getText() public method

public getText ( ) : string
return string
コード例 #1
0
ファイル: HubMenu.cs プロジェクト: theKyuu/GLhf
 public void startLevelClick(Button a_b)
 {
     Music.getInstance().stop();
     Game.getInstance().setState(new GameState(a_b.getText() + ".lvl"));
 }
コード例 #2
0
ファイル: DevelopmentState.cs プロジェクト: theKyuu/GLhf
        private void setLayer(Button a_button)
        {
            foreach (Button t_button in m_layerButtonList)
            {
                t_button.setState(Button.State.Normal);
            }

            m_currentLayer = int.Parse(a_button.getText()) - 1;
            a_button.setState(Button.State.Toggled);
        }
コード例 #3
0
ファイル: DevelopmentState.cs プロジェクト: theKyuu/GLhf
        private void selectAsset(Button a_button)
        {
            string t_newAsset = "";
            Vector2 t_assetPosition = m_worldMouse + new Vector2(-36, -36);

            if (a_button != null)
            {
                t_newAsset = a_button.getText();
                foreach (Button t_button in m_assetButtonList)
                {
                    t_button.setState(0);
                }
                a_button.setState(3);
            }

            switch (m_itemToCreate)
            {
                case State.Platform:
                    m_objectPreview = new Platform(t_assetPosition, "Images//Tile//Floor//" + t_newAsset, 0.000f);
                    break;
                case State.Wall:
                    m_objectPreview = new Wall(t_assetPosition, "Images//Tile//Wall//" + t_newAsset, 0.000f);
                    break;
                case State.Delete:
                    m_objectPreview = null;
                    break;
                case State.Guard:
                    m_objectPreview = new Guard(t_assetPosition, "Images//Sprite//Guard//guard_idle", m_worldMouse.X, true, 0.000f);
                    break;
                case State.Ladder:
                    m_objectPreview = new Ladder(t_assetPosition, "Images//Tile//Ladder//" + t_newAsset, 0.000f);
                    break;
                case State.None:
                    m_objectPreview = null;
                    break;
                case State.Player:
                    m_objectPreview = new Player(t_assetPosition, "Images//Sprite//Hero//hero_stand", 0.000f);
                    break;
                case State.SpotLight:
                    m_objectPreview = new SpotLight(t_assetPosition, "Images//LightCone//" + t_newAsset, 0.000f, 0.0f, false);
                    break;
                case State.Background:
                    m_objectPreview = new Environment(t_assetPosition, "Images//Background//" + t_newAsset, 0.000f);
                    break;
                case State.DuckHidingObject:
                    m_objectPreview = new DuckHideObject(t_assetPosition, "Images//Prop//DuckHide//" + t_newAsset, 0.000f);
                    break;
                case State.StandHidingObject:
                    m_objectPreview = new StandHideObject(t_assetPosition, "Images//Prop//StandHide//" + t_newAsset, 0.000f);
                    break;
                case State.GuardDog:
                    m_objectPreview = new GuardDog(t_assetPosition, "Images//Sprite//GuardDog//" + t_newAsset, m_worldMouse.X, m_worldMouse.X, 0.000f);
                    break;
                case State.LightSwitch:
                    m_objectPreview = new LampSwitch(t_assetPosition, "Images//Prop//Button//" + t_newAsset, 0.000f);
                    break;
                case State.CrossVent:
                    m_objectPreview = new CrossVentilation(t_assetPosition, "Images//Tile//Ventilation//Cross//" + t_newAsset, 0.000f);
                    break;
                case State.CornerVent:
                    m_objectPreview = new CornerVentilation(t_assetPosition, "Images//Tile//Ventilation//Corner//" + t_newAsset, 0.000f);
                    break;
                case State.StraVent:
                    m_objectPreview = new StraightVentilation(t_assetPosition, "Images//Tile//Ventilation//Straight//" + t_newAsset, 0.000f);
                    break;
                case State.TVent:
                    m_objectPreview = new TVentilation(t_assetPosition, "Images//Tile//Ventilation//TVent//" + t_newAsset, 0.000f);
                    break;
                case State.Ventrance:
                    m_objectPreview = new VentilationDrum(t_assetPosition, "Images//Tile//Ventilation//Drum//" + t_newAsset, 0.000f);
                    break;
