예제 #1
0
        /// <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)
        {
            KeyboardState keyboardState = Keyboard.GetState();
            MouseState    mouseState    = Mouse.GetState();

            player.GetCurrentLocation().Update(keyboardState, mouseState, camera);

            if (keyboardState.IsKeyDown(Keys.Escape) && !previousKeyboardState.IsKeyDown(Keys.Escape) && menuList.Count > 0)
            {
                menuList.RemoveAt(menuList.Count - 1);
            }

            for (int i = 0; i < menuList.Count; i++)
            {
                menuList[i].Update(mouseState);
            }

            time++;
            if (time > 2000)
            {
                time = 0;
            }
            previousKeyboardState = keyboardState;
            playerInfoBar.Update();
            base.Update(gameTime);
        }
예제 #2
0
        override public void Update(MouseState mouseState)
        {
            Rectangle topMenu = new Rectangle(container.X, container.Y, container.Width, 40);

            if (mouseState.LeftButton == ButtonState.Pressed && previousMouseState.LeftButton != ButtonState.Pressed && topMenu.Contains(mouseState.Position))
            {
                dragging = true;
            }

            if (dragging)
            {
                if (mouseState.LeftButton != ButtonState.Pressed)
                {
                    dragging = false;
                }
                else
                {
                    container.X += mouseState.X - previousMouseState.X;
                    container.Y += mouseState.Y - previousMouseState.Y;
                }
                for (int i = 0; i < inventoryItems.Count; i++)
                {
                    inventoryItems[i].SetLocation(new Vector2(container.X + 20 + ((i % 5) * 50), container.Y + 50 + ((i / 5) * 50)));
                }
            }

            if (!draggingItem)
            {
                selectedItem = null;
            }

            bool select = false;

            foreach (InventoryItem item in inventoryItems)
            {
                item.SetHovering(false, mouseState);
                if (item.GetHitBox().Contains(mouseState.Position))
                {
                    item.SetHovering(true, mouseState);
                    if (mouseState.LeftButton == ButtonState.Pressed && previousMouseState.LeftButton != ButtonState.Pressed)
                    {
                        selectedItem = item;
                        draggingItem = true;
                        select       = true;
                        break;
                    }
                    if (mouseState.RightButton == ButtonState.Pressed && previousMouseState.RightButton != ButtonState.Pressed)
                    {
                        selectedItem = item;
                        select       = true;
                        player.GetEquipmentMenu().Equip(item);
                        break;
                    }
                }
            }
            if (select)
            {
                RemoveFromInventory(selectedItem);
                if (!draggingItem)
                {
                    selectedItem = null;
                }
            }

            if (draggingItem)
            {
                selectedItem.SetLocation(new Vector2(mouseState.Position.X - 15, mouseState.Position.Y - 15));
                if (mouseState.LeftButton != ButtonState.Pressed)
                {
                    if (container.Contains(mouseState.Position))
                    {
                        AddToInventory(selectedItem.GetItem(), false, 0);
                    }
                    else
                    {
                        Item drop = selectedItem.GetItem();
                        drop.ResetPickUpCounter();
                        drop.SetLocation(player.location);
                        player.GetCurrentLocation().AddItem(drop);
                    }


                    selectedItem = null;
                    draggingItem = false;
                }
            }
            previousMouseState = mouseState;
        }