コード例 #1
0
ファイル: Menu.cs プロジェクト: trigger-death/ZeldaOracle
 //-----------------------------------------------------------------------------
 // Constructors
 //-----------------------------------------------------------------------------
 public Menu(GameManager gameManager)
 {
     this.gameManager = gameManager;
     this.backgroundSprite = null;
     this.currentSlotGroup = null;
     this.slotGroups = new List<SlotGroup>();
     this.drawHUD = false;
 }
コード例 #2
0
ファイル: Slot.cs プロジェクト: trigger-death/ZeldaOracle
 //-----------------------------------------------------------------------------
 // Constructor
 //-----------------------------------------------------------------------------
 public Slot(SlotGroup group, Point2I position, int width)
 {
     this.group			= group;
     this.position		= position;
     this.width			= width;
     this.connections	= new ISlotConnection[4];
     this.item			= null;
     this.disabled		= false;
 }
コード例 #3
0
        //-----------------------------------------------------------------------------
        // Constructors
        //-----------------------------------------------------------------------------

        public MenuEssences(GameManager gameManager)
            : base(gameManager)
        {
            this.backgroundSprite = Resources.GetImage("UI/menu_essences_a");

            SlotGroup group1 = new SlotGroup();
            SlotGroup group2 = new SlotGroup();

            currentSlotGroup = group1;
            this.slotGroups.Add(group1);
            this.slotGroups.Add(group2);

            Point2I[] essencePoints = new Point2I[] {
                new Point2I(32, 16),
                new Point2I(56, 16),
                new Point2I(72, 32),
                new Point2I(72, 56),
                new Point2I(56, 72),
                new Point2I(32, 72),
                new Point2I(16, 56),
                new Point2I(16, 32)
            };

            for (int i = 0; i < 8; i++)
            {
                group1.AddSlot(essencePoints[i], 16);
            }

            for (int i = 0; i < 8; i++)
            {
                group1.GetSlotAt(i).SetConnection(Directions.Up, group1.GetSlotAt((i + 7) % 8));
                group1.GetSlotAt(i).SetConnection(Directions.Down, group1.GetSlotAt((i + 1) % 8));
                group1.GetSlotAt(i).SetConnection(Directions.Left, group2);
                group1.GetSlotAt(i).SetConnection(Directions.Right, group2);
            }

            //group2.AddSlot(new Point2I(112, 8), 32);
            //group2.AddSlot(new Point2I(112, 56), 32);


            group2.AddSlot(new Point2I(112, 32), 32);
            group2.GetSlotAt(0).SlotItem = new CustomSlotItem("Pieces of Heart", "4 more makes a Heart Container.", null);

            group2.AddSlot(new Point2I(112, 80), 32);
            group2.GetSlotAt(1).SlotItem = new CustomSlotItem("Save Screen", "Go to the Save Screen.", GameData.SPR_HUD_SAVE_BUTTON);

            for (int i = 0; i < 2; i++)
            {
                group2.GetSlotAt(i).SetConnection(Directions.Up, group2.GetSlotAt((i + 1) % 2));
                group2.GetSlotAt(i).SetConnection(Directions.Down, group2.GetSlotAt((i + 1) % 2));
                group2.GetSlotAt(i).SetConnection(Directions.Left, group1);
                group2.GetSlotAt(i).SetConnection(Directions.Right, group1);
            }
        }
コード例 #4
0
        //-----------------------------------------------------------------------------
        // Constructors
        //-----------------------------------------------------------------------------
        public MenuSecondaryItems(GameManager gameManager)
            : base(gameManager)
        {
            this.backgroundSprite = Resources.GetImage("UI/menu_key_items_a");

            SlotGroup group = new SlotGroup();
            currentSlotGroup = group;
            this.slotGroups.Add(group);
            Slot[,] slots = new Slot[5, 4];
            Slot ringBagSlot = null;

