Esempio n. 1
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 public DraggableItem(Level a_Level, int newSlot)
 {
     m_Input = a_Level.Input;
     currState = State.Static;
     m_bButtonPressedOnMe = false;
     slot = newSlot;
 }
Esempio n. 2
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        public TaskDescription(Level level, Vector2 a_Position)
        {
            Task.OnCreate += NewTask;
            m_level = level;
            m_Position = a_Position;
            m_CurrState = State.DISPLAY;

            LoadContent();
        }
Esempio n. 3
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 public CardOrganizer(Level a_Level)
 {
     m_Level = a_Level;
     Element.OnCast += Element_OnCast;
     Task.OnCreate += NewTask;
     m_State = State.Static;
     m_arrNewCards = new List<Card>();
     m_arrCards = new List<Card>();
 }
Esempio n. 4
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        public Timer(Level level, int totalTime, int xPos, int yPos)
        {
            this.level = level;
            this.totalTime = totalTime;
            timeRemaining = this.totalTime;
            this.xPos = xPos;
            this.yPos = yPos;

            LoadContent();
        }
Esempio n. 5
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 public void Dispose()
 {
     m_Level = null;
     Element.OnCast -= Element_OnCast;
     Task.OnCreate -= NewTask;
     foreach (Card card in m_arrCards)
     {
         card.Dispose();
     }
     m_arrCards = null;
 }
Esempio n. 6
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 /// <summary>
 /// This is a private constructor in order to force you to create Elements by using
 /// the Element.ElementBuilder static class.
 /// </summary>
 /// <param name="a_Type"></param>
 /// <param name="a_Level"></param>
 private Element(Type a_Type, Level a_Level, int newSlot)
     : base(a_Level, newSlot)
 {
     m_Type = a_Type;
     Draggable = (m_Type != Type.Fizzle);
     LoadContent(a_Level);
     m_Level = a_Level;
     m_nHeight = 90;
     m_nWidth = 90;
     floatOffset = rand.NextDouble()*2*Math.PI;
     UserInput.OnDoubleClick += Mouse_OnDoubleClick;
 }
Esempio n. 7
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        public Scorebar(Level l)
        {
            level = l;
            updated = false;
            UpdatePrestige();

            for (int i = 0; i < saves.Length; i++)
                saves[i] = false;

            score = 10000;
            LoadContent();
        }
Esempio n. 8
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 public WorkSpace(Vector2 a_Position, Level a_Level, int slot)
 {
     m_Level = a_Level;
     m_Position = a_Position;
     LoadContent(a_Level, slot);
     m_nWidth = m_tBackground.Width;
     m_nHeight = m_tBackground.Height;
     m_center = m_Position;
     m_center.X = this.m_Position.X + (m_nWidth / 4);
     m_center.Y = this.m_Position.Y + (m_nHeight / 4);
     Element.ElementBuilder.OnBuild += ElementBuilt;
     Element.OnSpamDrop += Element_OnSpamDrop;
 }
Esempio n. 9
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 public SaveSlot(Vector2 a_Position, Level a_Level, int slot)
 {
     active = false;
     m_Level = a_Level;
     m_Position = a_Position;
     LoadContent(a_Level, slot);
     m_nWidth = m_tBackground.Width;
     m_nHeight = m_tBackground.Height;
     m_center = m_Position;
     m_center.X = this.m_Position.X + (m_nWidth / 4);
     m_center.Y = this.m_Position.Y + (m_nHeight / 4);
     Element.ElementBuilder.OnBuild += ElementBuilt;
 }
Esempio n. 10
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        public Card(Element.Type a_Type, Vector2 a_Position, Level a_Level, State a_State)
        {
            m_Type = a_Type;
            m_Position = a_Position;
            m_State = a_State;
            m_Level = a_Level;
            LoadContent(a_Level);
            m_nFadeInTimer = 0;

            if (a_Type <= Element.Type.Earth)
                value =  25;
            else if (a_Type <= Element.Type.Stone)
                value = 50;
            else if (a_Type <= Element.Type.Death)
                value = 75;
            else if (a_Type <= Element.Type.Tree)
                value = 100;
            else if (a_Type <= Element.Type.Hurricane)
                value = 125;
            else
                value = 150;
        }
Esempio n. 11
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        public void Dispose()
        {
            Element.ElementBuilder.OnBuild -= ElementBuilt;
            m_btnClear.OnClick -= Button_OnClick;

