Пример #1
0
 public SpellcraftingGUI(Mod mod)
 {
     this.mod    = mod;
     krpg        = (kRPG)mod;
     guiposition = delegate() { return(new Vector2((float)Main.screenWidth / 2f - 100f * Scale, 192f * Scale)); };
     glyphs[0]   = new GlyphSlot(delegate() { return(guiposition() + new Vector2(84f, 36f) * Scale); }, delegate() { return(Scale); }, GLYPHTYPE.STAR);
     glyphs[1]   = new GlyphSlot(delegate() { return(guiposition() + new Vector2(84f, 70f) * Scale); }, delegate() { return(Scale); }, GLYPHTYPE.CROSS);
     glyphs[2]   = new GlyphSlot(delegate() { return(guiposition() + new Vector2(84f, 106f) * Scale); }, delegate() { return(Scale); }, GLYPHTYPE.MOON);
     gui_elements.Add(this);
 }
Пример #2
0
 public SpellcraftingGUI(PlayerCharacter character, Mod mod)
 {
     this.character = character;
     this.mod       = mod;
     krpg           = (kRPG)mod;
     guiposition    = delegate() { return(new Vector2((float)Main.screenWidth / 2f - 100f * Scale, 192f * Scale)); };
     glyphs[0]      = new GlyphSlot(delegate() { return(guiposition() + new Vector2(84f, 36f) * Scale); }, delegate() { return(Scale); }, GLYPHTYPE.STAR, character);
     glyphs[1]      = new GlyphSlot(delegate() { return(guiposition() + new Vector2(84f, 70f) * Scale); }, delegate() { return(Scale); }, GLYPHTYPE.CROSS, character);
     glyphs[2]      = new GlyphSlot(delegate() { return(guiposition() + new Vector2(84f, 106f) * Scale); }, delegate() { return(Scale); }, GLYPHTYPE.MOON, character);
 }
Пример #3
0
        public LevelGUI(PlayerCharacter character, Mod mod) : base()
        {
            this.character = character;
            this.mod       = mod;
            krpg           = (kRPG)mod;

            statFlame = new Dictionary <STAT, StatFlame>();
            statFlame[STAT.RESILIENCE] = new StatFlame(mod, this, STAT.RESILIENCE, delegate() { return(Position[STAT.RESILIENCE]); }, GFX.flames[STAT.RESILIENCE]);
            statFlame[STAT.QUICKNESS]  = new StatFlame(mod, this, STAT.QUICKNESS, delegate() { return(Position[STAT.QUICKNESS]); }, GFX.flames[STAT.QUICKNESS]);
            statFlame[STAT.POTENCY]    = new StatFlame(mod, this, STAT.POTENCY, delegate() { return(Position[STAT.POTENCY]); }, GFX.flames[STAT.POTENCY]);
        }
Пример #4
0
        public AnvilGUI(Mod mod, PlayerCharacter character) : base()
        {
            this.character = character;
            this.mod       = mod;
            krpg           = (kRPG)mod;

            AddButton(delegate() { return(new Rectangle((int)BtnCancelPos.X, (int)BtnCancelPos.Y, (int)(GFX.BTN_WIDTH * scale), (int)(GFX.BTN_HEIGHT * scale))); }, delegate(Player player)
            {
                Main.PlaySound(SoundID.MenuTick);
                CloseGUI();
            });
            AddButton(delegate() { return(new Rectangle((int)BtnExperiencePos.X, (int)BtnExperiencePos.Y, 48, 48)); }, delegate(Player player)
            {
                guardianCrown = !guardianCrown;
            });
            AddButton(delegate() { return(new Rectangle((int)BtnPermanencePos.X, (int)BtnPermanencePos.Y, 48, 48)); }, delegate(Player player)
            {
                if (!permanenceCrown && character.permanence > 0)
                {
                    permanenceCrown = true;
                }
                else
                {
                    permanenceCrown = false;
                }
            });
            AddButton(delegate() { return(new Rectangle((int)BtnTranscendencePos.X, (int)BtnTranscendencePos.Y, 48, 48)); }, delegate(Player player)
            {
                if (!transcendenceCrown && character.transcendence > 0)
                {
                    transcendenceCrown = true;
                }
                else
                {
                    transcendenceCrown = false;
                }
            });
        }
Пример #5
0
        public StatusBar(PlayerCharacter character, Mod mod) : base()
        {
            this.character = character;
            this.mod       = mod;
            krpg           = (kRPG)mod;

            bar_life_origin = new Vector2(278f, 50f);
            bar_mana_origin = new Vector2(254f, 92f);
            bar_xp_origin   = new Vector2(370f, 122f);
            bubbles_origin  = new Vector2(284, 134);

            AddButton(delegate() { return(new Rectangle((int)(points_origin.X), (int)(points_origin.Y), (int)(GFX.unspentPoints.Width * Scale), (int)(GFX.unspentPoints.Height * Scale))); }, delegate(Player player)
            {
                character.CloseGUIs();
                Main.PlaySound(SoundID.MenuTick);
                character.levelGUI.guiActive = player.GetModPlayer <PlayerCharacter>(mod).UnspentPoints() && !Main.playerInventory;
            }, delegate(Player player, SpriteBatch spriteBatch)
            {
                Main.LocalPlayer.mouseInterface = true;
                string s = Main.player[Main.myPlayer].GetModPlayer <PlayerCharacter>(mod).UnspentPoints() ? "Click here to allocate stat points" : "You have no unspent stat points";
                Main.instance.MouseText(s);
            });
        }
Пример #6
0
 public AbilitiesGUI(PlayerCharacter character, Mod mod) : base()
 {
     this.character = character;
     this.mod       = mod;
     krpg           = (kRPG)mod;
 }