            Point2I gridSize = new Point2I(5, 4);

            for (int y = 0; y < gridSize.Y; y++) {
                for (int x = 0; x < gridSize.X; x++) {
                    if (y == gridSize.Y - 1) {
                        if (x == 0)
                            ringBagSlot = group.AddSlot(new Point2I(12, 80), 16);
                        slots[x, y] = group.AddSlot(new Point2I(32 + 24 * x, 80), 16);
                    }
                    else {
                        slots[x, y] = group.AddSlot(new Point2I(24 + 24 * x, 8 + 24 * y), (x == (gridSize.X - 1) ? 24 : 16));
                        group.GetSlotAt(group.NumSlots - 1);
                    }
                }
            }
            for (int y = 0; y < gridSize.Y; y++) {
                for (int x = 0; x < gridSize.X; x++) {
                    if (x == 0 && y == gridSize.Y - 1)
                        slots[x, y].SetConnection(Directions.Left, ringBagSlot);
                    else if (x == 0)
                        slots[x, y].SetConnection(Directions.Left, slots[gridSize.X - 1, (y + gridSize.Y - 1) % gridSize.Y]);
                    else
                        slots[x, y].SetConnection(Directions.Left, slots[x - 1, y]);

                    if (x == gridSize.X - 1 && y == gridSize.Y - 2)
                        slots[x, y].SetConnection(Directions.Right, ringBagSlot);
                    else if (x == gridSize.X - 1)
                        slots[x, y].SetConnection(Directions.Right, slots[0, (y + 1) % gridSize.Y]);
                    else
                        slots[x, y].SetConnection(Directions.Right, slots[x + 1, y]);

                    slots[x, y].SetConnection(Directions.Up, slots[x, (y + gridSize.Y - 1) % gridSize.Y]);
                    slots[x, y].SetConnection(Directions.Down, slots[x, (y + 1) % gridSize.Y]);
                }
            }

            ringBagSlot.SetConnection(Directions.Left, slots[gridSize.X - 1, gridSize.Y - 2]);
            ringBagSlot.SetConnection(Directions.Right, slots[0, gridSize.Y - 1]);
            ringBagSlot.SetConnection(Directions.Up, slots[0, gridSize.Y - 2]);
            ringBagSlot.SetConnection(Directions.Down, slots[0, 0]);
        }
コード例 #5
0
ファイル: MenuWeapons.cs プロジェクト: radtek/ZeldaOracle
        //-----------------------------------------------------------------------------
        // Constructors
        //-----------------------------------------------------------------------------

        public MenuWeapons(GameManager gameManager)
            : base(gameManager)
        {
            this.backgroundSprite = Resources.GetImage("UI/menu_weapons_a");

            this.ammoSlot           = 0;
            this.ammoMenuSize       = new Point2I(16, 8);
            this.ammoSlotGroup      = null;
            this.oldEquippedWeapons = new ItemWeapon[2];

            SlotGroup group = new SlotGroup();

            currentSlotGroup = group;
            this.slotGroups.Add(group);
            Slot[,] slots = new Slot[4, 4];

            Point2I gridSize = new Point2I(4, 4);

            for (int y = 0; y < gridSize.Y; y++)
            {
                for (int x = 0; x < gridSize.X; x++)
                {
                    slots[x, y] = group.AddSlot(new Point2I(24 + 32 * x, 8 + 24 * y), 24);
                }
            }
            for (int y = 0; y < gridSize.Y; y++)
            {
                for (int x = 0; x < gridSize.X; x++)
                {
                    if (x == 0)
                    {
                        slots[x, y].SetConnection(Directions.Left, slots[gridSize.X - 1, (y + gridSize.Y - 1) % gridSize.Y]);
                    }
                    else
                    {
                        slots[x, y].SetConnection(Directions.Left, slots[x - 1, y]);
                    }

                    if (x == gridSize.X - 1)
                    {
                        slots[x, y].SetConnection(Directions.Right, slots[0, (y + 1) % gridSize.Y]);
                    }
                    else
                    {
                        slots[x, y].SetConnection(Directions.Right, slots[x + 1, y]);
                    }

                    slots[x, y].SetConnection(Directions.Up, slots[x, (y + gridSize.Y - 1) % gridSize.Y]);
                    slots[x, y].SetConnection(Directions.Down, slots[x, (y + 1) % gridSize.Y]);
                }
            }
        }
コード例 #6
0
ファイル: MenuEssences.cs プロジェクト: dreamsxin/ZeldaOracle
        //-----------------------------------------------------------------------------
        // Constructors
        //-----------------------------------------------------------------------------
        public MenuEssences(GameManager gameManager)
            : base(gameManager)
        {
            this.backgroundSprite = Resources.GetImage("UI/menu_essences_a");

