public void Update(GameTime gameTime, Area area, Player player) { MouseState mouse = Mouse.GetState(); difference = "Difference: (" + area.difference.X.ToString() + ", " + area.difference.Y.ToString() + ")"; smallDifference = "Small Difference: (" + area.smallDifference.X.ToString() + ", " + area.smallDifference.Y.ToString() + ")"; areaAtZero = "Area(x,y) at (0,0): " + area.area[0, 0, 0].ToString(); if (area.colliding) { colliding = "Colliding with Object: True"; } else { colliding = "Colliding with Object: False"; } //playerBounds = "Player Bounds:\nX: " + player.bounds.X + "\nY: " + player.bounds.Y + "\nWidth/Height: " + player.bounds.Width; mousePos = "Mouse Position = " + mouse.X + ", " + mouse.Y; X = ((mouse.X + 86) / 16) - 1; Y = ((mouse.Y + 86) / 16) - 1; selectedTile = "" + X + ", " + Y; inventory = ""; for (int x = 0; x < 3; x++) { inventory += player.Inv[x, 0] + ", " + player.Inv[x,1]; inventory += "\n"; } invSlot = "Slot: " + player.selectedInvSlot; }
public void Draw(SpriteBatch spriteBatch, Player player) { spriteBatch.Draw(healthPotion[healthBarIndex], healthBarPos, Color.White); if (Global.displayInv) { Global.displayBook = false; spriteBatch.Draw(inventoryBackground, inventoryPos, Color.White); for (int x = 0; x < 18; x++) { if (player.Inv[x, 0] != 0) { if (player.Inv[x, 0] < 100) { if (x < 4) { spriteBatch.Draw(items[player.Inv[x, 0]], new Rectangle((int)itemCoordsInv[x].X + 20, (int)itemCoordsInv[x].Y, 80, 80), Color.White); } else { spriteBatch.Draw(items[player.Inv[x, 0]], new Rectangle((int)itemCoordsInv[x].X + 20, (int)itemCoordsInv[x].Y, 52, 52), Color.White); } spriteBatch.DrawString(Global.font, player.Inv[x, 1].ToString(), new Vector2(itemCoordsInv[x].X + 25, itemCoordsInv[x].Y + 5), Color.White); } else { if (x < 4) { spriteBatch.Draw(equipment[player.Inv[x, 0] - 100], new Rectangle((int)itemCoordsInv[x].X + 20, (int)itemCoordsInv[x].Y, 80, 80), Color.White); } else { spriteBatch.Draw(equipment[player.Inv[x, 0] - 100], new Rectangle((int)itemCoordsInv[x].X + 20, (int)itemCoordsInv[x].Y, 52, 52), Color.White); } spriteBatch.DrawString(Global.font, player.Inv[x, 1].ToString(), new Vector2(itemCoordsInv[x].X + 25, itemCoordsInv[x].Y + 5), Color.White); } } } //spriteBatch.Draw(items[hoverTexture], new Vector2(Global.GetMouse().X, Global.GetMouse().Y), if (Global.hover && hoverTexture != null) { Rectangle mouse = new Rectangle(Global.GetMouse().X, Global.GetMouse().Y, 42, 42); spriteBatch.Draw(hoverTexture, mouse, Color.White); } } }
public void Update(Player player, Area area) { this.player = player; this.area = area; }
// index 0 = sky // 1 = dirt1 // 2 = dirt2 // 3 = dirt3 // 4 = stone1 // 5 = stone2 // 6 = stone3 //List<Texture2D> textures = new List<Texture2D>(); public World(Player player, Area area) { this.player = player; this.area = area;// GenerateWorld(genPasses); }
