public override void update() { if (Level_Up_Calling) { Level_Up_Calling = false; Leveling_Up = true; } if (Leveling_Up) { if (Promoting) { update_promotion(); } else { update_level_up(); } } if (levelup_spark_active) { LevelUp_Spark.update(); if (LevelUp_Spark.completed()) { LevelUp_Spark = null; } } if (Level_Window != null) { Level_Window.update(); } }
public void clear_combat() { Map_Miss_Spark = null; Map_NoDamage_Spark = null; Combat_HUD = null; Exp_Gauge = null; }
private void update_combat() { if (Map_Miss_Spark != null) { Map_Miss_Spark.update(); if (Map_Miss_Spark.completed()) { Map_Miss_Spark = null; } } if (Map_NoDamage_Spark != null) { Map_NoDamage_Spark.update(); if (Map_NoDamage_Spark.completed()) { Map_NoDamage_Spark = null; } } if (Combat_HUD != null) { Combat_HUD.update(); } if (Exp_Gauge != null) { Exp_Gauge.update(); } update_skill_gain(); update_wlvl(); update_wbreak(); }
public virtual void create_promotion_spark(Vector2 loc) { LevelUp_Spark = new ClassChange_Map_Spark(); LevelUp_Spark.texture = level_up_content().Load <Texture2D>(@"Graphics/Pictures/" + ClassChange_Map_Spark.FILENAME); loc.X -= 56; // Should figure this out better // Seems pretty good now, even if I"d prefer map.min_scroll_x not be public //Yeti loc.X = MathHelper.Clamp(loc.X, Global.game_map.min_scroll_x * 16, Config.WINDOW_WIDTH + (Global.game_map.max_scroll_x * 16) - 120); //loc.X = MathHelper.Clamp(loc.X, Global.game_map.map_edge_offset_x1 * 16, // (Global.game_map.width() - Global.game_map.map_edge_offset_x2) * 16 - 80); if (loc.Y < 32) { loc.Y += 16; } else { loc.Y -= 16; } LevelUp_Spark.loc = loc; }
protected void create_action_levelup_spark(Vector2 loc) { LevelUp_Spark = new LevelUp_Battle_Spark(level_up_content()); LevelUp_Spark.loc = new Vector2(0, 6); }
protected virtual void clear_graphic_objects() { LevelUp_Spark = null; Level_Window = null; }
protected void create_action_promotion_spark(Vector2 loc) { LevelUp_Spark = new ClassChange_Battle_Spark(level_up_content()); LevelUp_Spark.loc = new Vector2(0, 6); }
public void create_miss_map_spark(Vector2 loc) { Map_Miss_Spark = new Miss_Map_Spark(); Map_Miss_Spark.texture = Global.Content.Load <Texture2D>(@"Graphics/Pictures/" + Miss_Map_Spark.FILENAME); Map_Miss_Spark.loc = loc + new Vector2(-23, 1); }