/// <summary> /// Checks if an item in the inventory is going to be selected. /// </summary> /// <value> SelectedSlot </value> private void checkInventoryItemSelected() { for (int j = 0; j < Rows; j++) { for (int i = 0; i < Columns; i++) { if (slots [i, j].CollisionBox.Contains (Mouse.GetState ().Position.X + SlotSpacing, Mouse.GetState().Position.Y) && Mouse.GetState().LeftButton == ButtonState.Pressed) { selectedSlot = slots [i, j]; } } } }
public void Initialize() { for (int x = 0; x < Columns; x++) { for (int y = 0; y < Rows; y++) { Rectangle r = new Rectangle ((int)screenPosition.X + (Item.SpriteWidth + SlotSpacing) * x, (int)screenPosition.Y+(Item.SpriteWidth + SlotSpacing) * y, Item.SpriteWidth, Item.SpriteWidth); slots [x,y] = new InventorySlot (r); } } }