            SlotGroup group1 = new SlotGroup();
            SlotGroup group2 = new SlotGroup();
            currentSlotGroup = group1;
            this.slotGroups.Add(group1);
            this.slotGroups.Add(group2);

            Point2I[] essencePoints = new Point2I[]{
                new Point2I(32, 16),
                new Point2I(56, 16),
                new Point2I(72, 32),
                new Point2I(72, 56),
                new Point2I(56, 72),
                new Point2I(32, 72),
                new Point2I(16, 56),
                new Point2I(16, 32)
            };

            for (int i = 0; i < 8; i++) {
                group1.AddSlot(essencePoints[i], 16);
            }

            for (int i = 0; i < 8; i++) {
                group1.GetSlotAt(i).SetConnection(Directions.Up, group1.GetSlotAt((i + 7) % 8));
                group1.GetSlotAt(i).SetConnection(Directions.Down, group1.GetSlotAt((i + 1) % 8));
                group1.GetSlotAt(i).SetConnection(Directions.Left, group2);
                group1.GetSlotAt(i).SetConnection(Directions.Right, group2);
            }

            //group2.AddSlot(new Point2I(112, 8), 32);
            //group2.AddSlot(new Point2I(112, 56), 32);

            group2.AddSlot(new Point2I(112, 32), 32);
            group2.GetSlotAt(0).SlotItem = new CustomSlotItem("Pieces of Heart", "4 more makes a Heart Container.", null);

            group2.AddSlot(new Point2I(112, 80), 32);
            group2.GetSlotAt(1).SlotItem = new CustomSlotItem("Save Screen", "Go to the Save Screen.", GameData.SPR_HUD_SAVE_BUTTON);

            for (int i = 0; i < 2; i++) {
                group2.GetSlotAt(i).SetConnection(Directions.Up, group2.GetSlotAt((i + 1) % 2));
                group2.GetSlotAt(i).SetConnection(Directions.Down, group2.GetSlotAt((i + 1) % 2));
                group2.GetSlotAt(i).SetConnection(Directions.Left, group1);
                group2.GetSlotAt(i).SetConnection(Directions.Right, group1);
            }
        }
コード例 #7
0
        //-----------------------------------------------------------------------------
        // Constructors
        //-----------------------------------------------------------------------------
        public MenuWeapons(GameManager gameManager)
            : base(gameManager)
        {
            this.backgroundSprite	= Resources.GetImage("UI/menu_weapons_a");

            this.ammoSlot			= 0;
            this.ammoMenuSize		= new Point2I(16, 8);
            this.ammoSlotGroup		= null;
            this.oldEquippedWeapons		= new ItemWeapon[2];

            SlotGroup group = new SlotGroup();
            currentSlotGroup = group;
            this.slotGroups.Add(group);
            Slot[,] slots = new Slot[4, 4];

            Point2I gridSize = new Point2I(4, 4);

            for (int y = 0; y < gridSize.Y; y++) {
                for (int x = 0; x < gridSize.X; x++) {
                    slots[x, y] = group.AddSlot(new Point2I(24 + 32 * x, 8 + 24 * y), 24);
                }
            }
            for (int y = 0; y < gridSize.Y; y++) {
                for (int x = 0; x < gridSize.X; x++) {
                    if (x == 0)
                        slots[x, y].SetConnection(Directions.Left, slots[gridSize.X - 1, (y + gridSize.Y - 1) % gridSize.Y]);
                    else
                        slots[x, y].SetConnection(Directions.Left, slots[x - 1, y]);

                    if (x == gridSize.X - 1)
                        slots[x, y].SetConnection(Directions.Right, slots[0, (y + 1) % gridSize.Y]);
                    else
                        slots[x, y].SetConnection(Directions.Right, slots[x + 1, y]);