            //if nobody else is connected, clean them up
            m_btnClear.Dispose();
            currElement = null;
            m_Level = null;
        }
Esempio n. 12
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        public void LoadContent(Level a_Level, int slot)
        {
            if (m_tBackground == null)
            {
                m_tBackground = a_Level.Content.Load<Texture2D>("UI/SaveSlot");
            }

            m_btnClear = new UIButton(m_Position + new Vector2(70, -5), m_Level.Content, UIButton.Button.clearButton, true, slot);
        }
Esempio n. 13
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 public void Dispose()
 {
     Element.ElementBuilder.OnBuild -= ElementBuilt;
     m_btnCast.OnClick -= Button_OnClick;
     m_btnClear.OnClick -= Button_OnClick;
     Element.OnSpamDrop -= Element_OnSpamDrop;
     m_btnCastAll.OnClick -= Button_OnClick;
     m_btnClearAll.OnClick -= Button_OnClick;
     //if nobody else is connected, clean them up
     if (m_btnClearAll.OnClick == null)
     {
         m_btnClearAll = null;
         m_btnCastAll = null;
     }
     m_btnClear.Dispose();
     m_btnCast.Dispose();
     currElement = null;
     m_Level = null;
 }
Esempio n. 14
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 /// <summary>
 /// This will only return Fire, Water, Wind, and Earth elements, everything else
 /// needs to go through GetElement(...) to ensure that proper combining is adhered to
 /// </summary>
 /// <param name="a_Type"></param>
 /// <param name="a_Level"></param>
 /// <returns></returns>
 public static Element GetBaseElement(Element.Type a_Type, Level a_Level, int slot)
 {
     switch (a_Type)
     {
         case Element.Type.Water:
         case Element.Type.Wind:
         case Element.Type.Fire:
         case Element.Type.Earth:
             Element element = new Element(a_Type, a_Level, slot);
             if (OnBuild != null)
                 OnBuild(element);
             return element;
         default:
             return null;
     }
 }
Esempio n. 15
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 public void LoadContent(Level a_Level)
 {
     if (m_tBackground == null)
     {
         m_tBackground = a_Level.Content.Load<Texture2D>("Elements/element-token-backdrop");
         m_tShine = a_Level.Content.Load<Texture2D>("Elements/element-token-shine");
         m_Font = a_Level.Content.Load<SpriteFont>("UI/Lithos Pro Regular Element");
     }
     if (ElementType != Type.Fizzle)
     {
        m_tIcon = a_Level.Content.Load<Texture2D>("Elements/symbols-token/" + ElementType.ToString().ToLower());
     }
 }
Esempio n. 16
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            /// <summary>
            /// Returns the appropriate Element object based on the two Elements provided to combine.
            /// the Elements provided will turn to Fizzle types since they should be discarded after
            /// they are used to create another Element.
            /// </summary>
            /// <param name="a_ElementOne"></param>
            /// <param name="a_ElementTwo"></param>
            /// <param name="a_level"></param>
            /// <returns>The resulting element. Fizzle if there is no valid combination.</returns>
            public static Element GetElement(Element a_ElementOne, Element a_ElementTwo, Level a_level, int slot)
            {
                Element.Type TypeA = a_ElementOne.m_Type;
                Element.Type TypeB = a_ElementTwo.m_Type;
                if (TypeA > TypeB)
                {
                    Element.Type temp = TypeB;
                    TypeB = TypeA;
                    TypeA = temp;
                }

                a_ElementOne.Destroy(true);
                a_ElementTwo.Destroy(true);
                Element element = new Element(Map[(int)TypeA, (int)TypeB], a_level, slot);
                element.currHolder = Holder.Board;
                if (GetElementPermission(a_level.Score.Prestige) < element.GetElementTier()) element.Destroy();
                if (OnBuild != null)
                    OnBuild(element);
                return element;
            }
Esempio n. 17
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        public void ManageMainMenu()
        {
            //Find out where the mouse currently is at, change selection accordingly