public void BlockModifier(string situation, Player player, GameTime gameTime) { bool dig = false; digTimer += gameTime.ElapsedGameTime.TotalSeconds; if (digTimer < .5 && digTimer > 0) { digIndex = 0; } else if(digTimer < 1.0 && digTimer > .5) { digIndex = 1; } else if (digTimer < 1.5 && digTimer > 1.0) { digIndex = 2; } else if (digTimer < 2 && digTimer > 1.5) { digIndex = 3; dig = true; } Random random = new Random(); int MouseCordX; int MouseCordY; MouseState mouse = Mouse.GetState(); //Vector2 mouseDistance; // calculate distance from player's center //mouseDistance.X = Math.Abs(mouse.X - (player.playerPosition.X + 16)); //mouseDistance.Y = Math.Abs(mouse.Y - (player.playerPosition.Y + 24)); //MouseCordX = (((mouse.X + 86) - (int)(smallDifference.X * 16f)) / 16); //MouseCordY = (((mouse.Y + 86) - (int)(smallDifference.Y * 16f)) / 16); Vector2 MouseCord = MouseCoord(); digLocation = new Vector2(MouseCord.X, MouseCord.Y); if (dig || situation == "Add") { //int BlockID = 1; // temprorary hardcoded value int BlockID = 0; // prevents the player from placing/removing blocks that are far away if (MouseInRange()) { switch (situation) { case "Delete": digTimer = 0; digLocation.X = -1; digLocation.Y = -1; // 28, 21 BlockID = MouseIndex(); player.InvAdd(BlockID); Global.world[(int)(MouseCord.X + difference.X), (int)(MouseCord.Y + difference.Y), 0] = 0; break; case "Add": BlockID = player.Inv[player.selectedInvSlot, 0]; if (BlockID != 0) { if (player.InvDel(BlockID) && area[(int)MouseCord.X, (int)MouseCord.Y, 0] == 0) { if ((BlockID == 1))//Dirt { BlockID = random.Next(1, 4); } else if (BlockID == 4) { BlockID = random.Next(4, 7); } Global.world[(int)(MouseCord.X + difference.X), (int)(MouseCord.Y + difference.Y), 0] = BlockID; } } break; } } } }
public void Update(GameTime gameTime, Player player) { // smooth movement #region Smooth Movement if (smallDifference.X >= 1) { difference.X--; smallDifference.X = (float)(1f / Global.ScreenWidth); } if (smallDifference.Y >= 1) { difference.Y--; smallDifference.Y = (float)(1f / Global.ScreenHeight); } if (smallDifference.X <= 0) { difference.X++; smallDifference.X = (float)((Global.ScreenWidth - 1f) / Global.ScreenWidth); } if (smallDifference.Y <= 0) { difference.Y++; smallDifference.Y = (float)((Global.ScreenHeight - 1f) / Global.ScreenHeight); } #endregion for (int y = 0; y < 45; y++) { for (int x = 0; x < 60; x++) { if (x + difference.X <= Global.SIZE_X && x + difference.X > 0 && y + difference.Y <= Global.SIZE_Y && y + difference.Y > 0) { area[x, y, 0] = Global.world[x + (int)difference.X, y + (int)difference.Y, 0]; // update the index } else { area[x, y, 0] = -1; // if edge, blank space } /*try { } // try catch { area[x, y, 0] = -1; // if edge, blank space } // catch*/ } // for x } // for y // collision detection Rectangle playerBounds = new Rectangle(397, 328, 6, 1); bool ground = Collision(playerBounds, player); playerBounds = new Rectangle(390, 280, 1, 30); bool left = Collision(playerBounds, player); playerBounds = new Rectangle(405, 280, 1, 34); bool right = Collision(playerBounds, player); playerBounds = new Rectangle(397, 281, 6, 1); bool top = Collision(playerBounds, player); if (ground) { colliding = true; player.isFalling = false; } else { colliding = false; player.isFalling = true; } if (left) { player.canMoveLeft = false; } else { player.canMoveLeft = true; } if (right) { player.canMoveRight = false; } else { player.canMoveRight = true; } if (top) { player.jumpTimer = 0; } }
