Пример #1
0
        public BattleScreen(MiGame game, MiTileEngine tileEngine)
            : base(game)
        {
            if (Instance == null)
            {
                flash = new MiAnimatingComponent(Game, 0, 0, 1280, 800, 0, 0, 0, 0);
                this.tileEngine = tileEngine;
                inputResponses[Controller.START] = Escaped;
                inputResponses[Controller.LEFT] = Lefted;
                inputResponses[Controller.RIGHT] = Righted;
                inputResponses[Controller.UP] = Upped;
                inputResponses[Controller.DOWN] = Downed;
                inputResponses[Controller.A] = Pressed;

                positions = new Dictionary<Character, Point>();

                cursor = new MiAnimatingComponent(game, 0, 0, 0, 0);
                cursor.Color = Color.Yellow;

                selectedValidMoves = new Dictionary<Point, int>();
                selectedAOE = new Dictionary<Point, int>();

                random = new Random();
            }
            else
            {
                throw new Exception("Battle Screen Already Initialized");
            }
        }
Пример #2
0
 public MiScreen(MiGame game)
     : base(game)
 {
     Enabled        = false;
     Visible        = false;
     inputResponses = new Dictionary <MiControl, MiScript>();
 }
Пример #3
0
 public MiTileEngine(MiGame game, int tileWidth, int tileHeight)
     : base(game)
 {
     this.tileWidth  = tileWidth;
     this.tileHeight = tileHeight;
     tiles           = new Dictionary <char, MiTileType>();
 }
Пример #4
0
 public InputHandler(MiGame game)
     : base(game)
 {
     oldState = Controller.GetState();
     holdTimer = new Dictionary<MiControl, int>();
     foreach (MiControl control in Controller.controls)
     {
         holdTimer[control] = 0;
     }
 }
Пример #5
0
 public MessageScreen(MiGame game)
     : base(game)
 {
     if (Instance == null)
     {
         background = new MiAnimatingComponent(game, 0, HEIGHT, MiResolution.VirtualWidth, MiResolution.VirtualHeight - HEIGHT, 0, 0, 0, 0);
         inputResponses[Controller.A] = ExitSequence;
         entryExitMutex = false;
     }
     else
     {
         throw new Exception("Dialog Screen Already Initialized");
     }
 }
Пример #6
0
        public StartScreen(MiGame game)
            : base(game)
        {
            if (Instance == null)
            {
                background = new MiAnimatingComponent(game,0, 0, 1280, 800);
                cursor = new MiAnimatingComponent(game, 683, 328, 33, 35);

                //
                // New Game Button
                //
                newGameButton = new MiButton();
                newGameButton.Pressed +=
                    delegate
                    {
                        WorldScreen.Instance.Activate();
                        return null;
                    };
                newGameButtonBase = new MiAnimatingComponent(game, 733, 278, 502, 107);

                //
                // Quit Game Button
                //
                quitGameButton = new MiButton();
                quitGameButton.Pressed +=
                    delegate
                    {
                        Game.Exit();
                        return null;
                    };
                quitGameButtonBase = new MiAnimatingComponent(game, 750, 418, 488, 127, 0, 0, 0, 0);

                //
                // Default Active Button
                //
                ActiveButton = newGameButton;

                //
                // Reponses to Input
                //
                inputResponses[Controller.UP] = Upped;
                inputResponses[Controller.DOWN] = Downed;
                inputResponses[Controller.A] = Pressed;
            }
            else
            {
                throw new Exception("Start Screen Already Initialized");
            }
        }
Пример #7
0
        public MiAnimatingComponent(MiGame game, int init_x, int init_y, int width, int height, float init_rotate, float origin_x, float origin_y, byte alpha)
            : base(game)
        {
            spriteQueue      = new Dictionary <Enum, Queue <KeyValuePair <Texture2D, int> > >();
            spriteQueueTimer = 0;
            SpriteState      = SpriteStates.DEFAULT;

            moveTimer = 0;

            boundingRectangle = new Rectangle(init_x, init_y, width, height);
            rotation          = init_rotate;
            origin            = new Vector2(origin_x, origin_y);