#if !WINDOWS
            if (currentMainMenuIndex == -1) currentMainMenuIndex = 0;
            if (ButtonJustPressed(Buttons.DPadDown) ||
                GamePad.GetState(selectedIndex).ThumbSticks.Left.Y < -0.3f && ThumbstickJustTilted(false) ||
                GamePad.GetState(selectedIndex).ThumbSticks.Right.Y < -0.3f && ThumbstickJustTilted(true)) {
                currentMainMenuIndex = (currentMainMenuIndex + 1) % mainMenuItems.Length;
            }
            if (ButtonJustPressed(Buttons.DPadUp) ||
                GamePad.GetState(selectedIndex).ThumbSticks.Left.Y > 0.3f && ThumbstickJustTilted(false) ||
                GamePad.GetState(selectedIndex).ThumbSticks.Right.Y > 0.3f && ThumbstickJustTilted(true)) {
                currentMainMenuIndex = (currentMainMenuIndex + mainMenuItems.Length - 1) % mainMenuItems.Length;
            }
#else

            bool hitMenu = false;
            for (int i = 0; i < mainMenuItems.Length; i++) {
                MenuSelection z = mainMenuItems[i];
                MouseState currentMouseState = Mouse.GetState();

                if (currentMouseState.Y < z.GetMouseSelectionArea().Bottom
                    && currentMouseState.Y > z.GetMouseSelectionArea().Top
                    && currentMouseState.X < z.GetMouseSelectionArea().Right
                    && currentMouseState.X > z.GetMouseSelectionArea().Left) {
                    currentMainMenuIndex = i;
                    hitMenu = true;
                    break;
                }
            }
            if (!hitMenu) currentMainMenuIndex = -1;
#endif

            //When the mouse clicks, pick the selection.
            if (input.ButtonJustPressed(UserInput.MouseButton.Left) || ButtonJustPressed(Buttons.A) && currentMainMenuIndex != -1)
            {
                sfx_menuSelection.Play();
                string selection = mainMenuItems[currentMainMenuIndex].GetTitle();
                if (selection == "Play")
                {
                    mainMenuCue.Stop(AudioStopOptions.Immediate);
                    mainMenuSongStart = false;
                    level = new Level(Services, graphics);
                    if (!playedIntroduction)
                        playedIntroduction = true;
                    currentGameState = GameState.InGame;
                }
                else if (selection == "Instructions")
                {
                    currentGameState = GameState.Instructions;
                }
                else if (selection == "Exit")
                {
                    this.Exit();
                }
                else
                {
                    mainMenuCue.Stop(AudioStopOptions.Immediate);
                    mainMenuSongStart = false;
                    currentGameState = GameState.Credits;
                }
            }
        }
Esempio n. 18
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 public void Dispose()
 {
     level = null;
 }
Esempio n. 19
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        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {                
            // TODO: Add your update logic here
            if (input.KeyJustPressed(Keys.F11))
                graphics.ToggleFullScreen();

            if (PlayerIndexChosen && !GamePad.GetState((PlayerIndex)selectedIndex).IsConnected) {
                PlayerIndexChosen = false;
            }

            if (!PlayerIndexChosen) {
                for (int i = (int)PlayerIndex.One; i < (int)PlayerIndex.Four; i++) {
                    if (GamePad.GetState((PlayerIndex)i).Buttons.A == ButtonState.Pressed ||
                        GamePad.GetState((PlayerIndex)i).Buttons.B == ButtonState.Pressed ||
                        GamePad.GetState((PlayerIndex)i).Buttons.Back == ButtonState.Pressed ||
                        GamePad.GetState((PlayerIndex)i).Buttons.BigButton == ButtonState.Pressed ||
                        GamePad.GetState((PlayerIndex)i).Buttons.LeftShoulder == ButtonState.Pressed ||
                        GamePad.GetState((PlayerIndex)i).Buttons.LeftStick == ButtonState.Pressed ||
                        GamePad.GetState((PlayerIndex)i).Buttons.RightShoulder == ButtonState.Pressed ||
                        GamePad.GetState((PlayerIndex)i).Buttons.RightStick == ButtonState.Pressed ||
                        GamePad.GetState((PlayerIndex)i).Buttons.Start == ButtonState.Pressed ||
                        GamePad.GetState((PlayerIndex)i).Buttons.X == ButtonState.Pressed ||
                        GamePad.GetState((PlayerIndex)i).Buttons.Y == ButtonState.Pressed) {
                        selectedIndex = (PlayerIndex)i;
                        PlayerIndexChosen = true;
                        break;
                    }
                }
            }