public bool Collision(Rectangle playerBounds, Player player) { // collision detection // if (!Global.debugMode) // { Rectangle blockBounds; for (int y = 19; y < 26; y++) { for (int x = 24; x < 33; x++) { blockBounds = new Rectangle((-86 + ((x) * 16) + (int)(smallDifference.X * (float)16)), -86 + (y * 16), 16, 16); if (area[x, y, 0] != 0) { if (playerBounds.Intersects(blockBounds)) { return true; } else { continue; } } } } return false; // } return false; }
public void Update(GameTime gameTime, Player player) { Global.displayInv = false; page1 = CheckInvSlots(recipes[page, 0].requirements, player.Inv); page2 = CheckInvSlots(recipes[page, 1].requirements, player.Inv); }
public void CreateSlot2(Player player) { bool first = false; bool second = false; if (page2) { for (int x = 0; x < 18; x++) { if (player.Inv[x, 0] == recipes[page, 1].requirements[0, 0] && player.Inv[x, 1] >= recipes[page, 1].requirements[0, 1] && !first) { first = true; } else { first = false; } if (player.Inv[x, 0] == recipes[page, 1].requirements[1, 0] && player.Inv[x, 1] >= recipes[page, 1].requirements[1, 1]) { second = true; break; } else { second = false; } } if (first && second) { for (int num = recipes[page, 1].requirements[0, 1]; num > 0; num--) { player.InvDel(recipes[page, 1].requirements[0, 0]); } for (int num = recipes[page, 1].requirements[1, 1]; num > 0; num--) { player.InvDel(recipes[page, 1].requirements[1, 0]); } player.InvAddItem(recipes[page, 1].itemIndex); } } }
protected override void LoadContent() { #region Global Items // creates a new sprite drawer spriteBatch = new SpriteBatch(GraphicsDevice); Global.font = Content.Load<SpriteFont>("UI\\Arial"); // loads font for text Global.bigFont = Content.Load<SpriteFont>("UI\\Arial Big"); debug = new Debug(); // creates a new debug object Global.grid = Content.Load<Texture2D>("UI\\Grid"); // saves the grid texture into global #endregion #region Main Menu Items txCreareTitle = Content.Load<Texture2D>("UI\\CreareTitle"); // texture for the main title picutre // texture and hover textures for buttons used on the main menu Texture2D txBtnNew = Content.Load<Texture2D>("Temp Buttons\\BtnNew"); Texture2D txBtnNewHover = Content.Load<Texture2D>("Temp Buttons\\BtnNewHover"); Texture2D txBtnLoad = Content.Load<Texture2D>("Temp Buttons\\BtnLoad"); Texture2D txBtnLoadHover = Content.Load<Texture2D>("Temp Buttons\\BtnLoadHover"); Texture2D txBtnExit = Content.Load<Texture2D>("Temp Buttons\\BtnExit"); Texture2D txBtnExitHover = Content.Load<Texture2D>("Temp Buttons\\BtnExitHover"); // create the 3 menu buttons and position them Button btnNew = new Button(txBtnNew, txBtnNewHover, txBtnNew, new Vector2(350, 400)); Button btnLoad = new Button(txBtnLoad, txBtnLoadHover, txBtnLoad, new Vector2(350, 450)); Button btnExit = new Button(txBtnExit, txBtnExitHover, txBtnExit, new Vector2(350, 500)); // add the button event for when it is clicked btnNew.OnPress += new EventHandler(btnNew_OnPress); btnLoad.OnPress += new EventHandler(btnLoad_OnPress); btnExit.OnPress += new EventHandler(btnExit_OnPress); // add the buttons to a list of main menu buttons mainMenuButtons.Add(btnNew); mainMenuButtons.Add(btnLoad); mainMenuButtons.Add(btnExit); #endregion #region World Select Items txDeleteAlert = Content.Load<Texture2D>("UI\\Delete"); Texture2D txBtnWorld1 = Content.Load<Texture2D>("Temp Buttons\\BtnWorld1"); Texture2D txBtnWorld1Hover = Content.Load<Texture2D>("Temp Buttons\\BtnWorld1Hover"); Texture2D txBtnWorld2 = Content.Load<Texture2D>("Temp Buttons\\BtnWorld2"); Texture2D txBtnWorld2Hover = Content.Load<Texture2D>("Temp Buttons\\BtnWorld2Hover"); Texture2D txBtnWorld3 = Content.Load<Texture2D>("Temp Buttons\\BtnWorld3"); Texture2D txBtnWorld3Hover = Content.Load<Texture2D>("Temp Buttons\\BtnWorld3Hover"); Texture2D txBtnWorld4 = Content.Load<Texture2D>("Temp Buttons\\BtnWorld4"); Texture2D txBtnWorld4Hover = Content.Load<Texture2D>("Temp Buttons\\BtnWorld4Hover"); Texture2D txBtnWorld5 = Content.Load<Texture2D>("Temp Buttons\\BtnWorld5"); Texture2D txBtnWorld5Hover = Content.Load<Texture2D>("Temp Buttons\\BtnWorld5Hover"); Texture2D txBtnBack = Content.Load<Texture2D>("Temp Buttons\\BtnBack"); Texture2D txBtnBackHover = Content.Load<Texture2D>("Temp Buttons\\BtnBackHover"); Texture2D txBtnDelete = Content.Load<Texture2D>("Temp Buttons\\BtnDelete"); Texture2D txBtnDeleteHover = Content.Load<Texture2D>("Temp Buttons\\BtnDeleteHover"); Texture2D txBtnGO = Content.Load<Texture2D>("Temp Buttons\\BtnGO"); Texture2D txBtnGOHover = Content.Load<Texture2D>("Temp Buttons\\BtnGOHover"); Button btnWorld1 = new Button(txBtnWorld1, txBtnWorld1Hover, txBtnWorld1, new Vector2(130, 300)); Button btnWorld2 = new Button(txBtnWorld2, txBtnWorld2Hover, txBtnWorld2, new Vector2(240, 300)); Button btnWorld3 = new Button(txBtnWorld3, txBtnWorld3Hover, txBtnWorld3, new Vector2(350, 300)); Button btnWorld4 = new Button(txBtnWorld4, txBtnWorld4Hover, txBtnWorld4, new Vector2(460, 300)); Button btnWorld5 = new Button(txBtnWorld5, txBtnWorld5Hover, txBtnWorld5, new Vector2(570, 300)); Button btnDelete = new Button(txBtnDelete, txBtnDeleteHover, txBtnDelete, new Vector2(240, 500)); Button btnBack = new Button(txBtnBack, txBtnBackHover, txBtnBack, new Vector2(460, 500)); Button btnGO = new Button(txBtnGO, txBtnGOHover, txBtnGO, new Vector2(350, 500)); btnWorld1.OnPress += new EventHandler(btnWorld1_OnPress); btnWorld2.OnPress += new EventHandler(btnWorld2_OnPress); btnWorld3.OnPress += new EventHandler(btnWorld3_OnPress); btnWorld4.OnPress += new EventHandler(btnWorld4_OnPress); btnWorld5.OnPress += new EventHandler(btnWorld5_OnPress); btnBack.OnPress += new EventHandler(btnBack_OnPress); btnDelete.OnPress += new EventHandler(btnDelete_OnPress); btnGO.OnPress += new EventHandler(btnGO_OnPress); worldSelectButtons.Add(btnWorld1); worldSelectButtons.Add(btnWorld2); worldSelectButtons.Add(btnWorld3); worldSelectButtons.Add(btnWorld4); worldSelectButtons.Add(btnWorld5); worldSelectButtons.Add(btnBack); worldSelectButtons.Add(btnDelete); worldSelectButtons.Add(btnGO); #endregion #region Play Items // sequence of textures to play when the player is walking