            XPositionOverTime = new Curve();
            XPositionOverTime.Keys.Add(new CurveKey(0, init_x));

            YPositionOverTime = new Curve();
            YPositionOverTime.Keys.Add(new CurveKey(0, init_y));

            WidthOverTime = new Curve();
            WidthOverTime.Keys.Add(new CurveKey(0, width));

            HeightOverTime = new Curve();
            HeightOverTime.Keys.Add(new CurveKey(0, height));

            RotationOverTime = new Curve();
            RotationOverTime.Keys.Add(new CurveKey(0, init_rotate));

            OriginXOverTime = new Curve();
            OriginXOverTime.Keys.Add(new CurveKey(0, origin_x));

            OriginYOverTime = new Curve();
            OriginYOverTime.Keys.Add(new CurveKey(0, origin_y));

            AlphaOverTime = new Curve();
            AlphaOverTime.Keys.Add(new CurveKey(0, alpha));
            color   = Color.White;
            color.A = alpha;
        }
Пример #8
0
        public MiAnimatingComponent(MiGame game, int init_x, int init_y, int width, int height, float init_rotate, float origin_x, float origin_y, byte alpha)
            : base(game)
        {
            spriteQueue = new Dictionary<Enum, Queue<KeyValuePair<Texture2D, int>>>();
            spriteQueueTimer = 0;
            SpriteState = SpriteStates.DEFAULT;

            moveTimer = 0;

            boundingRectangle = new Rectangle(init_x, init_y, width, height);
            rotation = init_rotate;
            origin = new Vector2(origin_x, origin_y);

            XPositionOverTime = new Curve();
            XPositionOverTime.Keys.Add(new CurveKey(0, init_x));

            YPositionOverTime = new Curve();
            YPositionOverTime.Keys.Add(new CurveKey(0, init_y));

            WidthOverTime = new Curve();
            WidthOverTime.Keys.Add(new CurveKey(0, width));

            HeightOverTime = new Curve();
            HeightOverTime.Keys.Add(new CurveKey(0, height));

            RotationOverTime = new Curve();
            RotationOverTime.Keys.Add(new CurveKey(0, init_rotate));

            OriginXOverTime = new Curve();
            OriginXOverTime.Keys.Add(new CurveKey(0, origin_x));

            OriginYOverTime = new Curve();
            OriginYOverTime.Keys.Add(new CurveKey(0, origin_y));

            AlphaOverTime = new Curve();
            AlphaOverTime.Keys.Add(new CurveKey(0, alpha));
            color = Color.White;
            color.A = alpha;
        }
Пример #9
0
        public MiAnimatingComponent(MiGame game, float init_x, float init_y, float init_scale, float init_rotate, float origin_x, float origin_y, byte alpha)
            : base(game)
        {
            spriteQueue = new Queue<KeyValuePair<Texture2D, int>>();
            spriteQueueTimer = 0;

            moveTimer = 0;

            position = new Vector2(init_x, init_y);
            scale = init_scale;
            rotation = init_rotate;
            origin = new Vector2(origin_x, origin_y);

            XPositionOverTime = new Curve();
            XPositionOverTime.Keys.Add(new CurveKey(0, init_x));

            YPositionOverTime = new Curve();
            YPositionOverTime.Keys.Add(new CurveKey(0, init_y));

            ScalingOverTime = new Curve();
            ScalingOverTime.Keys.Add(new CurveKey(0, init_scale));

            RotationOverTime = new Curve();
            RotationOverTime.Keys.Add(new CurveKey(0, init_rotate));

            OriginXOverTime = new Curve();
            OriginXOverTime.Keys.Add(new CurveKey(0, origin_x));

            OriginYOverTime = new Curve();
            OriginYOverTime.Keys.Add(new CurveKey(0, origin_y));

