select new Tuple<string,string,string,string>( floorObject.Element("name").Value, floorObject.Element("menuAction").Value, floorObject.Element("menuAction2").Value, floorObject.Element("menuAction3").Value) ).ToList(); foreach (FloorObject machine in build.buildList) { foreach (Tuple<string,string,string,string> tuple in actions) { if (tuple.Item1 == machine.name) { foreach (MenuAction action in menuActions) { foreach (string name in new List<string>{tuple.Item2,tuple.Item3,tuple.Item4}) { if (action.name == name) { machine.menuActions.Add(action); } } } } } } // build any prebuilt objects foreach (FloorObject machine in build.buildList) { if (machine.prebuilt == true) { build.BuildThis(floorObjectList, machine, reachable); } } build.removeUpdate(money); // objects table = build.buildList[0]; lightningAbsorber = build.buildList[1]; resurrect = new Resurrect(new Vector2(1750, 900), Content.Load<Texture2D>("raise_icon_standard"), Content.Load<Texture2D>("raise_icon_highlight"), Content.Load<Texture2D>("raise_icon_pressed"), GraphicsDevice, table); //=================================================== // background stuff room = new NonInteractive(Vector2.Zero, 0.6f, Content.Load<Texture2D>("room")); door = new NonInteractive(new Vector2(380, 200), 0.59f, Content.Load<Texture2D>("door"),2); graveyard = new Graveyard(new Vector2(1140,200), 0.8f, new Vector2(10,760),Content.Load<Texture2D>("back"), Content.Load<Texture2D>("dig_icon_standard"), Content.Load<Texture2D>("dig_icon_highlight"), Content.Load<Texture2D>("dig_icon_pressed"), GraphicsDevice, 0.5f); digger = new NonInteractive(new Vector2(1200, 300), 0.79f, Content.Load<Texture2D>("digger"), 1, 10); Switch = new NonInteractive(new Vector2(860,400), 0.58f, Content.Load<Texture2D>("switch"), 2, 1); // cursor cursor = new Cursor(Content.Load<Texture2D>("cursor"),GraphicsDevice); // characters Simon = new Scientist(Content.Load<Texture2D>("tmpprof"), new Vector2(10,1),grid,reachable,table); Jeremy = new Assistant(Content.Load<Texture2D>("tmpass"), new Vector2(8, 1), grid,reachable,table); // the corpse! corpse = new Corpse(new Vector2(725, 540),Content.Load<Texture2D>("corpse"), new List<MenuAction> { studyCorpse, dissectCorpse }, new List<MenuAction> { talk,studyLiveCorpse }, new List<MenuAction> { clearCorpse },GraphicsDevice); // update reachable area to account for these reachable.Update(floorObjectList); // test items... blob = new positionTextBlob(Content.Load<Texture2D>("gball"), new Vector2(1, 1)); knob = new Knob(new Vector2(300, 300), 0.2f, Content.Load<Texture2D>("knob")); // test saving... }
//=========================================================================================================================== public void Render(GraphicsDevice graphicsDevice, SpriteBatch sbatch, SpriteFont font, Build build, Graveyard graveyard, Corpse corpse) { sbatch.Draw(cursorTex, position, rect, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0.0f); // draw menu if (menu == true || graveMenu == true || corpseMenu == true) { if (click == true) { menuPosition = position; } // find longest string in menu int boxWidth = 0; List<MenuAction> actions = new List<MenuAction> { }; if (menu == true) { foreach (MenuAction action in menuObject.menuActions) { actions.Add(action); if (action.name.Length > boxWidth) { boxWidth = action.name.Length; // set box width for below } } } //grave menu if (graveMenu == true) { foreach (MenuAction action in graveyard.menuActions) { actions.Add(action); if (action.name.Length > boxWidth) { boxWidth = action.name.Length; // set box width for below } } } //corpse menu if (corpseMenu == true ) { if (corpse.alive == false) { foreach (MenuAction action in corpse.deadMenuActions) { actions.Add(action); if (action.name.Length > boxWidth) { boxWidth = action.name.Length; // set box width for below } } } if (corpse.alive == true) { foreach (MenuAction action in corpse.aliveMenuActions) { actions.Add(action); if (action.name.Length > boxWidth) { boxWidth = action.name.Length; // set box width for below } } } } // boxes and outlines menuRectangle.Width = boxWidth * 12 + 10; // set width to widest text from above menuRectangle.Height = 30; // menu item height spread Vector2 menuItemPosition = menuPosition; // position of each text menu item menuMouseover = false; foreach (MenuAction action in actions) { // declare colours Color textColour; Color boxColour; Color lineColour; // IF MOUSE-OVERED change colours, set to highlighted item if (position.X >= menuItemPosition.X && position.X < (menuItemPosition.X + menuRectangle.Width) && position.Y >= menuItemPosition.Y && position.Y < (menuItemPosition.Y + menuRectangle.Height)) { textColour = Color.Black; boxColour = Color.LightGray; lineColour = Color.LimeGreen; menuHighlightAction = action; menuMouseover = true; } // IF NOT MOUSE-OVERED else { textColour = Color.White; boxColour = Color.Gray; lineColour = Color.DarkGray; } // text sbatch.DrawString(font, action.name, menuItemPosition + new Vector2(5,0), textColour, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0.13f); // text rectangle sbatch.Draw(dummyTexture, menuItemPosition , menuRectangle, boxColour, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0.17f); // top line Tuple<Vector2, Vector2> line = new Tuple<Vector2, Vector2>(menuItemPosition, (menuItemPosition + new Vector2(menuRectangle.Width, 0))); float angle = (float)Math.Atan2(line.Item2.Y - line.Item1.Y, line.Item2.X - line.Item1.X); float length = Vector2.Distance(line.Item1, line.Item2); sbatch.Draw(dummyTexture, line.Item1 + new Vector2(0, 0), null, lineColour, angle, Vector2.Zero, new Vector2(length, 3.0f), SpriteEffects.None, 0.15f); // right line Tuple<Vector2, Vector2> line2 = new Tuple<Vector2, Vector2>((menuItemPosition + new Vector2(menuRectangle.Width, menuRectangle.Height)), (menuItemPosition + new Vector2(menuRectangle.Width, 0))); float angle2 = (float)Math.Atan2(line2.Item2.Y - line2.Item1.Y, line2.Item2.X - line2.Item1.X); float length2 = Vector2.Distance(line2.Item1, line2.Item2); sbatch.Draw(dummyTexture, line2.Item1 + new Vector2(0, 0), null, lineColour, angle2, Vector2.Zero, new Vector2(length2, 3.0f), SpriteEffects.None, 0.15f); // left line Tuple<Vector2, Vector2> line3 = new Tuple<Vector2, Vector2>(menuItemPosition, (menuItemPosition + new Vector2(0, menuRectangle.Height))); float angle3 = (float)Math.Atan2(line3.Item2.Y - line3.Item1.Y, line3.Item2.X - line3.Item1.X); float length3 = Vector2.Distance(line3.Item1, line3.Item2); sbatch.Draw(dummyTexture, line3.Item1 + new Vector2(0, 0), null, lineColour, angle3, Vector2.Zero, new Vector2(length3, 3.0f), SpriteEffects.None, 0.15f); // bottom line Tuple<Vector2, Vector2> line4 = new Tuple<Vector2, Vector2>((menuItemPosition + new Vector2(menuRectangle.Width, menuRectangle.Height)), (menuItemPosition + new Vector2(0, menuRectangle.Height))); float angle4 = (float)Math.Atan2(line4.Item2.Y - line4.Item1.Y, line4.Item2.X - line4.Item1.X); float length4 = Vector2.Distance(line4.Item1, line4.Item2); sbatch.Draw(dummyTexture, line4.Item1 + new Vector2(0, 