public CharacterViewer() : base(27, 20) { //DefaultShowLocation = StartupLocation.CenterScreen; //Fill(Color.White, Color.Black, 0, null); Title = (char)198 + "Character" + (char)198; TitleAlignment = HorizontalAlignment.Left; //SetTitle(" Characters ", HorizontalAlignment.Center, Color.Blue, Color.LightGray); CloseOnEscKey = true; UsePixelPositioning = true; // CHARACTER SCROLL _charScrollBar = new ScrollBar(Orientation.Vertical, 16) { Position = new Point(17, 1), Name = "ScrollBar", Maximum = Font.Rows - 16, Value = 0 }; _charScrollBar.ValueChanged += new EventHandler(_charScrollBar_ValueChanged); _charScrollBar.IsEnabled = Font.Rows > 16; // Add all controls Add(_charScrollBar); _closeButton = new Button(6, 1) { Text = "Ok", Position = new Point(19, 1) }; Add(_closeButton); _closeButton.Click += (sender, e) => { DialogResult = true; Hide(); }; // Effects highlightedEffect = new Recolor { Foreground = Color.Blue, Background = Color.DarkGray }; unhighlightEffect = new SadConsole.Effects.Fade() { FadeBackground = true, FadeForeground = true, DestinationForeground = new ColorGradient(highlightedEffect.Foreground, Color.White), DestinationBackground = new ColorGradient(highlightedEffect.Background, Color.Black), FadeDuration = 0.3d, RemoveOnFinished = true, UseCellBackground = false, UseCellForeground = false, CloneOnApply = true, Permanent = true }; Theme = SadConsole.Themes.Library.Default.WindowTheme.Clone(); Theme.BorderLineStyle = CellSurface.ConnectedLineThick; // The frame will have been drawn by the base class, so redraw and our close button will be put on top of it //Invalidate(); }
public MapConsole(int width, int height) : base(width, height) { // Create the map IMapCreationStrategy<Map> mapCreationStrategy = new RandomRoomsMapCreationStrategy<Map>(width, height, 100, 15, 4); map = Map.Create(mapCreationStrategy); mapData = new SadConsole.CellAppearance[width, height]; foreach (var cell in map.GetAllCells()) { if (cell.IsWalkable) { // Our local information about each map square mapData[cell.X, cell.Y] = new MapObjects.Floor(); // Copy the appearance we've defined for Floor or Wall or whatever, to the actual console data that is rendered mapData[cell.X, cell.Y].CopyAppearanceTo(this[cell.X, cell.Y]); } else { mapData[cell.X, cell.Y] = new MapObjects.Wall(); mapData[cell.X, cell.Y].CopyAppearanceTo(this[cell.X, cell.Y]); } } // Create map effects explored = new SadConsole.Effects.Recolor(); explored.Background = Color.White * 0.3f; explored.Foreground = Color.White * 0.3f; explored.Update(10d); // Trickery to force the fade to complete to the destination color. // Entities entities = new List<SadConsole.Game.GameObject>(); // Create the player player = new Entities.Player(); var tempCell = GetRandomEmptyCell(); player.Position = new Microsoft.Xna.Framework.Point(tempCell.X, tempCell.Y); player.RenderOffset = this.Position; entities.Add(player); // Create a hound GenerateHound(); GenerateHound(); GenerateHound(); // Initial view UpdatePlayerView(); // Keyboard setup SadConsole.Engine.Keyboard.RepeatDelay = 0.07f; SadConsole.Engine.Keyboard.InitialRepeatDelay = 0.1f; }
public CharacterViewer() : base(27, 20) { //DefaultShowLocation = StartupLocation.CenterScreen; //Fill(Color.White, Color.Black, 0, null); Title = (char)198 + "Character" + (char)198; TitleAlignment = System.Windows.HorizontalAlignment.Left; //SetTitle(" Characters ", System.Windows.HorizontalAlignment.Center, Color.Blue, Color.LightGray); CloseOnESC = true; UsePixelPositioning = true; // CHARACTER SCROLL _charScrollBar = ScrollBar.Create(System.Windows.Controls.Orientation.Vertical, 16); _charScrollBar.Position = new Point(17, 1); _charScrollBar.Name = "ScrollBar"; _charScrollBar.Maximum = textSurface.Font.Rows - 16; _charScrollBar.Value = 0; _charScrollBar.ValueChanged += new EventHandler(_charScrollBar_ValueChanged); _charScrollBar.IsEnabled = textSurface.Font.Rows > 16; // Add all controls this.Add(_charScrollBar); _closeButton = new Button(6) { Text = "Ok", Position = new Point(19, 1) }; Add(_closeButton); _closeButton.Click += (sender, e) => { DialogResult = true; Hide(); }; // Effects highlightedEffect = new Recolor(); highlightedEffect.Foreground = Color.Blue; highlightedEffect.Background = Color.DarkGray; unhighlightEffect = new SadConsole.Effects.Fade() { FadeBackground = true, FadeForeground = true, DestinationForeground = new ColorGradient(highlightedEffect.Foreground, Color.White), DestinationBackground = new ColorGradient(highlightedEffect.Background, Color.Black), FadeDuration = 0.3d, RemoveOnFinished = true, UseCellBackground = false, UseCellForeground = false, CloneOnApply = true, Permanent = true }; // The frame will have been drawn by the base class, so redraw and our close button will be put on top of it Redraw(); }
public CharacterViewer() : base(27, 20) { //DefaultShowLocation = StartupLocation.CenterScreen; //Fill(Color.White, Color.Black, 0, null); Title = (char)198 + "Character" + (char)198; TitleAlignment = HorizontalAlignment.Left; //SetTitle(" Characters ", HorizontalAlignment.Center, Color.Blue, Color.LightGray); CloseOnEscKey = true; UsePixelPositioning = true; // CHARACTER SCROLL _charScrollBar = new ScrollBar(Orientation.Vertical, 16) { Position = new Point(17, 1), Name = "ScrollBar", Maximum = Font.Rows - 16, Value = 0 }; _charScrollBar.ValueChanged += new EventHandler(_charScrollBar_ValueChanged); _charScrollBar.IsEnabled = Font.Rows > 16; // Add all controls Add(_charScrollBar); _closeButton = new Button(6, 1) { Text = "Ok", Position = new Point(19, 1) }; Add(_closeButton); _closeButton.Click += (sender, e) => { DialogResult = true; Hide(); }; // Effects highlightedEffect = new Recolor { Foreground = Color.Blue, Background = Color.DarkGray }; unhighlightEffect = new SadConsole.Effects.Fade() { FadeBackground = true, FadeForeground = true, DestinationForeground = new ColorGradient(highlightedEffect.Foreground, Color.White), DestinationBackground = new ColorGradient(highlightedEffect.Background, Color.Black), FadeDuration = 0.3d, RemoveOnFinished = true, UseCellBackground = false, UseCellForeground = false, CloneOnApply = true, Permanent = true }; Theme = SadConsole.Themes.Library.Default.WindowTheme.Clone(); Theme.BorderLineStyle = CellSurface.ConnectedLineThick; // The frame will have been drawn by the base class, so redraw and our close button will be put on top of it //Invalidate(); // Get the existing colors object var colors = SadConsole.Themes.Colors.CreateAnsi(); // Use a common background color var backgroundColor = Color.Black; // Assign the background color to both the hosts (console) and controls colors.ControlHostBack = backgroundColor; colors.ControlBack = backgroundColor; // Build other colors used by themes based on the background color colors.ControlBackLight = (backgroundColor * 1.3f).FillAlpha(); colors.ControlBackDark = (backgroundColor * 0.7f).FillAlpha(); // When a control is selected, a color indicates it. this is either some other color or a lighter color // the colors object also defines a palette of colors, we'll use this. colors.ControlBackSelected = colors.GrayDark; // Build the colors into theme objects for control appearance states colors.RebuildAppearances(); _characterSurface = new DrawingSurface(16, 16); _characterSurface.Position = new Point(1, 1); _characterSurface.OnDraw = (ds) => { ds.Surface.Effects.UpdateEffects(Global.GameTimeElapsedUpdate); if (hasDrawn) { return; } ds.Surface.Fill(Foreground, Background, 0); int charIndex = fontRowOffset * 16; for (int y = 0; y < 16; y++) { for (int x = 0; x < 16; x++) { ds.Surface.SetGlyph(x, y, charIndex); charIndex++; } } hasDrawn = true; }; _characterSurface.MouseMove += _characterSurface_MouseMove; _characterSurface.MouseButtonClicked += _characterSurface_MouseButtonClicked; _characterSurface.MouseExit += _characterSurface_MouseExit; Add(_characterSurface); ThemeColors = colors; IsDirty = true; }