                    slots[x, y].SetConnection(Directions.Up, slots[x, (y + gridSize.Y - 1) % gridSize.Y]);
                    slots[x, y].SetConnection(Directions.Down, slots[x, (y + 1) % gridSize.Y]);
                }
            }
        }
コード例 #8
0
        public void NextSlot(int direction)
        {
            ISlotConnection connection = currentSlotGroup.CurrentSlot.GetConnectionAt(direction);

            if (connection != null)
            {
                if (connection is Slot)
                {
                    Slot slot = connection as Slot;
                    slot.Select();
                    if (slot.Disabled)
                    {
                        NextSlot(direction);
                        return;
                    }
                    AudioSystem.PlaySound(GameData.SOUND_MENU_CURSOR_MOVE);
                }
                else if (connection is SlotGroup)
                {
                    currentSlotGroup = (connection as SlotGroup);
                    AudioSystem.PlaySound(GameData.SOUND_MENU_CURSOR_MOVE);
                }
            }
        }
コード例 #9
0
ファイル: Menu.cs プロジェクト: trigger-death/ZeldaOracle
        public void NextSlot(int direction)
        {
            ISlotConnection connection = currentSlotGroup.CurrentSlot.GetConnectionAt(direction);

            if (connection != null) {
                if (connection is Slot) {
                    Slot slot = connection as Slot;
                    slot.Select();
                    if (slot.Disabled) {
                        NextSlot(direction);
                        return;
                    }
                    AudioSystem.PlaySound(GameData.SOUND_MENU_CURSOR_MOVE);
                }
                else if (connection is SlotGroup) {
                    currentSlotGroup = (connection as SlotGroup);
                    AudioSystem.PlaySound(GameData.SOUND_MENU_CURSOR_MOVE);
                }
            }
        }
コード例 #10
0
ファイル: Menu.cs プロジェクト: dreamsxin/ZeldaOracle
        public void NextSlot(int direction)
        {
            ISlotConnection connection = currentSlotGroup.CurrentSlot.GetConnectionAt(direction);

            if (connection != null) {
                if (connection is Slot) {
                    Slot slot = connection as Slot;
                    slot.Select();
                    if (slot.Disabled) {
                        NextSlot(direction);
                        return;
                    }
                    AudioSystem.PlaySound("UI/menu_cursor_move");
                }
                else if (connection is SlotGroup) {
                    currentSlotGroup = (connection as SlotGroup);
                    AudioSystem.PlaySound("UI/menu_cursor_move");
                }
            }
        }
コード例 #11
0
        //-----------------------------------------------------------------------------
        // Constructors
        //-----------------------------------------------------------------------------

        public MenuSecondaryItems(GameManager gameManager)
            : base(gameManager)
        {
            this.backgroundSprite = Resources.GetImage("UI/menu_key_items_a");

            SlotGroup group = new SlotGroup();

            currentSlotGroup = group;
            this.slotGroups.Add(group);
            Slot[,] slots = new Slot[5, 4];
            Slot ringBagSlot = null;


            Point2I gridSize = new Point2I(5, 4);

            for (int y = 0; y < gridSize.Y; y++)
            {
                for (int x = 0; x < gridSize.X; x++)
                {
                    if (y == gridSize.Y - 1)
                    {
                        if (x == 0)
                        {
                            ringBagSlot = group.AddSlot(new Point2I(12, 80), 16);
                        }
                        slots[x, y] = group.AddSlot(new Point2I(32 + 24 * x, 80), 16);
                    }
                    else
                    {
                        slots[x, y] = group.AddSlot(new Point2I(24 + 24 * x, 8 + 24 * y), (x == (gridSize.X - 1) ? 24 : 16));
                        group.GetSlotAt(group.NumSlots - 1);
                    }
                }
            }
            for (int y = 0; y < gridSize.Y; y++)
            {
                for (int x = 0; x < gridSize.X; x++)
                {
                    if (x == 0 && y == gridSize.Y - 1)
                    {
                        slots[x, y].SetConnection(Directions.Left, ringBagSlot);
                    }
                    else if (x == 0)
                    {
                        slots[x, y].SetConnection(Directions.Left, slots[gridSize.X - 1, (y + gridSize.Y - 1) % gridSize.Y]);
                    }
                    else
                    {
                        slots[x, y].SetConnection(Directions.Left, slots[x - 1, y]);
                    }