            switch (currentGameState)
            {
                case GameState.MainMenu:
                    if (input.KeyJustPressed(Keys.Escape) || ButtonJustPressed(Buttons.Back))
                        this.Exit();                    

                    if(!mainMenuSongStart)
                    {
                        try
                        {
                            gameSongStart = false;
                            creditsSongStart = false;
                            mainMenuCue = soundBank.GetCue("KnowThyself");
                            mainMenuCue.Play();
                            mainMenuSongStart = true;
                        }
                        catch (InvalidOperationException e) { }
                    }
                     
                    ManageMainMenu();                   
                    break;

                case GameState.Instructions:
                    if (input.KeyJustPressed(Keys.Escape) || instructionsScreen.IsMouseSelectedAndClicked
                        || PressedAnything())
                    {
                        sfx_menuSelection.Play();
                        if (isPaused)
                        {
                            currentGameState = GameState.InGame;
                            instructionsScreen.ResetPosition();
                        }
                        else
                        {
                            currentGameState = GameState.MainMenu;
                            instructionsScreen.ResetPosition();
                        }
                    }
                    instructionsScreen.Update(gameTime);
                    break;

                case GameState.Credits:
                    if (input.KeyJustPressed(Keys.Escape) || creditsScreen.IsMouseSelectedAndClicked
                        || PressedAnything())
                    {
                        sfx_menuSelection.Play();
                        currentGameState = GameState.MainMenu;
                        creditsScreen.ResetPosition();
                        creditsCue.Stop(AudioStopOptions.Immediate);
                        creditsCue = soundBank.GetCue("Credits");
                    }
                    creditsScreen.Update(gameTime);
                    if (!creditsSongStart)
                    {
                        mainMenuSongStart = false;
                        gameSongStart = false;
                        creditsCue.Play();
                        creditsSongStart = true;
                    }
                    break;

                case GameState.InGame:
                      UpdateGame(gameTime);
                      if (level != null && level.GameEnded != 0)
                      {
                          MediaPlayer.Stop();
                          byte endGame = level.GameEnded;
                          level.Dispose();
                          level = null;
                          if (endGame == 1)
                          {
                              sfx_gameWin.Play();
                              currentGameState = GameState.GameClear;
                          }
                          else if (endGame == 2)
                          {
                              sfx_endGame.Play();
                              currentGameState = GameState.GameOver;
                          }
                    }                
                    if (!gameSongStart)
                    {
                        mainMenuSongStart = false;
                        creditsSongStart = false;
                        inGameCue = soundBank.GetCue("InGameMusic");
                        inGameCue.Play();
                        gameSongStart = true;
                    }

                    break;

                case GameState.GameClear:
                    if (input.KeyJustPressed(Keys.Escape) || gameCompleteScreen.IsMouseSelectedAndClicked2 || PressedAnything())
                    {
                        sfx_menuSelection.Play();
                        currentGameState = GameState.MainMenu;
                        gameCompleteScreen = new NotificationScroll(Content, input, "UI/dialog-backdrop", "You Have Won!");
                    }
                    else if (gameCompleteScreen.IsMouseSelectedAndClicked1)
                    {
                        sfx_menuSelection.Play();
                        level = new Level(Services, graphics);
                        currentGameState = GameState.InGame;
                        gameCompleteScreen = new NotificationScroll(Content, input, "UI/dialog-backdrop", "You Have Won!");
                    }
                    gameCompleteScreen.Update(gameTime);
                    break;

