public GameplayOutput(Vector2 pPosition, MainGame pMainGame, MapFile mapFile, Hero pPlayer, SceneGameplay pCurrentScene) { Position = pPosition; mainGame = pMainGame; currentScene = pCurrentScene; currentMapFile = mapFile; player = pPlayer; //Item Inventory Texture ItemTexture.Populate(mainGame); //Item Data ItemData.PopulateData(); //Overlay OverlayActive = false; overlayOptionMenu = new OverlayOptionMenu(new Vector2(MainGame.ScreenWidth / 2 - OverlayOptionMenu.Width / 2, (int)(MainGame.ScreenHeight / 2) - OverlayOptionMenu.Height / 2), mainGame, currentScene); //Inventory InventoryManager = new InventoryManager(); InventoryManager.AddObject("SCYTHE", 1); InventoryManager.AddObject("BASEBATON", 1); //ItemBar float itemBarX = MainGame.ScreenWidth / 2 - 520 / 2; float itemBarY = MainGame.ScreenHeight - MainGame.ScreenHeight / 6 + 50 / 2; itemBar = new ItemBar(InventoryManager, new Vector2(itemBarX, itemBarY)); itemBar.Populate(); //InvetoryOverlay float InventoryposX = MainGame.ScreenWidth / 2 - 600 / 2; float InventoryposY = MainGame.ScreenHeight / 2 - 350 / 2; overlayInventory = new OverlayInventory(mainGame, InventoryManager, new Vector2(InventoryposX, InventoryposY), itemBar); overlayInventory.Populate(); //player player.inventoryManager = InventoryManager; player.overlayInventory = overlayInventory; //Time timePosition = new Vector2(MainGame.ScreenWidth - 70, 5); //Fps Fps_CountPosition = new Vector2(0, 0); //Interact interactString = "Press R"; IsInteracting = false; interactPosition = new Vector2(0, 0); //SpellSelector spellSelector = new HeroSpellSelector(player); }
public void Populate() { lstIcons.Clear(); lstSlots.Clear(); float x = Position.X + 9f; float y = Position.Y + 9f; slotSelected = -1; slotFrom = -1; int col = 1; int line = 1; int slot = 0; for (int i = 0; i < InventoryManager.MAXITEM; i++) { float xIcon = x + (col - 1) * (textureSlot.Width + 3); float yIcon = y + (line - 1) * (textureSlot.Height + 7); lstSlots.Add(new Rectangle((int)xIcon, (int)yIcon, WIDTHICON, HEIGHTICON)); Item item = inventoryManager.GetItemAt(slot); if (item != null) { Texture2D texture = ItemTexture.Textures[item.ID]; lstIcons.Add(new InventoryIcon(texture, new Vector2(xIcon, yIcon), item.Quantity, true)); } slot++; col++; if (col > COLS) { col = 1; line++; if (line > LINES) { break; } } } itemBar.Populate(); }