                    if (x == gridSize.X - 1 && y == gridSize.Y - 2)
                    {
                        slots[x, y].SetConnection(Directions.Right, ringBagSlot);
                    }
                    else if (x == gridSize.X - 1)
                    {
                        slots[x, y].SetConnection(Directions.Right, slots[0, (y + 1) % gridSize.Y]);
                    }
                    else
                    {
                        slots[x, y].SetConnection(Directions.Right, slots[x + 1, y]);
                    }

                    slots[x, y].SetConnection(Directions.Up, slots[x, (y + gridSize.Y - 1) % gridSize.Y]);
                    slots[x, y].SetConnection(Directions.Down, slots[x, (y + 1) % gridSize.Y]);
                }
            }

            ringBagSlot.SetConnection(Directions.Left, slots[gridSize.X - 1, gridSize.Y - 2]);
            ringBagSlot.SetConnection(Directions.Right, slots[0, gridSize.Y - 1]);
            ringBagSlot.SetConnection(Directions.Up, slots[0, gridSize.Y - 2]);
            ringBagSlot.SetConnection(Directions.Down, slots[0, 0]);
        }
コード例 #12
0
ファイル: MenuWeapons.cs プロジェクト: dreamsxin/ZeldaOracle
        //-----------------------------------------------------------------------------
        // Overridden methods
        //-----------------------------------------------------------------------------
        public override void Update()
        {
            base.Update();

            if (!inSubMenu) {
                // Equip weapons.
                if (Controls.A.IsPressed() || Controls.B.IsPressed()) {
                    int slot = (Controls.A.IsPressed() ? 0 : 1);
                    ItemWeapon selectedItem = slotGroups[0].CurrentSlot.SlotItem as ItemWeapon;
                    if (selectedItem != null && selectedItem.NumAmmos > 1) {
                        ammoMenuSize = new Point2I(16, 8);
                        ammoSlot = slot;
                        inSubMenu = true;
                        currentSlotGroup = null;
                        ammoSlotGroup = new SlotGroup();
                        List<Ammo> ammo = new List<Ammo>();

                        int currentAmmoIndex = 0;

                        for (int i = 0; i < selectedItem.NumAmmos; i++) {
                            if (selectedItem.GetAmmoAt(i).IsObtained) {
                                if (selectedItem.CurrentAmmo == i)
                                    currentAmmoIndex = ammo.Count;
                                ammo.Add(selectedItem.GetAmmoAt(i));
                            }
                        }

                        int start = (160 - (ammo.Count * 24 + 8)) / 2 + 8;
                        int y = (DrawAmmoMenuAtTop ? 20 : 60);
                        for (int i = 0; i < ammo.Count; i++) {
                            ammoSlotGroup.AddSlot(new Point2I(start + 24 * i, y), 16);
                            ammoSlotGroup.GetSlotAt(i).SlotItem = ammo[i];
                        }
                        for (int i = 0; i < ammo.Count; i++) {
                            ammoSlotGroup.GetSlotAt(i).SetConnection(Directions.Left, ammoSlotGroup.GetSlotAt((i + ammo.Count - 1) % ammo.Count));
                            ammoSlotGroup.GetSlotAt(i).SetConnection(Directions.Right, ammoSlotGroup.GetSlotAt((i + 1) % ammo.Count));
                        }
                        ammoSlotGroup.SetCurrentSlot(ammoSlotGroup.GetSlotAt(currentAmmoIndex));
                    }
                    else {
                        EquipWeapon(slot);
                    }
                }
            }
            else {
                Point2I maxSize = new Point2I(ammoSlotGroup.NumSlots * 24 + 8, 32);