on the ground Texture2D[] txPlayer = new Texture2D[6] { Content.Load<Texture2D>("Player\\Image10000"), Content.Load<Texture2D>("Player\\Image10001"), Content.Load<Texture2D>("Player\\Image10002"), Content.Load<Texture2D>("Player\\Image10003"), Content.Load<Texture2D>("Player\\Image10004"), Content.Load<Texture2D>("Player\\Image10005"), }; Texture2D blank = Content.Load<Texture2D>("Terrain\\Void"); // blank texture for display if the world is null or out of boudns Texture2D PlayerFall = Content.Load<Texture2D>("Player\\player falling"); // playertexture when in the air // sequence of textures to play when the player digs a block List<Texture2D> digTextures = new List<Texture2D>() { Content.Load<Texture2D>("UI\\Dig1"), Content.Load<Texture2D>("UI\\Dig2"), Content.Load<Texture2D>("UI\\Dig3"), Content.Load<Texture2D>("UI\\Dig4"), }; area = new Area(blank, digTextures); // stores the indexes and information related to movement and block modification // array of textures for the player's health status Texture2D[] healthPotion = new Texture2D[3] { Content.Load<Texture2D>("UI\\HealthPotion Empty"), Content.Load<Texture2D>("UI\\HealthPotion Half"), Content.Load<Texture2D>("UI\\HealthPotion Full") }; // overlay for the crafting book Texture2D craftingBook = Content.Load<Texture2D>("UI\\Book"); // overlay for the inventory Texture2D inventoryBackground = Content.Load<Texture2D>("UI\\Invitory Screen"); Texture2D miniBook = Content.Load<Texture2D>("UI\\MiniBook"); // texture of the book Texture2D miniBookHover = Content.Load<Texture2D>("UI\\MiniBookHover"); // texture of the book when you over over it Texture2D miniInv = Content.Load<Texture2D>("UI\\MiniInv"); // texture for inventory when it's not on the overlay mode Texture2D txBtnSaveAndExit = Content.Load<Texture2D>("UI\\BtnSaveAndExit"); Texture2D btnCreate = Content.Load<Texture2D>("Temp Buttons\\Create Button"); // texture of the book when you over over it Texture2D btnCreate2 = Content.Load<Texture2D>("Temp Buttons\\Create Button"); // texture of the book when you over over it Texture2D txBtnBookExit = Content.Load<Texture2D>("Temp Buttons\\BookExit"); Texture2D txBtnBookExitHover = Content.Load<Texture2D>("Temp Buttons\\BookExitHover"); Texture2D btnCreateHover = Content.Load<Texture2D>("Temp Buttons\\Create Button Hover"); // texture for inventory when it's not on the overlay mode Texture2D txBtnArrowLeft = Content.Load<Texture2D>("UI\\BookArrow"); Texture2D txBtnArrowRight = Content.Load<Texture2D>("UI\\BookArrowRight"); Button btnBook = new Button(miniBook, miniBookHover, miniBook, new Vector2(135, 5)); // crafting book button btnBookCreate = new Button(btnCreate,btnCreateHover,btnCreate, new Vector2(45,515)); btnBookCreate2 = new Button(btnCreate2, btnCreateHover, btnCreate, new Vector2(470, 515)); btnBookExit = new Button(txBtnBookExit, txBtnBookExitHover, txBtnBookExit, new Vector2(765, 10)); Button btnMiniInv = new Button(miniInv, miniInv, miniInv, new Vector2(0, 5)); // inventory button btnSaveAndExit = new Button(txBtnSaveAndExit, txBtnSaveAndExit, txBtnSaveAndExit, new Vector2(675, 550)); btnArrowLeft = new Button(txBtnArrowLeft,txBtnArrowLeft,txBtnArrowLeft,new Vector2(20,275)); btnArrowRight = new Button(txBtnArrowRight,txBtnArrowRight,txBtnArrowRight,new Vector2(675,275)); btnBook.OnPress += new EventHandler(btnBook_OnPress); // event handlers for buttons btnMiniInv.OnPress += new EventHandler(btnMiniInv_OnPress); btnSaveAndExit.OnPress +=new EventHandler(btnSaveAndExit_OnPress); btnBookCreate.OnPress += new EventHandler(btnBookCreate_OnPress); // event handlers for buttons btnBookCreate2.OnPress += new EventHandler(btnBookCreate2_OnPress); // event handlers for buttons btnBookExit.OnPress += new EventHandler(btnBookExit_OnPress); btnArrowLeft.OnPress +=new EventHandler(btnArrowLeft_OnPress); btnArrowRight.OnPress +=new EventHandler(btnArrowRight_OnPress); playButtons.Add(btnBook); // added to the list of play screen buttons playButtons.Add(btnMiniInv); // added to the list of play screen buttons //playButtons.Add(btnSaveAndExit); // not to be added to play nuttons because it has special features Texture2D verticalGrass = Content.Load<Texture2D>("Terrain\\HorsGrass"); // horizontal grass Texture2D horizontalGrass = Content.Load<Texture2D>("Terrain\\Grass"); // vertical grass // add the loaded textures to the list of grass textures area.AddGrassVariety(verticalGrass); area.AddGrassVariety(horizontalGrass); Texture2D sky = Content.Load<Texture2D>("Terrain\\Sky"); // blue sky Texture2D dirt1 = Content.Load<Texture2D>("Terrain\\Dirt1"); // dirt varieties Texture2D dirt2 = Content.Load<Texture2D>("Terrain\\Dirt2"); Texture2D dirt3 = Content.Load<Texture2D>("Terrain\\Dirt3"); Texture2D stone1 = Content.Load<Texture2D>("Terrain\\Stone1"); // stone varieties Texture2D stone2 = Content.Load<Texture2D>("Terrain\\Stone2"); Texture2D stone3 = Content.Load<Texture2D>("Terrain\\Stone3"); Texture2D CopperOre = Content.Load<Texture2D>("Terrain\\CopperOre"); // copper ore Texture2D IronOre = Content.Load<Texture2D>("Terrain\\IronOre"); // iron ore Texture2D SilverOre = Content.Load<Texture2D>("Terrain\\SilverOre"); // silver ore Texture2D GoldOre = Content.Load<Texture2D>("Terrain\\GoldOre"); // gold ore Texture2D Trunk = Content.Load<Texture2D>("Terrain\\Trunk"); // tree trunk wood Texture2D Leaves = Content.Load<Texture2D>("Terrain\\Leaves"); // leaves // add loaded textures to the list saved in area area.AddTexture(sky); // 0 area.AddTexture(dirt1); // 1 area.AddTexture(dirt2); // 2 area.AddTexture(dirt3); // 3 area.AddTexture(stone1); // 4 area.AddTexture(stone2); // 5 area.AddTexture(stone3); // 6 area.AddTexture(CopperOre); // 7 area.AddTexture(IronOre); // 8 area.AddTexture(SilverOre); //9 area.AddTexture(GoldOre); //10 area.AddTexture(Trunk); //11 area.AddTexture(Leaves); //12 Texture2D CaveBackGround = Content.Load<Texture2D>("Terrain\\CaveBackground"); area.AddBackground(sky); // 0 area.AddBackground(CaveBackGround); // 1 // player equipment List<Texture2D> equipment = new List<Texture2D>() { Content.Load<Texture2D>("Equipment\\Copper Pickaxe"), // 0 Content.Load<Texture2D>("Equipment\\Copper Axe"), // 1 Content.Load<Texture2D>("Equipment\\Iron Pickaxe"), // 2 