0), null, lineColour, angle4, Vector2.Zero, new Vector2(length4, 3.0f), SpriteEffects.None, 0.15f); // set to height of next text item menuItemPosition += new Vector2(0, menuRectangle.Height); } } // Mouse-over text if (mouseOver == true && menu == false && corpseMouseover == false) { //sbatch.DrawString(font, text, position + textOffset, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0.2f); //sbatch.DrawString(font, menu.ToString() + ' ' + click.ToString()+ ' ' + mouseOver.ToString(), position + textOffset, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0.2f); sbatch.DrawString(font, menuObject.name, position + textOffset, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0.01f); } if (barMouseover == true && mouseOver == false) { string barText = menuProgBar.value.ToString("#.#") + "/" + menuProgBar.init.ToString("#.#"); sbatch.DrawString(font, barText, position + textOffset, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0.01f); } if (graveMouseOver == true && menu == false) { sbatch.DrawString(font, "Graveyard", position + textOffset, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0.01f); } if (corpseMouseover == true && menu == false) { sbatch.DrawString(font, "Corpse: rot = " + corpse.rot.ToString(), position + textOffset, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0.01f); } if (buildIconMouseover == true && menu == false && build.menu == true) { // tooltip sbatch.DrawString(font, menuObject.name + " : " + menuObject.cost.ToString(), position + textOffset, Microsoft.Xna.Framework.Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0.01f); // highlight box // top line Tuple<Vector2, Vector2> line = new Tuple<Vector2, Vector2>(menuObject.iconPosition, (menuObject.iconPosition + new Vector2(60, 0))); float angle = (float)Math.Atan2(line.Item2.Y - line.Item1.Y, line.Item2.X - line.Item1.X); float length = Vector2.Distance(line.Item1, line.Item2); sbatch.Draw(dummyTexture, line.Item1 + new Vector2(0, 0), null, highlightColour, angle, Vector2.Zero, new Vector2(length, 3.0f), SpriteEffects.None, 0.15f); // right line Tuple<Vector2, Vector2> line2 = new Tuple<Vector2, Vector2>((menuObject.iconPosition + new Vector2(60, 60)), (menuObject.iconPosition + new Vector2(60, 0))); float angle2 = (float)Math.Atan2(line2.Item2.Y - line2.Item1.Y, line2.Item2.X - line2.Item1.X); float length2 = Vector2.Distance(line2.Item1, line2.Item2); sbatch.Draw(dummyTexture, line2.Item1 + new Vector2(0, 0), null, highlightColour, angle2, Vector2.Zero, new Vector2(length2, 3.0f), SpriteEffects.None, 0.15f); // left line Tuple<Vector2, Vector2> line3 = new Tuple<Vector2, Vector2>(menuObject.iconPosition, (menuObject.iconPosition + new Vector2(0, 60))); float angle3 = (float)Math.Atan2(line3.Item2.Y - line3.Item1.Y, line3.Item2.X - line3.Item1.X); float length3 = Vector2.Distance(line3.Item1, line3.Item2); sbatch.Draw(dummyTexture, line3.Item1 + new Vector2(0, 0), null, highlightColour, angle3, Vector2.Zero, new Vector2(length3, 3.0f), SpriteEffects.None, 0.15f); // bottom line Tuple<Vector2, Vector2> line4 = new Tuple<Vector2, Vector2>((menuObject.iconPosition + new Vector2(60, 60)), (menuObject.iconPosition + new Vector2(0, 60))); float angle4 = (float)Math.Atan2(line4.Item2.Y - line4.Item1.Y, line4.Item2.X - line4.Item1.X); float length4 = Vector2.Distance(line4.Item1, line4.Item2); sbatch.Draw(dummyTexture, line4.Item1 + new Vector2(0, 0), null, highlightColour, angle4, Vector2.Zero, new Vector2(length4, 3.0f), SpriteEffects.None, 0.15f); } }
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(); }