示例#1
0
 /// <summary>
 /// On space switch to the Jump State
 /// </summary>
 /// <param name="source">Event Source</param>
 /// <param name="args">Event Arguments</param>
 public void OnSpace(object source, InputEvent args)
 {
     if (args.currentKey == Keybindings.Jump && Global.GameState == Global.availGameStates.Playing)
     {
         mPMind.ChangeState("jump");
         mInputManager.Un_Space(OnSpace);
         mInputManager.Un_Move(OnMoveInput);
     }
 }
示例#2
0
        /// <summary>
        /// Draw Text on screen
        /// </summary>
        /// <param name="_spiteBatch">Reference to main SpriteBatch</param>
        /// <param name="_gameTime">Reference to current GameTime</param>
        public void Draw(SpriteBatch _spiteBatch, GameTime _gameTime)
        {
            // Recalculate position each draw loop
            mTextPos = new Vector2(Global.Camera.Position.X - 525, Global.Camera.Position.Y + 225);
            mArtPos  = new Vector2(Global.Camera.Position.X - 725, Global.Camera.Position.Y + 225);
            if (mArt2 != null)
            {
                mArtPos2 = new Vector2(Global.Camera.Position.X + 475, Global.Camera.Position.Y + 225);
            }

            // Create rectangle to position the full character art
            mArtRect = new Rectangle(mArtPos.ToPoint(), new Point(mArt.Width, mArt.Height));
            if (mArt2 != null)
            {
                mArtRect2 = new Rectangle(mArtPos2.ToPoint(), new Point(mArt2.Width, mArt2.Height));
            }

            // While there are lines to display and the running variable is active
            if (mCurrLine < mLines.Length && mRunning)
            {
                // Update the internal timer
                mTimer += (float)_gameTime.ElapsedGameTime.TotalMilliseconds;
                // Pass the current line to the Dialogue Box
                mDialogueBox.Draw(_spiteBatch, mLines[mCurrLine], mTextPos);
                // Draw thefull character Art
                _spiteBatch.Draw(mArt, mArtRect, Color.White);
                if (mArt2 != null)
                {
                    _spiteBatch.Draw(mArt2, mArtRect2, Color.White);
                }
                // If the timer is reached move to next line and update timer.
                if (mTimer >= mInterval)
                {
                    mCurrLine++;
                    mTimer = 0;
                }
            }
            else
            {
                // At end of dialogue reset the running bool to false;
                mRunning = false;
                // Unsubscribe from the Input Event
                mInputManager.Un_Space(OnSpace);
                mSpeaker.DialougeComplete();
            }
        }