Content.Load<Texture2D>("Equipment\\Iron Axe"), // 3 Content.Load<Texture2D>("Equipment\\Steel Pickaxe"), // 4 Content.Load<Texture2D>("Equipment\\Steel Axe"), // 5 Content.Load<Texture2D>("Equipment\\Silver Pickaxe"), // 6 Content.Load<Texture2D>("Equipment\\Silver Axe"), // 7 Content.Load<Texture2D>("Equipment\\Gold Pickaxe"), // 8 Content.Load<Texture2D>("Equipment\\Gold Axe"), // 9 }; // stores the information used to display and utilize the user interface when playing ui = new UI(healthPotion, inventoryBackground, equipment); player = new Player(txPlayer, PlayerFall, equipment); List<Texture2D> items = new List<Texture2D>(); items.Add(Content.Load<Texture2D>("UI\\Items\\BTDirt")); // 0 not used items.Add(Content.Load<Texture2D>("UI\\Items\\BTDirt")); // 1 items.Add(Content.Load<Texture2D>("UI\\Items\\BTDirt")); // 2 not used items.Add(Content.Load<Texture2D>("UI\\Items\\BTDirt")); // 3 not used items.Add(Content.Load<Texture2D>("UI\\Items\\BTStone")); // 4 items.Add(Content.Load<Texture2D>("UI\\Items\\BTStone")); // 5 not used items.Add(Content.Load<Texture2D>("UI\\Items\\BTStone")); // 6 not used items.Add(Content.Load<Texture2D>("UI\\Items\\BTCopper")); // 7 items.Add(Content.Load<Texture2D>("UI\\Items\\BTIron")); // 8 items.Add(Content.Load<Texture2D>("UI\\Items\\BTSilver")); // 9 items.Add(Content.Load<Texture2D>("UI\\Items\\BTGold")); // 10 items.Add(Content.Load<Texture2D>("UI\\Items\\BTWood")); // 11 items.Add(Content.Load<Texture2D>("UI\\Items\\BTSteel")); // 12 List<Texture2D> itemsGray = new List<Texture2D>(); items.Add(Content.Load<Texture2D>("UI\\Items\\BTDirt")); // 0 not used items.Add(Content.Load<Texture2D>("UI\\Items\\BTDirt")); // 1 items.Add(Content.Load<Texture2D>("UI\\Items\\BTDirt")); // 2 not used items.Add(Content.Load<Texture2D>("UI\\Items\\BTDirt")); // 3 not used items.Add(Content.Load<Texture2D>("UI\\Items Gray\\BTStone-Grayed")); // 4 items.Add(Content.Load<Texture2D>("UI\\Items\\BTStone")); // 5 not used items.Add(Content.Load<Texture2D>("UI\\Items\\BTStone")); // 6 not used items.Add(Content.Load<Texture2D>("UI\\Items Gray\\BTCopperGray")); // 7 items.Add(Content.Load<Texture2D>("UI\\Items Gray\\BTIronGray")); // 8 items.Add(Content.Load<Texture2D>("UI\\Items Gray\\BTSilver Gray")); // 9 items.Add(Content.Load<Texture2D>("UI\\Items Gray\\BTGold Gray")); // 10 items.Add(Content.Load<Texture2D>("UI\\Items Gray\\BTSteel Gray")); // 11 // add items to the user interface ui.AddItemTextures(items); // add grayed items to the user interface ui.AddItemGrayTextures(itemsGray); #endregion // stores the world creation, saving, and loading systems world = new World(player, area); // list of selected slot textures based on which slot is selected List<Texture2D> miniInvSlots = new List<Texture2D>() { Content.Load<Texture2D>("MiniInvTop"), Content.Load<Texture2D>("MiniInvRight"), Content.Load<Texture2D>("MiniInvBot"), Content.Load<Texture2D>("MiniInvLeftt"), }; // send the array to the player player.AddMiniInv(miniInvSlots); crafting = new Crafting(craftingBook, items, itemsGray, equipment); }
public void Update(GameTime gameTime, Player player) { }