public PlayerPreviewView(GameScreen screen, Player player) : base(screen) { this.player = player; Position = new Vector2(140, 10); LoadContent(); }
public CommandSelectView(GameScreen screen, PlayerView playerView) : base(screen) { this.playerView = playerView; selectedIndex = 0; LoadContent(); }
public CommandSerifView(GameScreen screen, Command command, CharacterView characterView) : base(screen) { this.command = command; this.characterView = characterView; LoadContent(); }
public CharacterView(Character character, Vector2 position, GameScreen screen) : base(screen, position) { this.character = character; characterPosition = Vector2.Zero; statusVisible = false; }
public JobPreviewView(GameScreen screen, Player player) : base(screen) { this.player = player; this.job = player.Job; Position = new Vector2(15, 57); LoadContent(); }
public View(GameScreen screen, Vector2 position) { this.screen = screen; this.position = position; this.visible = true; effects = new List<Effect>(); }
public JobCharacterView(Character character, GameScreen screen, Vector2 position, bool isMirrorTexture) : base(character, position, screen) { mirroring = isMirrorTexture ? SpriteEffects.FlipHorizontally : SpriteEffects.None; LoadContent(); Character.JobChanged += (sender, args) => LoadJobTexture(); }
/// <summary> /// The constructor is private: loading screens should /// be activated via the static Load method instead. /// </summary> private LoadingScreen(ScreenManager screenManager, bool loadingIsSlow, GameScreen[] screensToLoad) : base("Loading") { this.loadingIsSlow = loadingIsSlow; this.screensToLoad = screensToLoad; TransitionOnTime = TimeSpan.FromSeconds(0.5); }
public CommandEffectView(GameScreen screen, Command command, CharacterView characterView) : base(screen) { this.command = command; this.characterView = characterView; int diff = (command.Target is Player) ? 10 : -10; characterView.CharacterPosition = new Vector2(diff, 0); elapsed = 0; active = true; }
public PlayerView(Player player, GameScreen screen, Vector2 position) : base(player, position, screen) { fieldView = new FieldPlayerView(player, screen, position); battleView = new BattlePlayerView(player, screen, position); fieldView.TransformEnd += onTransformEnd; CurrentView = fieldView; player.Died += onDied; }
public JobTreeItemView(GameScreen screen, Job job, int row, int col) : base(screen) { this.job = job; this.row = row; this.col = col; Position = new Vector2(140 + col * 90, 57 + row * 20); LoadContent(); selected = false; active = false; }
public JobTreeView(GameScreen screen, List<Job> jobs) : base(screen) { items = new JobTreeItemView[jobs.Count/COLS+1, COLS]; itemsForJob = new Dictionary<Job, JobTreeItemView>(); int i = 0; for (int row = 0; row < items.GetLength(0); row++) { for (int col = 0; col < items.GetLength(1); col++) { items[row, col] = itemsForJob[jobs[i]] = new JobTreeItemView(Screen, jobs[i], row, col); if (++i >= jobs.Count) goto END_CREAETE_ITEM; } } END_CREAETE_ITEM: ; }
public CommandTargetSelectView(GameScreen screen, List<PlayerView> players, List<EnemyView> enemies) : base(screen) { this.players = new List<CharacterView>(); foreach (CharacterView view in players) { this.players.Add(view); } this.enemies = new List<CharacterView>(); foreach (CharacterView view in enemies) { this.enemies.Add(view); } selectedParty = Party.Enemies; selectedIndex = enemies.Count - 1; SelectNext(); LoadContent(); }
public View(GameScreen screen) : this(screen, Vector2.Zero) { }
public ForwardArrowView(GameScreen screen) : base(screen) { LoadContent(); }
public EnemyView(Enemy enemy, GameScreen screen, Vector2 position) : base(enemy, screen, position, false) { }
/// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); }
public JobSelectView(GameScreen screen) : base(screen) { LoadContent(); }
/// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); }
public BattlePlayerView(Player player, GameScreen screen, Vector2 position) : base(player, screen, position, true) { player.JobMaster += onJobMaster; }
public CharacterSelectView(GameScreen screen) : base(screen) { ClearSelection(); LoadContent(); }
public FieldPlayerView(Player player, GameScreen screen, Vector2 position) : base(player, position, screen) { LoadContent(); }