            AlphaOverTime = new Curve();
            AlphaOverTime.Keys.Add(new CurveKey(0, alpha));
            color = Color.White;
            color.A = alpha;
        }
Пример #10
0
 public MiAnimatingComponent(MiGame game, int init_x, int init_y, int width, int height, float init_rotate, float origin_x, float origin_y)
     : this(game, init_x, init_y, width, height, init_rotate, origin_x, origin_y, 255)
 {
 }
Пример #11
0
 public MiAnimatingComponent(MiGame game, int init_x, int init_y, int width, int height) : this(game, init_x, init_y, width, height, 0, 0, 0)
 {
 }
Пример #12
0
 public MiScreen(MiGame game)
     : base(game)
 {
     Enabled = false;
     Visible = false;
 }
Пример #13
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 public MiComponent(MiGame game)
     : base(game)
 {
     Game = game;
 }
Пример #14
0
 public MiDrawableComponent(MiGame game)
     : base(game)
 {
     Game = game;
 }
Пример #15
0
 public MiInputHandler(MiGame game) : base(game)
 {
 }
Пример #16
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 public MiInputHandler(MiGame game)
     : base(game)
 {
 }
Пример #17
0
 public MiTileType(MiGame game, string texturePath, bool passable)
     : base(game)
 {
     this.texturePath = texturePath;
     this.passable    = passable;
 }
Пример #18
0
 public MiComponent(MiGame game)
     : base(game)
 {
     Game = game;
 }
Пример #19
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 public MiDrawableComponent(MiGame game)
     : base(game)
 {
     Game = game;
 }
Пример #20
0
 public MiAnimatingComponent(MiGame game, float init_x, float init_y, float init_scale, float init_rotate, float origin_x, float origin_y)
     : this(game, init_x, init_y, init_scale, init_rotate, origin_x, origin_y, 255)
 {
 }
Пример #21
0
 public MiAnimatingComponent(MiGame game, float init_x, float init_y)
     : this(game, init_x, init_y, 1, 0, 0, 0)
 {
 }
Пример #22
0
 public MiAnimatingComponent(MiGame game)
     : this(game, 0, 0, 1, 0, 0, 0)
 {
 }
Пример #23
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 public MiAnimatingComponent(MiGame game, int init_x, int init_y, int width, int height, float init_rotate, float origin_x, float origin_y)
     : this(game, init_x, init_y, width, height, init_rotate, origin_x, origin_y, 255)
 {
 }
Пример #24
0
 public MiScriptEngine(MiGame game)
     : base(game)
 {
 }
Пример #25
0
 public MiAnimatingComponent(MiGame game, int init_x, int init_y, int width, int height)
     : this(game, init_x, init_y, width, height, 0, 0, 0)
 {
 }
Пример #26
0
 public DialogScreen(MiGame game)
     : base(game)
 {
 }
Пример #27
0
 public LocationUI(MiGame game, int x, int y, int width, int height, LocationData location)
 {
     this.game = game;
     Neighbors = new Dictionary<MiControl, LocationUI>();
     allyButtonBase = new MiAnimatingComponent(game, x, y, width, height);
     enemyButtonBase = new MiAnimatingComponent(game, x, y, width, height);
     neutralButtonBase = new MiAnimatingComponent(game, x, y, width, height);
     this.location = location;
 }
Пример #28
0
        public WorldScreen(MiGame game)
            : base(game)
        {
            if (Instance == null)
            {
                background = new MiAnimatingComponent(game, 0, 0, 1280, 800);
                //
                // Create UI for Locations
                //
                LocationUI test_1 = new LocationUI(game, 150, 150, 64, 64, LocationData.TEST_1);
                LocationUI test_2 = new LocationUI(game, 150, 350, 64, 64, LocationData.courtyard);
                LocationUI test_3 = new LocationUI(game, 150, 550, 64, 64, LocationData.cafe);
                LocationUI test_4 = new LocationUI(game, 350, 150, 64, 64, LocationData.Erty);
                LocationUI test_5 = new LocationUI(game, 350, 350, 64, 64, LocationData.hall);
                LocationUI test_6 = new LocationUI(game, 350, 550, 64, 64, LocationData.HOME);
                LocationUI test_7 = new LocationUI(game, 550, 150, 64, 64, LocationData.mindclass);
                LocationUI test_8 = new LocationUI(game, 550, 350, 64, 64, LocationData.weaponclass);
                LocationUI test_9 = new LocationUI(game, 550, 550, 64, 64, LocationData.willclass);
                //LocationUI test_3 = new LocationUI(game, 650, 250, 128, 128, LocationData.TEST_3);
                LocationData.TEST_1.ControllingFaction = LocationData.State.ENEMY;

