Esempio n. 1
0
          protected override void LoadContent()
          {
               itemSlotTexture = Game.Content.Load<Texture2D>("item_slot");

               inventoryWidth = itemSlotTexture.Width;
               inventoryHeight = itemSlotTexture.Height;

               // Add item slots based on the base amount of inventory slots
               for (int i = 0; i < numberOfInventorySlots; i++)
               {
                    ItemSlot item = new ItemSlot();
                    items.Add(item);
               }

               base.LoadContent();
          }
Esempio n. 2
0
          public override void Update(GameTime gameTime)
          {
               KeyboardState newKeyBoardState = Keyboard.GetState();
               MouseState newMouseState = Mouse.GetState();

               #region Keyboard input
               if (newKeyBoardState.IsKeyDown(Keys.Escape) && oldKeyBoardState.IsKeyUp(Keys.Escape))
               {
                    showInventory = !showInventory;
               }

               if (newKeyBoardState.IsKeyDown(Keys.G) && oldKeyBoardState.IsKeyUp(Keys.G))
               {
                    AddItem("shortSword");
               }
               #endregion

               #region Mouse input

               if(newMouseState != oldMouseState)
               {
                    //Debug.WriteLine("Mouse Moved");

                    if (newMouseState.LeftButton == ButtonState.Pressed && oldMouseState.LeftButton == ButtonState.Released)
                    {
                         int slotIndex = GetSlotIndexAt(newMouseState.X, newMouseState.Y);

                         if(heldItem == null)
                         {
                              heldItem = items[slotIndex];
                         }
                    }
               }

               #endregion

               oldMouseState = newMouseState;
               oldKeyBoardState = newKeyBoardState;

               base.Update(gameTime);
          }