                case State.Window:
                    m_objectPreview = new Window(t_assetPosition, "Images//Tile//Window//" + t_newAsset, 0.000f);
                    break;
                case State.Foreground:
                    m_objectPreview = new Foreground(t_assetPosition, "Images//Foregrounds//" + t_newAsset, 0.000f);
                    break;
                case State.CornerHang:
                    m_objectPreview = new CornerHang(t_assetPosition, "Images//Automagi//cornerthingy", 0.000f);
                    break;
                case State.Checkpoint:
                    m_objectPreview = new CheckPoint(t_assetPosition, "Images//Prop//Clutter//backdrop_door", 0.000f);
                    break;
                case State.Camera:
                    m_objectPreview = new GuardCamera(t_assetPosition, "Images//Sprite//Camera//camera", 0.200f, (float)(Math.PI * 0.5), (float)(Math.PI * 0.75), (float)(Math.PI * 0.25), false);
                    break;
                case State.Prop:
                    m_objectPreview = new Environment(t_assetPosition, "Images//Prop//Clutter//" + t_newAsset, 0.000f);
                    break;
                case State.Rope:
                    m_objectPreview = new Rope(t_assetPosition, "", 0.000f);
                    break;
                case State.Heart:
                    m_objectPreview = new ConsumableHeart(t_assetPosition, "Images//Prop//Consumables//shinyheart", 0.000f);
                    break;
                case State.Key:
                    m_objectPreview = new ConsumableKey(t_assetPosition, "Images//Automagi//derp_key", 0.000f);
                    break;
                case State.Objective:
                    m_objectPreview = new ConsumableGoal(t_assetPosition, "Images//Prop//Consumables//Objective//" + t_newAsset, 0.000f);
                    break;
                case State.Shadow:
                    m_objectPreview = new CoveringShadow(t_assetPosition, "Images//Foregrounds//Shadow//" + t_newAsset, 0.000f);
                    break;
                case State.EndVent:
                    m_objectPreview = new VentilationEnd(t_assetPosition, "Images//Tile//Ventilation//EndVent//" + t_newAsset, 0.000f);
                    break;
                case State.Parallax:
                    m_objectPreview = new ParallaxEnvironment(t_assetPosition, "Images//Background//Parallax//" + t_newAsset, 0.000f);
                    break;
                case State.LockedDoor:
                    m_objectPreview = new LockedDoor(t_assetPosition, "Images//Prop//SecurityDoor//door", 0.000f);
                    break;
                case State.FlickeringSign:
                    m_objectPreview = new FlickeringSign(t_assetPosition, "Images//Tile//Sign//" + t_newAsset, 0.000f);
                    break;
                case State.Consumable:
                    m_objectPreview = new Consumable(t_assetPosition, "Images//Prop//Consumables//" + t_newAsset, 0.000f);
                    break;
            }
        }
コード例 #4
0
ファイル: MainMenu.cs プロジェクト: Yuma-Shi/GLhf
 public void startLevelClick(Button a_b)
 {
     Game.getInstance().setState(new GameState(a_b.getText()));
 }
コード例 #5
0
ファイル: LoadAndSaveMenu.cs プロジェクト: melburn/GLhf
        public void saveProgressClick(Button a_b)
        {
            int t_index = 4;
            for (int i = 0; i < 3; ++i)
            {
                if (m_buttons.ElementAt(i) == a_b)
                {
                    t_index = i+1;
                }
            }

            if (!File.Exists("Content//levels//Slot "+t_index+".prog"))
            {
                m_newSaveName.getPosition().setGlobalX(a_b.getPosition().getGlobalX());
                m_newSaveName.getPosition().setGlobalY(a_b.getPosition().getGlobalY());
                m_newSaveName.setVisible(true);
                m_newSaveName.setText("Enter the name");
                m_newSaveName.setWrite(true);
                m_saveTo = "Slot "+(t_index)+".prog";
            }
            else
            {
                Serializer.getInstance().saveGame(Serializer.getInstance().getFileToStream(a_b.getText(), true), Game.getInstance().getProgress());
            }
        }
コード例 #6
0
ファイル: SettingsMenu.cs プロジェクト: melburn/GLhf
 private void awaitInput(Button a_button)
 {
     m_inputFeedback = new Text(new Vector2(Game.getInstance().getResolution().X / 2, 300), "Select input for: " + a_button.getText(), "VerdanaBold", Color.White, false);
     lockButtons(a_button);
 }