protected override void initialize_images() { // Black Screen Black_Screen = new Sprite(); Black_Screen.texture = Global.Content.Load <Texture2D>(@"Graphics/White_Square"); Black_Screen.dest_rect = new Rectangle(0, 0, Config.WINDOW_WIDTH, Config.WINDOW_HEIGHT); Black_Screen.tint = new Color(0, 0, 0, 0); // Background Background = new Sprite(); Background.texture = Global.Content.Load <Texture2D>(@"Graphics/Panoramas/Arena"); // Darkened Bar Darkened_Bar = new Sprite(); Darkened_Bar.texture = Global.Content.Load <Texture2D>(@"Graphics/White_Square"); Darkened_Bar.dest_rect = new Rectangle(0, 8, Config.WINDOW_WIDTH, 48); Darkened_Bar.tint = new Color(0, 0, 0, 128); // Portrait BG Portrait_Bg = new Sprite(); Portrait_Bg.texture = Global.Content.Load <Texture2D>(@"Graphics/Windowskins/Shop_Portrait_bg"); Portrait_Bg.src_rect = new Rectangle(0, 0, 57, 57); Portrait_Bg.loc = new Vector2(12, 4); // Gold Window Gold_Window = new Sprite(); Gold_Window.texture = Global.Content.Load <Texture2D>(@"Graphics/Windowskins/Gold_Window"); Gold_Window.loc = new Vector2(212, 48); // Gold_Data Gold_Data = new RightAdjustedText(); Gold_Data.loc = new Vector2(216 + 48, 48); Gold_Data.SetFont(Config.UI_FONT, Global.Content, "Blue"); redraw_gold(); Gold_G = new TextSprite(); Gold_G.loc = new Vector2(216 + 48, 48); Gold_G.SetFont(Config.UI_FONT + "L", Global.Content, "Yellow", Config.UI_FONT); Gold_G.text = "G"; // Text Message = new Message_Box(64, 8, 160, 2, false, "White"); if (Post_Fight) { set_text(unit.is_dead ? Arena_Messages.Lose : ( Global.game_system.Arena_Retreat ? Arena_Messages.Yield : Arena_Messages.Win)); Message.finished = true; } else { set_text(Arena_Messages.Intro); } Message_Active = true; // Choices set_images(); }
private void change_phase(Class_Reel_Phases phase) { Timer = 0; Action = 0; switch (phase) { case Class_Reel_Phases.Animation: White_Screen.opacity = 0; if (Battler == null) { create_battler(); } Burst = null; Title_Back = null; Letters.Clear(); Class_Banner.opacity = 0; Class_Banner.visible = false; break; case Class_Reel_Phases.Class_Name: Battler = null; Battler_Action = Class_Reel_Battler_Actions.Idle; Battler_Timer = 0; Message = null; Black_Screen.visible = true; Black_Bar1.visible = false; Black_Bar2.visible = false; Black_Bar_Timer = -1; if (Phase == Class_Reel_Phases.Force_Close) { increment_index(); Timer = 10; } break; case Class_Reel_Phases.Closing: case Class_Reel_Phases.Force_Close: Action = 0; break; } Phase = phase; }
protected override void initialize_images() { Item_Rect = new Rectangle(40, 88, 248, 16 * ROWS); // Black Screen Black_Screen = new Sprite(); Black_Screen.texture = Global.Content.Load <Texture2D>(@"Graphics/White_Square"); Black_Screen.dest_rect = new Rectangle(0, 0, Config.WINDOW_WIDTH, Config.WINDOW_HEIGHT); Black_Screen.tint = new Color(0, 0, 0, 0); // Background Menu_Background background = new Menu_Background(); background.texture = Global.Content.Load <Texture2D>(@"Graphics/Pictures/Status_Background"); background.vel = new Vector2(-0.25f, 0); background.tile = new Vector2(3, 2); Background = background; // Darkened Bar Darkened_Bar = new Sprite(); Darkened_Bar.texture = Global.Content.Load <Texture2D>(@"Graphics/White_Square"); Darkened_Bar.dest_rect = new Rectangle(0, 8, Config.WINDOW_WIDTH, 48); Darkened_Bar.tint = new Color(0, 0, 0, 128); // Data refresh_buy(); // Portrait BG Portrait_Bg = new Sprite(); if (Global.game_system.preparations && string.IsNullOrEmpty(Shop.face)) { Portrait_Bg.texture = Global.Content.Load <Texture2D>(@"Graphics/Windowskins/Preparations_Screen"); Portrait_Bg.src_rect = new Rectangle(136, 136, 48, 64); Portrait_Bg.loc = new Vector2(16, 0); Portrait_Label = new TextSprite(); Portrait_Label.loc = Portrait_Bg.loc + new Vector2(8, 40); Portrait_Label.SetFont(Config.UI_FONT, Global.Content, "White"); Portrait_Label.text = "Convoy"; } else { Portrait_Bg.texture = Global.Content.Load <Texture2D>(@"Graphics/Windowskins/Shop_Portrait_bg"); Portrait_Bg.src_rect = new Rectangle(0, 0, 57, 57); Portrait_Bg.loc = new Vector2(12, 4); } // Gold Window Gold_Window = new Sprite(); Gold_Window.texture = Global.Content.Load <Texture2D>(@"Graphics/Windowskins/Gold_Window"); Gold_Window.loc = new Vector2(212, 48); // Gold_Data Gold_Data = new RightAdjustedText(); Gold_Data.loc = new Vector2(216 + 48, 48); Gold_Data.SetFont(Config.UI_FONT, Global.Content, "Blue"); redraw_gold(); Gold_G = new TextSprite(); Gold_G.loc = new Vector2(216 + 48, 48); Gold_G.SetFont(Config.UI_FONT + "L", Global.Content, "Yellow", Config.UI_FONT); Gold_G.text = "G"; // Text Message = new Message_Box(64, 8, 160, 2, false, "White"); set_text(Shop_Messages.Intro); Message_Active = true; create_cancel_button(); set_images(); }
protected void set_stats() { // Description Message = new Message_Box(88, 144, 224, 2, false, "White"); Message.text_speed = Constants.Message_Speeds.Slow; Message.silence(); Message.block_skip(); Message.stereoscopic = Config.REEL_TEXT_BOX_DEPTH; // Name Name.text = Unit.actor.class_name; Name.offset.X = Name.text_width; Name.stereoscopic = Config.REEL_CLASS_NAME_DEPTH; Name_Bg.text = Name.text; Name_Bg.offset = Name.offset; Name_Bg.stereoscopic = Config.REEL_CLASS_NAME_SHADOW_DEPTH; // Stat Bars for (int i = 0; i < Stat_Bars.Length; i++) { int j = i + (Class_Reel_Data.SKIP_LCK && i >= (int)Tactile.Stat_Labels.Lck ? 1 : 0); Stat_Bars[i].cap = Unit.actor.get_cap(j); Stat_Bars[i].stat = Stats[i]; Stat_Values[i].text = Stats[i].ToString(); } switch (Unit.actor.power_type()) { case Power_Types.Strength: Stat_Labels[1].text = "Str"; break; case Power_Types.Magic: Stat_Labels[1].text = "Mag"; break; case Power_Types.Power: Stat_Labels[1].text = "Pow"; break; } // Weapon types Weapon_Icons.Clear(); List <int> weapon_types = Unit.actor.weapon_types(); // Compacts Anima types into one icon for (int i = 0; i < weapon_types.Count; i++) { if (Data_Weapon.ANIMA_TYPES.Contains(weapon_types[i])) { weapon_types[i] = Data_Weapon.ANIMA_TYPES.Min(); } else if (weapon_types[i] > Data_Weapon.ANIMA_TYPES.Min()) { weapon_types[i] -= (Data_Weapon.ANIMA_TYPES.Length - 1); } } weapon_types = weapon_types.Distinct().ToList(); //ListOrEquals for (int i = 0; i < weapon_types.Count; i++) { Weapon_Icons.Add(new Icon_Sprite()); Weapon_Icons[i].texture = Global.Content.Load <Texture2D>(@"Graphics/Icons/Class Reel Weapons"); Weapon_Icons[i].size = new Vector2(32, 32); Weapon_Icons[i].columns = 8; Weapon_Icons[i].loc = new Vector2(8, 124) + new Vector2(32 * (i % 2), 32 * (i / 2)); Weapon_Icons[i].index = weapon_types[i] - 1; Weapon_Icons[i].stereoscopic = Config.REEL_WEAPON_ICONS_DEPTH; } }