Пример #1
0
 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();
     }
 }
Пример #2
0
 public void clear_combat()
 {
     Map_Miss_Spark     = null;
     Map_NoDamage_Spark = null;
     Combat_HUD         = null;
     Exp_Gauge          = null;
 }
Пример #3
0
 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();
 }
Пример #4
0
 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;
 }
Пример #5
0
 protected void create_action_levelup_spark(Vector2 loc)
 {
     LevelUp_Spark     = new LevelUp_Battle_Spark(level_up_content());
     LevelUp_Spark.loc = new Vector2(0, 6);
 }
Пример #6
0
 protected virtual void clear_graphic_objects()
 {
     LevelUp_Spark = null;
     Level_Window  = null;
 }
Пример #7
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 protected void create_action_promotion_spark(Vector2 loc)
 {
     LevelUp_Spark     = new ClassChange_Battle_Spark(level_up_content());
     LevelUp_Spark.loc = new Vector2(0, 6);
 }
Пример #8
0
 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);
 }