                case GameState.GameOver:
                    if (input.KeyJustPressed(Keys.Escape) || gameOverScreen.IsMouseSelectedAndClicked2 || PressedAnything())
                    {
                        sfx_menuSelection.Play();
                        currentGameState = GameState.MainMenu;
                        gameOverScreen = new NotificationScroll(Content, input, "UI/dialog-backdrop", "Game Over");
                    }
                    else if (gameOverScreen.IsMouseSelectedAndClicked1)
                    {
                        sfx_menuSelection.Play();
                        level = new Level(Services, graphics);
                        currentGameState = GameState.InGame;
                        gameOverScreen = new NotificationScroll(Content, input, "UI/dialog-backdrop", "Game Over");
                    }
                    gameOverScreen.Update(gameTime);
                    break;
                case GameState.Introduction:
                    if (input.KeyJustPressed(Keys.Escape) || input.KeyJustPressed(Keys.Space) || input.ButtonJustPressed(UserInput.MouseButton.Left)
                        || PressedAnything())
                    {
                        logoPosition = new Vector2(95, 39);
                        introTime = -1;
                    }

                    if (introTime <= 0)
                        currentGameState = GameState.MainMenu;
                    else
                    {
                        introTime -= gameTime.ElapsedGameTime.TotalSeconds;
                        //System.Diagnostics.Debug.WriteLine("Current Time Remaining: " + introTime);

                        //Increase visibility of buttons.
                        fadeTimer -= gameTime.ElapsedGameTime.TotalSeconds;
                        if (fadeTimer < 0)
                        {
                            alphaValue += fadeIncrement;
                        }

                        //Scroll up sky background
                        if (skyPosition.Y >= 0)
                            skyPosition -= new Vector2(0, 10);

                        //Move ground position.
                        if (groundPosition.Y >= -768)
                            groundPosition -= new Vector2(0, 5);
                        if(groundPosition.Y < 300)
                            groundPosition -= new Vector2(0, 1);

                        //Move mountains.
                        if (mountainsPosition.Y >= -768)
                            mountainsPosition -= new Vector2(0, 5);
                        
                        //Sea position.
                        if (seaPosition.Y >= -768)
                            seaPosition -= new Vector2(0, 5);
                        
                        //Move volcano.
                        if (volcanoPosition.Y >= -768)
                            volcanoPosition -= new Vector2(0, 5);

                        //Move forest into position.
                        if (forest1Position.Y < 768)
                            forest1Position += new Vector2(0, 5);
                        if (forest2Position.Y < 768)
                            forest2Position += new Vector2(0, 5);
                        if (forest3Position.Y < 768)
                            forest3Position += new Vector2(0, 5);
                        if (forest4Position.Y < 768)
                            forest4Position += new Vector2(0, 5);

                        //Move clouds into position.
                        if (cloud1Position.Y < 768)
                            cloud1Position += new Vector2(0, 4);
                        if (cloud2Position.Y < 768)
                            cloud2Position += new Vector2(0, 4);
                        if (cloud3Position.Y < 768)
                            cloud3Position += new Vector2(0, 4);
                        if (cloud4Position.Y < 768)
                            cloud4Position += new Vector2(0, 4);

                        //Logo position.
                        if (logoPosition.Y < 39)
                            logoPosition += new Vector2(0, 1);
                        else
                            logoPosition = new Vector2(95, 39);
                    }

                    if (!mainMenuSongStart)
                    {
                        try
                        {
                            gameSongStart = false;
                            creditsSongStart = false;
                            mainMenuCue.Play();
                            mainMenuSongStart = true;
                        }
                        catch (InvalidOperationException e) { }
                    }
                    break;
            }

            input.Update(gameTime);
            
