示例#1
0
        public void RefreshShop()
        {
            _playerInventory = ((SRPGGame)Game).Inventory;
            _playerInventoryDialog.SetInventory(_playerInventory);

            _shopInventoryDialog.SetInventory(_shopInventory);

            _infoDialog.UpdateInfo(((SRPGGame)Game).Money);
        }
示例#2
0
        public ShopScene(Game game, List<Item> shopInventory)
            : base(game)
        {
            _shopInventory = shopInventory;

            var keyboard = new KeyboardInputLayer(this, null);
            keyboard.AddKeyDownBinding(Keys.Escape, () => Game.PopScene());
            Components.Add(keyboard);

            Game.IsMouseVisible = true;

            Gui.DrawOrder = 1000;
            Gui.Visualizer = FlatGuiVisualizer.FromFile(Game.Services, "Content/Gui/main_gui.xml");

            // GUI elements:
            _shopInventoryDialog = new InventoryDialog();

            _shopInventoryDialog.Bounds = new UniRectangle(
                new UniScalar(0), new UniScalar(0),
                new UniScalar(225), new UniScalar(0.6F, -45)
            );
            _shopInventoryDialog.SetInventory(_shopInventory);
            _shopInventoryDialog.HoverChanged += UpdateItemFocus;
            _shopInventoryDialog.HoverCleared += ClearItemFocus;
            Gui.Screen.Desktop.Children.Add(_shopInventoryDialog);

            _playerInventoryDialog = new InventoryDialog();
            _playerInventoryDialog.Bounds = new UniRectangle(
                new UniScalar(235), new UniScalar(0),
                new UniScalar(225), new UniScalar(0.6F, -45)
            );
            _playerInventoryDialog.HoverChanged += UpdateItemFocus;
            _playerInventoryDialog.HoverCleared += ClearItemFocus;
            Gui.Screen.Desktop.Children.Add(_playerInventoryDialog);

            _itemPreviewDialog = new ItemPreviewDialog();
            _itemPreviewDialog.Bounds = new UniRectangle(
                new UniScalar(470), new UniScalar(0),
                new UniScalar(1.0f, -630), new UniScalar(0.6F, 0)
            );
            Gui.Screen.Desktop.Children.Add(_itemPreviewDialog);

            // money / information
            _infoDialog = new InfoDialog();
            _infoDialog.Bounds = new UniRectangle(
                new UniScalar(1.0F, -150), new UniScalar(0.0F, 45),
                new UniScalar(150), new UniScalar(0.6F, -45)
            );
            Gui.Screen.Desktop.Children.Add(_infoDialog);

            // party
            _partyDialog = new PartyDialog(((SRPGGame)Game).Party);
            _partyDialog.Bounds = new UniRectangle(
                new UniScalar(0), new UniScalar(0.6F, 10),
                new UniScalar(1.0F, 0), new UniScalar(0.4F, -10)
            );
            Gui.Screen.Desktop.Children.Add(_partyDialog);

            // exit button
            _exitButton = new ButtonControl();
            _exitButton.Text = "Exit";
            _exitButton.Bounds = new UniRectangle(
                new UniScalar(1.0F, -150), new UniScalar(0),
                new UniScalar(150), new UniScalar(35)
            );
            _exitButton.Pressed += (s, a) => Game.PopScene();
            Gui.Screen.Desktop.Children.Add(_exitButton);

            // buy selected
            _buyButton = new ButtonControl();
            _buyButton.Text = "Buy";
            _buyButton.Bounds = new UniRectangle(
                new UniScalar(0), new UniScalar(0.6F, -35),
                new UniScalar(225), new UniScalar(35)
            );
            _buyButton.Pressed += BuySelectedItems;
            Gui.Screen.Desktop.Children.Add(_buyButton);

            // sell selected
            _sellButton = new ButtonControl();
            _sellButton.Text = "Sell";
            _sellButton.Bounds = new UniRectangle(
                new UniScalar(235), new UniScalar(0.6F, -35),
                new UniScalar(225), new UniScalar(35)
            );
            _sellButton.Pressed += SellSelectedItems;
            Gui.Screen.Desktop.Children.Add(_sellButton);