                if (ammoMenuSize.X < maxSize.X) {
                    ammoMenuSize.X += 8;
                }
                else if (ammoMenuSize.Y < maxSize.Y) {
                    ammoMenuSize.Y += 4;
                    if (ammoMenuSize.Y == maxSize.Y) {
                        currentSlotGroup = ammoSlotGroup;
                        ResetDescription();
                    }
                }
                else if (Controls.A.IsPressed() || Controls.B.IsPressed() || Controls.Start.IsPressed()) {
                    Ammo selectedAmmo = ammoSlotGroup.CurrentSlot.SlotItem as Ammo;
                    ItemWeapon weapon = slotGroups[0].CurrentSlot.SlotItem as ItemWeapon;
                    for (int i = 0; i < weapon.NumAmmos; i++) {
                        if (weapon.GetAmmoAt(i) == selectedAmmo)
                            weapon.CurrentAmmo = i;
                    }
                    EquipWeapon(ammoSlot);
                    inSubMenu = false;
                    ammoSlotGroup = null;
                    currentSlotGroup = slotGroups[0];
                }
            }
        }
コード例 #13
0
ファイル: MenuWeapons.cs プロジェクト: radtek/ZeldaOracle
        public override void Update()
        {
            base.Update();

            if (!inSubMenu)
            {
                // Equip weapons.
                if (Controls.A.IsPressed() || Controls.B.IsPressed())
                {
                    int        slot         = (Controls.A.IsPressed() ? 0 : 1);
                    ItemWeapon selectedItem = slotGroups[0].CurrentSlot.SlotItem as ItemWeapon;

                    if (selectedItem != null && selectedItem.NumAmmos > 1)
                    {
                        ammoMenuSize     = new Point2I(16, 8);
                        ammoSlot         = slot;
                        inSubMenu        = true;
                        currentSlotGroup = null;
                        ammoSlotGroup    = new SlotGroup();
                        List <Ammo> ammo = new List <Ammo>();

                        int currentAmmoIndex = 0;

                        for (int i = 0; i < selectedItem.NumAmmos; i++)
                        {
                            if (selectedItem.GetAmmoAt(i).IsObtained)
                            {
                                if (selectedItem.CurrentAmmo == i)
                                {
                                    currentAmmoIndex = ammo.Count;
                                }
                                ammo.Add(selectedItem.GetAmmoAt(i));
                            }
                        }

                        int start = (160 - (ammo.Count * 24 + 8)) / 2 + 8;
                        int y     = (DrawAmmoMenuAtTop ? 20 : 60);
                        for (int i = 0; i < ammo.Count; i++)
                        {
                            ammoSlotGroup.AddSlot(new Point2I(start + 24 * i, y), 16);
                            ammoSlotGroup.GetSlotAt(i).SlotItem = ammo[i];
                        }
                        for (int i = 0; i < ammo.Count; i++)
                        {
                            ammoSlotGroup.GetSlotAt(i).SetConnection(Directions.Left, ammoSlotGroup.GetSlotAt((i + ammo.Count - 1) % ammo.Count));
                            ammoSlotGroup.GetSlotAt(i).SetConnection(Directions.Right, ammoSlotGroup.GetSlotAt((i + 1) % ammo.Count));
                        }
                        ammoSlotGroup.SetCurrentSlot(ammoSlotGroup.GetSlotAt(currentAmmoIndex));
                    }
                    else
                    {
                        EquipWeapon(slot);
                    }
                }
            }
            else
            {
                Point2I maxSize = new Point2I(ammoSlotGroup.NumSlots * 24 + 8, 32);

                if (ammoMenuSize.X < maxSize.X)
                {
                    ammoMenuSize.X += 8;
                }
                else if (ammoMenuSize.Y < maxSize.Y)
                {
                    ammoMenuSize.Y += 4;
                    if (ammoMenuSize.Y == maxSize.Y)
                    {
                        currentSlotGroup = ammoSlotGroup;
                        ResetDescription();
                    }
                }
                else if (Controls.A.IsPressed() || Controls.B.IsPressed() || Controls.Start.IsPressed())
                {
                    Ammo       selectedAmmo = ammoSlotGroup.CurrentSlot.SlotItem as Ammo;
                    ItemWeapon weapon       = slotGroups[0].CurrentSlot.SlotItem as ItemWeapon;
                    for (int i = 0; i < weapon.NumAmmos; i++)
                    {
                        if (weapon.GetAmmoAt(i) == selectedAmmo)
                        {
                            weapon.CurrentAmmo = i;
                        }
                    }
                    EquipWeapon(ammoSlot);
                    inSubMenu        = false;
                    ammoSlotGroup    = null;
                    currentSlotGroup = slotGroups[0];
                }
            }
        }