private void Initialize() { _graphic = new BeadGraphic(); _requiredComponents = new List<Component>(); _requiredComponents.Add(_inventoryItem); _requiredComponents.Add(_graphic); }
private void Initialize() { _graphic = new BeadGraphic(Color.Black, Color.Black, 4); _requiredComponents = new List<Component>(); _requiredComponents.Add(_graphic); _requiredComponents.Add(new Window()); // TODO: Fix this _requiredComponents.Add(new InventoryItem(0)); }
private void Initialize() { _positions = new MultiplePositions(); _graphic = new BeadGraphic(); _window = new Window(Color.Black); _freeSpots = new List<GridPoint>(); _requiredComponents = new List<Component>(); _requiredComponents.Add(_positions); _requiredComponents.Add(_graphic); _requiredComponents.Add(_window); }
public void DrawBeadGraphic(int x, int y, BeadGraphic beadGraphic) { PS.BeadColor(x, y, beadGraphic.Color); PS.BeadAlpha(x, y, Convert.ToInt32(beadGraphic.Alpha * 100)); PS.BeadShow(x, y, beadGraphic.Show); PS.BeadBorderColor(x, y, beadGraphic.BorderColor); PS.BeadBorderWidth(x, y, beadGraphic.BorderWidth); PS.BeadBorderAlpha(x, y, beadGraphic.BorderAlpha); PS.BeadGlyph(x, y, beadGraphic.Glyph); PS.BeadGlyphColor(x, y, beadGraphic.GlyphColor); PS.BeadFlash(x, y, beadGraphic.Flash); PS.BeadFlashColor(x, y, beadGraphic.FlashColor); }
/// <summary> /// Any game initialization logic goes here. /// </summary> public override void Init() { Singleton<GameState>.Instance.Initialize(32, 32); PS.GridBGColor(Color.Black); PS.StatusColor(Color.White); PS.GridSize(GameState.GridHeight, GameState.GridWidth); //new Entity("Glow", new LightSource(20, new Color(255, 255, 150), 1.0), 7, 7); //new Entity("Glow", new LightSource(20, new Color(255, 150, 255), 1.0), 23, 23); //new Entity("Glow", new LightSource(20, new Color(150, 255, 255), 1.0), 7, 23); //new Entity("Glow", new LightSource(20, new Color(255, 200, 200), 1.0), 23, 7); var playerGraphic = new BeadGraphic(new Color(200, 100, 100), new Color(100, 50, 50), 2); playerGraphic.Glyph = ' '; var playerComps = new List<Component> { playerGraphic, new Mob(), new Obstacle(), new Position(15, 15) }; var player = new Entity("Player", playerComps); Singleton<GameState>.Instance.SetPlayer(player); GameState.DrawMap(); }
private void Initialize() { _optionalComponents = new List<Component>(); _requiredComponents = new List<Component>(); _graphic = new BeadGraphic(); _position = new Position(); _button = new MenuButton(); _buttonGraphic = new ButtonGraphic(_graphic); _requiredComponents.Add(_graphic); _requiredComponents.Add(_buttonGraphic); _requiredComponents.Add(_position); _requiredComponents.Add(_button); }
public static void Start(string name, ButtonType type, BeadGraphic baseGraphic, Color pressedColor, Action<bool> callback) { Singleton<ButtonBuilder>.Instance.StartButton(name, type, baseGraphic, pressedColor, callback); }
private void StartButton(string name, ButtonType type, BeadGraphic baseGraphic, Color pressedColor, Action<bool> callback) { Initialize(); _name = name; _graphic = baseGraphic; _button.Callback = callback; _button.Type = type; _buttonGraphic = new ButtonGraphic(baseGraphic, pressedColor); switch (type) { case (ButtonType.Build): _position.Coords = GetBuildCoords(); break; } }
private void StartInventory(string name, BeadGraphic graphic) { _name = name; _graphic = graphic; }
public static void Start(string name, BeadGraphic graphic) { Singleton<InventoryEntryBuilder>.Instance.StartInventory(name, graphic); }
private void Initialize() { _requiredComponents = new List<Component>(); _optionalComponents = new List<Component>(); _graphic = new BeadGraphic(Color.Black); _tile = new Tile(""); _requiredComponents.Add(_graphic); _requiredComponents.Add(_tile); _requiredComponents.Add(new MultiplePositions()); }
public override void Initialize() { var bgGraphic = new BeadGraphic(Color.Black); var bgPositions = new MultiplePositions(); for (var i = 0; i < _width; i++) { for (var j = 0; j < _height; j++) { bgPositions.AddPosition(_start.X + i, _start.Y + j); } } var bg = new Window(); var bgComps = new List<Component> { bgPositions, bgGraphic, bg }; new Entity("Menu Background", bgComps); }
private BeadGraphic CounterGraphic(char num, Color glyphColor, Color bgColor) { var graphic = new BeadGraphic(bgColor); graphic.GlyphColor = glyphColor; graphic.Glyph = num; return graphic; }
public static void DrawBeadGraphic(int x, int y, BeadGraphic graphic) { Singleton<DrawSystem>.Instance.DrawBeadGraphic(x, y, graphic); }
/// <summary> /// Adds a graphic to the window /// </summary> /// <param name="graphic">Graphic to be added</param> /// <param name="x">Horizontal offset relative to drawable space inside of window (starts inside buffer)</param> /// <param name="y">Vertical offset as above</param> private void AddGraphic(BeadGraphic graphic, int x = 0, int y = 0) { var pos = new RelativePosition(_position, x, y); new Entity(_name, new Component[] { pos, _graphic }); // TODO: add a case for figuring out the next available spot if x and y are taken }