            base.Update(gameTime);
            prevGamePadState = GamePad.GetState(selectedIndex);
        }
Esempio n. 20
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 public static Element GetElement(Element.Type type, Level level, int slot)
 {
     Element element = new Element(type, level, slot);
     element.currHolder = Holder.Board;
     if (GetElementPermission(level.Score.Prestige) < element.GetElementTier()) element.Destroy();
     if (OnBuild != null)
         OnBuild(element);
     return element;
 }
Esempio n. 21
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 public void Dispose()
 {
     m_Level = null;
 }
Esempio n. 22
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 public ElementGenerator(Vector2 a_Position, Level a_Level, Element.Type a_Type)
 {
     m_Level = a_Level;
     m_Position = a_Position;
     m_Type = a_Type;
 }
Esempio n. 23
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 public void Dispose()
 {
     Task.OnCreate -= NewTask;
     m_level = null;
 }
Esempio n. 24
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 public void Dispose()
 {
     m_Level = null;
     currElement.OnDrop -= Element_OnDrop;
     currElement = null;
 }
Esempio n. 25
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 public void LoadContent(Level a_Level, int slot)
 {
     if (m_tBackground == null)
     {
         m_tBackground = a_Level.Content.Load<Texture2D>("UI/mat");
     }
     m_btnCast = new UIButton(m_Position + new Vector2(220, 24), m_Level.Content, UIButton.Button.castButton, true, slot);
     m_btnCast.OnClick += Button_OnClick;
     m_btnClear = new UIButton(m_Position + new Vector2(220, 72), m_Level.Content, UIButton.Button.clearButton, true, slot);
     m_btnClear.OnClick += Button_OnClick;
     a_Level.Add(m_btnCast);
     a_Level.Add(m_btnClear);
     if (m_btnCastAll == null)
     {
         m_btnCastAll = new UIButton(new Vector2(516, 695), m_Level.Content, UIButton.Button.castallButton, true, -1);
         m_btnClearAll = new UIButton(new Vector2(280, 695), m_Level.Content, UIButton.Button.clearallButton, true, -1);
         a_Level.Add(m_btnCastAll);
         a_Level.Add(m_btnClearAll);
     }
     m_btnCastAll.OnClick += Button_OnClick;
     m_btnClearAll.OnClick += Button_OnClick;
 }
Esempio n. 26
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        private void UpdateGame(GameTime gameTime)
        {
            if (input.KeyJustPressed(Keys.Escape) || ButtonJustPressed(Buttons.Back) || ButtonJustPressed(Buttons.Start))
                IsPaused = !IsPaused;

            if (isPaused)
            {
                //Find out where the mouse currently is at, change selection accordingly

#if !WINDOWS
                if (currentPauseMenuIndex == -1) currentPauseMenuIndex = 0;
                if (ButtonJustPressed(Buttons.DPadDown) ||
                    GamePad.GetState(selectedIndex).ThumbSticks.Left.Y < -0.3f && ThumbstickJustTilted(false) ||
                    GamePad.GetState(selectedIndex).ThumbSticks.Right.Y < -0.3f && ThumbstickJustTilted(true)) {
                        currentPauseMenuIndex = (currentPauseMenuIndex + 1) % pauseMenuItems.Length;
                }
                if (ButtonJustPressed(Buttons.DPadUp) ||
                    GamePad.GetState(selectedIndex).ThumbSticks.Left.Y > 0.3f && ThumbstickJustTilted(false) ||
                    GamePad.GetState(selectedIndex).ThumbSticks.Right.Y > 0.3f && ThumbstickJustTilted(true)) {
                        currentPauseMenuIndex = (currentPauseMenuIndex + pauseMenuItems.Length - 1) % pauseMenuItems.Length;
                }
#else


                bool hitMenu = false;
                for (int i = 0; i < pauseMenuItems.Length; i++)
                {
                    MenuSelection z = pauseMenuItems[i];
                    MouseState currentMouseState = Mouse.GetState();