            ClearItemFocus();
            RefreshShop();
        }
示例#3
0
        public ShopScene(Game game, List <Item> shopInventory) : base(game)
        {
            _shopInventory = shopInventory;

            var keyboard = new KeyboardInputLayer(this, null);

            keyboard.AddKeyDownBinding(Keys.Escape, () => Game.PopScene());
            Components.Add(keyboard);

            Game.IsMouseVisible = true;

            Gui.DrawOrder  = 1000;
            Gui.Visualizer = FlatGuiVisualizer.FromFile(Game.Services, "Content/Gui/main_gui.xml");

            // GUI elements:
            _shopInventoryDialog = new InventoryDialog();

            _shopInventoryDialog.Bounds = new UniRectangle(
                new UniScalar(0), new UniScalar(0),
                new UniScalar(225), new UniScalar(0.6F, -45)
                );
            _shopInventoryDialog.SetInventory(_shopInventory);
            _shopInventoryDialog.HoverChanged += UpdateItemFocus;
            _shopInventoryDialog.HoverCleared += ClearItemFocus;
            Gui.Screen.Desktop.Children.Add(_shopInventoryDialog);

            _playerInventoryDialog        = new InventoryDialog();
            _playerInventoryDialog.Bounds = new UniRectangle(
                new UniScalar(235), new UniScalar(0),
                new UniScalar(225), new UniScalar(0.6F, -45)
                );
            _playerInventoryDialog.HoverChanged += UpdateItemFocus;
            _playerInventoryDialog.HoverCleared += ClearItemFocus;
            Gui.Screen.Desktop.Children.Add(_playerInventoryDialog);

            _itemPreviewDialog        = new ItemPreviewDialog();
            _itemPreviewDialog.Bounds = new UniRectangle(
                new UniScalar(470), new UniScalar(0),
                new UniScalar(1.0f, -630), new UniScalar(0.6F, 0)
                );
            Gui.Screen.Desktop.Children.Add(_itemPreviewDialog);

            // money / information
            _infoDialog        = new InfoDialog();
            _infoDialog.Bounds = new UniRectangle(
                new UniScalar(1.0F, -150), new UniScalar(0.0F, 45),
                new UniScalar(150), new UniScalar(0.6F, -45)
                );
            Gui.Screen.Desktop.Children.Add(_infoDialog);

            // party
            _partyDialog        = new PartyDialog(((SRPGGame)Game).Party);
            _partyDialog.Bounds = new UniRectangle(
                new UniScalar(0), new UniScalar(0.6F, 10),
                new UniScalar(1.0F, 0), new UniScalar(0.4F, -10)
                );
            Gui.Screen.Desktop.Children.Add(_partyDialog);

            // exit button
            _exitButton        = new ButtonControl();
            _exitButton.Text   = "Exit";
            _exitButton.Bounds = new UniRectangle(
                new UniScalar(1.0F, -150), new UniScalar(0),
                new UniScalar(150), new UniScalar(35)
                );
            _exitButton.Pressed += (s, a) => Game.PopScene();
            Gui.Screen.Desktop.Children.Add(_exitButton);

            // buy selected
            _buyButton        = new ButtonControl();
            _buyButton.Text   = "Buy";
            _buyButton.Bounds = new UniRectangle(
                new UniScalar(0), new UniScalar(0.6F, -35),
                new UniScalar(225), new UniScalar(35)
                );
            _buyButton.Pressed += BuySelectedItems;
            Gui.Screen.Desktop.Children.Add(_buyButton);

            // sell selected
            _sellButton        = new ButtonControl();
            _sellButton.Text   = "Sell";
            _sellButton.Bounds = new UniRectangle(
                new UniScalar(235), new UniScalar(0.6F, -35),
                new UniScalar(225), new UniScalar(35)
                );
            _sellButton.Pressed += SellSelectedItems;
            Gui.Screen.Desktop.Children.Add(_sellButton);

            ClearItemFocus();
            RefreshShop();
        }