                //
                // Add Neighbors
                //
                test_1.Neighbors.Add(Controller.DOWN, test_2);
                test_1.Neighbors.Add(Controller.RIGHT, test_4);

                test_2.Neighbors.Add(Controller.UP, test_1);
                test_2.Neighbors.Add(Controller.DOWN, test_3);
                test_2.Neighbors.Add(Controller.RIGHT, test_5);

                test_3.Neighbors.Add(Controller.UP, test_2);
                test_3.Neighbors.Add(Controller.DOWN, test_4);
                test_3.Neighbors.Add(Controller.RIGHT, test_6);

                test_4.Neighbors.Add(Controller.UP, test_3);
                test_4.Neighbors.Add(Controller.DOWN, test_5);
                test_4.Neighbors.Add(Controller.RIGHT, test_7);

                test_5.Neighbors.Add(Controller.UP, test_4);
                test_5.Neighbors.Add(Controller.DOWN, test_6);
                test_5.Neighbors.Add(Controller.RIGHT, test_8);

                test_6.Neighbors.Add(Controller.UP, test_5);
                test_6.Neighbors.Add(Controller.DOWN, test_7);
                test_6.Neighbors.Add(Controller.RIGHT, test_9);

                test_7.Neighbors.Add(Controller.UP, test_6);
                test_7.Neighbors.Add(Controller.DOWN, test_8);
                test_7.Neighbors.Add(Controller.RIGHT, test_1);

                test_8.Neighbors.Add(Controller.UP, test_7);
                test_8.Neighbors.Add(Controller.DOWN, test_9);
                test_8.Neighbors.Add(Controller.RIGHT, test_2);

                test_9.Neighbors.Add(Controller.UP, test_8);
                test_9.Neighbors.Add(Controller.DOWN, test_1);
                test_9.Neighbors.Add(Controller.RIGHT, test_3);

                //
                // Add All Locations to Global List
                //
                allLocations = new List<LocationUI>();
                allLocations.Add(test_1);
                allLocations.Add(test_2);
                allLocations.Add(test_3);
                allLocations.Add(test_4);
                allLocations.Add(test_5);
                allLocations.Add(test_6);
                allLocations.Add(test_7);
                allLocations.Add(test_8);
                allLocations.Add(test_9);

                //
                // Default Active Location
                //
                activeLocation = test_1;

                //
                // Cursor
                //
                cursor = new MiAnimatingComponent(game, activeLocation.ButtonBase.Position.X -50, activeLocation.ButtonBase.Position.Y + 30, 33, 35);

                //
                // Responses to Input
                //
                inputResponses[Controller.UP] = Upped;
                inputResponses[Controller.DOWN] = Downed;
                inputResponses[Controller.LEFT] = Lefted;
                inputResponses[Controller.RIGHT] = Righted;
                inputResponses[Controller.A] = EnterLocation;
                inputResponses[Controller.START] = Escape;
            }
            else
            {
                throw new Exception("World Screen Already Initialized");
            }
        }
Пример #29
0
 public static void Init(MiGame game)
 {
     Scripts.game = game;
 }
Пример #30
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 public MiScriptEngine(MiGame game) : base(game)
 {
 }