                    if (currentMouseState.Y < z.GetMouseSelectionArea().Bottom
                        && currentMouseState.Y > z.GetMouseSelectionArea().Top
                        && currentMouseState.X < z.GetMouseSelectionArea().Right
                        && currentMouseState.X > z.GetMouseSelectionArea().Left)
                    {
                        currentPauseMenuIndex = i;
                        hitMenu = true;
                    }
                }
                if (!hitMenu) currentPauseMenuIndex = -1;
#endif
                //When the mouse clicks, pick the selection.
                if ((input.ButtonJustPressed(UserInput.MouseButton.Left) || ButtonJustPressed(Buttons.A)) && currentPauseMenuIndex != -1)
                {
                    sfx_menuSelection.Play();
                    string selection = pauseMenuItems[currentPauseMenuIndex].GetTitle();
                    if (selection == "Resume Game")
                    {
                        IsPaused = false;
                    }
                    else if (selection == "Help")
                    {
                        currentGameState = GameState.Instructions;
                    }
                    else if (selection == "Return to Title")
                    {
                        level.Dispose();
                        level = null;
                        currentGameState = GameState.MainMenu;
                        IsPaused = false;
                        inGameCue.Stop(AudioStopOptions.Immediate);
                    }
                    else
                    {
                        this.Exit();
                    }
                }
            }
            else if (level.Score.NeedsAdvancedNotification)
            {
                if (input.ButtonJustPressed(UserInput.MouseButton.Left) || SageGame.PressedAnything())
                {
                    level.Score.SawAdvancedNotification = true;
                    level.Score.NeedsAdvancedNotification = false;
                    //System.Diagnostics.Debug.WriteLine("Stuff should now be not drawn");
                }
            }
            else
            {
                ManageUI(gameTime);
                if (level != null)
                {
                    level.Update(gameTime);
                }
            }
        }
Esempio n. 27
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 public void LoadContent(Level a_Level)
 {
     if (m_tarrBackgrounds == null)
     {
         m_tarrBackgrounds = new Texture2D[5];
         m_tarrBackgrounds[(int)State.ReallyDisabled] = a_Level.Content.Load<Texture2D>("Elements/element-card-dim2");
         m_tarrBackgrounds[(int)State.Activated] = a_Level.Content.Load<Texture2D>("Elements/element-card-lit");
         m_tarrBackgrounds[(int)State.Available] = a_Level.Content.Load<Texture2D>("Elements/element-card-normal");
         m_tarrBackgrounds[(int)State.Disabled] = a_Level.Content.Load<Texture2D>("Elements/element-card-dim1");
         m_tarrBackgrounds[(int)State.Disappear] = m_tarrBackgrounds[(int)State.Activated];
         m_Font = a_Level.Content.Load<SpriteFont>("UI/Lithos Pro Regular Element");
     }
     if (m_Type != Element.Type.Fizzle)
     {
         try
         {
             m_tIcon = a_Level.Content.Load<Texture2D>("Elements/symbols-card/" + m_Type.ToString().ToLower());
         }
         catch (ContentLoadException e)
         {
             m_tIcon = null;
         }
     }
 }
Esempio n. 28
0
        public static void MoveGameLoc(bool horiz, bool down, bool right, Level level) {
            if (!horiz) {
                if (down) {
                    gameSelectedIndex = (gameSelectedIndex + 4) % 12;
                } else {
                    gameSelectedIndex = (gameSelectedIndex + 8) % 12;
                }
            } else {
                if (right) {
                    gameSelectedIndex = (gameSelectedIndex + 1) % 4 + gameSelectedIndex / 4*4;
                } else {
                    gameSelectedIndex = (gameSelectedIndex + 3) % 4 + gameSelectedIndex / 4*4;
                }
            }
            if (gameSelectedIndex >= 8) {
                int index = gameSelectedIndex - 8;
                bool miss = false;
                if (index == 0 && !level.saveOne.active) {
                    miss = true;
                } else if (index == 1 && !level.saveTwo.active) {
                    miss = true;
                } else if (index == 2 && !level.saveFour.active) {
                    miss = true;
                } else if (index == 3 && !level.saveThree.active) {
                    miss = true;
                }
                while (miss) {
                    if (!horiz) {
                        if (down) {
                            gameSelectedIndex = (gameSelectedIndex + 4) % 12;
                        } else {
                            gameSelectedIndex = (gameSelectedIndex + 8) % 12;
                        }
                    } else {
                        if (right) {
                            gameSelectedIndex = (gameSelectedIndex + 1) % 4 + gameSelectedIndex / 4 * 4;
                        } else {
                            gameSelectedIndex = (gameSelectedIndex + 3) % 4 + gameSelectedIndex / 4 * 4;
                        }
                    }

                    if (gameSelectedIndex < 8) {
                        miss = false;
                    } else {
                        index = gameSelectedIndex - 8;

                        miss = false;
                        if (index == 0 && !level.saveOne.active) {
                            miss = true;
                        } else if (index == 1 && !level.saveTwo.active) {
                            miss = true;
                        } else if (index == 2 && !level.saveFour.active) {
                            miss = true;
                        } else if (index == 3 && !level.saveThree.active) {
                            miss = true;
                        }
                    }
                    
                }

            }
        }
Esempio n. 29
0
 public override void Dispose()
 {
     m_Level = null;
     UserInput.OnDoubleClick -= Mouse_OnDoubleClick;
     DropAreas = null;
     base.Dispose();
 }