public UIImage Background; //public so we can disable visibility when not selected... workaround to stop background mouse blocking still happening when panel is hidden

        public UIGizmoTop100(UIScript script, UIGizmo parent)
        {
            Background = script.Create <UIImage>("BackgroundImageTop100Lists");
            this.Add(Background);

            script.LinkMembers(this, true);
        }
        public UIGizmoSearch(UIScript script, UIGizmo parent)
        {
            Background = script.Create <UIImage>("BackgroundImageSearch");
            this.Add(Background);


            script.LinkMembers(this, true);
        }
        public UIGizmoPropertyFilters(UIScript script, UIGizmo parent)
        {
            Background = script.Create <UIImage>("BackgroundImageFilters");
            this.Add(Background);

            var filterChildren = parent.GetChildren().Where(x => x.ID != null && x.ID.StartsWith("PropertyFilterButton_")).ToList();

            foreach (var child in filterChildren)
            {
                child.Parent.Remove(child);
                this.Add(child);
            }
        }
        public CoreGameScreen()
        {
            ///** City Scene **/
            var scene = new ThreeDScene();
            //scene.Camera.Position = new Vector3(0, -14.1759f, 10f);
            //scene.Camera.Position = new Vector3(0, 0, 17.0f);
            //scene.Camera.Target = Vector3.Zero;
            scene.Camera.Up = Vector3.Forward;

            var city = new CitySceneElement();

            if (PlayerAccount.CurrentlyActiveSim != null)
                city.Initialize(PlayerAccount.CurrentlyActiveSim.ResidingCity.Name);
            else //Debug purposes...
                city.Initialize("Blazing Falls");

            //city.RotationX = (float)MathUtils.DegreeToRadian(347);
            //city.Scale = new Vector3(1.24f);

            scene.Camera.Target = new Vector3(
                ((city.City.Width * city.Geom.CellWidth) / 2),
                -((city.City.Height * city.Geom.CellHeight) / 2),
                0.0f);

            scene.Camera.Position =

                Vector3.Transform(
                    new Vector3(
                        scene.Camera.Target.X,
                        scene.Camera.Target.Y,
                        city.City.Width / GameFacade.GraphicsDevice.Viewport.Width),
                    Microsoft.Xna.Framework.Matrix.CreateRotationY((float)MathUtils.DegreeToRadian(-200)));

            scene.Add(city);

            ucp = new UIUCP();
            ucp.Y = ScreenHeight - 210;
            this.Add(ucp);

            gizmo = new UIGizmo();
            gizmo.X = ScreenWidth - 500;
            gizmo.Y = ScreenHeight - 300;
            this.Add(gizmo);

            GameFacade.Scenes.AddScene(scene);
        }
        public CoreGameScreen()
        {
            ucp = new UIUCP();
            ucp.Y = ScreenHeight - 210;
            this.Add(ucp);

            gizmo = new UIGizmo();
            gizmo.X = ScreenWidth - 500;
            gizmo.Y = ScreenHeight - 300;
            this.Add(gizmo);

            ///** City Scene **/
            var scene = new ThreeDScene();
            //scene.Camera.Position = new Vector3(0, -14.1759f, 10f);
            scene.Camera.Position = new Vector3(0, 0, 17.0f);
            scene.Camera.Target = Vector3.Zero;
            scene.Camera.Up = Vector3.Up;

            ////, new Vector3(0, 0, 0), Vector3.Up
            var city = new CitySceneElement();
            city.Initialize();

            //city.RotationX = (float)MathUtils.DegreeToRadian(347);
            //city.Scale = new Vector3(1.24f);

            scene.Camera.Target = new Vector3(
                ((city.City.Width * city.Geom.CellWidth) / 2),
                -((city.City.Height * city.Geom.CellHeight) / 2),
                0.0f);

            scene.Camera.Position =

                Vector3.Transform(
                    new Vector3(
                        scene.Camera.Target.X,
                        scene.Camera.Target.Y,
                        city.City.Width / GameFacade.GraphicsDevice.Viewport.Width),
                    Microsoft.Xna.Framework.Matrix.CreateRotationY((float)MathUtils.DegreeToRadian(-200)));

            scene.Add(city);

            GameFacade.Scenes.AddScene(scene);
        }
示例#6
0
        public UIImage Background; //public so we can disable visibility when not selected... workaround to stop background mouse blocking still happening when panel is hidden

        #endregion Fields

        #region Constructors

        public UIGizmoTop100(UIScript script, UIGizmo parent)
        {
            Background = script.Create<UIImage>("BackgroundImageTop100Lists");
            this.Add(Background);

            script.LinkMembers(this, true);
        }
示例#7
0
        public UIGizmoSearch(UIScript script, UIGizmo parent)
        {
            Background = script.Create<UIImage>("BackgroundImageSearch");
            this.Add(Background);

            script.LinkMembers(this, true);
        }
示例#8
0
        public UIGizmoPropertyFilters(UIScript script, UIGizmo parent)
        {
            Background = script.Create<UIImage>("BackgroundImageFilters");
            this.Add(Background);

            var filterChildren = parent.GetChildren().Where(x => x.ID != null && x.ID.StartsWith("PropertyFilterButton_")).ToList();
            foreach (var child in filterChildren)
            {
                child.Parent.Remove(child);
                this.Add(child);
            }
        }
        public CoreGameScreen()
        {
            /** City Scene **/
            ListenForMouse(new Rectangle(0, 0, ScreenWidth, ScreenHeight), new UIMouseEvent(MouseHandler));

            CityRenderer = new Terrain(GameFacade.Game.GraphicsDevice); //The Terrain class implements the ThreeDAbstract interface so that it can be treated as a scene but manage its own drawing and updates.

            String city = "Queen Margaret's";
            if (PlayerAccount.CurrentlyActiveSim != null)
                city = PlayerAccount.CurrentlyActiveSim.ResidingCity.Name;

            CityRenderer.m_GraphicsDevice = GameFacade.GraphicsDevice;

            CityRenderer.Initialize(city, GameFacade.CDataRetriever);
            CityRenderer.RegenData = true;

            CityRenderer.LoadContent(GameFacade.GraphicsDevice);

            /**
            * Music
            */
            CityMusic = new string[]{
                GlobalSettings.Default.StartupPath + "\\music\\modes\\map\\tsobuild1.mp3",
                GlobalSettings.Default.StartupPath + "\\music\\modes\\map\\tsobuild3.mp3",
                GlobalSettings.Default.StartupPath + "\\music\\modes\\map\\tsomap2_v2.mp3",
                GlobalSettings.Default.StartupPath + "\\music\\modes\\map\\tsomap3.mp3",
                GlobalSettings.Default.StartupPath + "\\music\\modes\\map\\tsomap4_v1.mp3"
            };
            m_ZoomLevel = 5; //screen always starts at far zoom, city visible.
            PlayBackgroundMusic(CityMusic);

            VMDebug = new UIButton()
            {
                Caption = "Simantics",
                Y = 45,
                Width = 100,
                X = GlobalSettings.Default.GraphicsWidth - 110
            };
            VMDebug.OnButtonClick += new ButtonClickDelegate(VMDebug_OnButtonClick);
            this.Add(VMDebug);

            ucp = new UIUCP(this);
            ucp.Y = ScreenHeight - 210;
            ucp.SetInLot(false);
            ucp.UpdateZoomButton();
            this.Add(ucp);

            gizmo = new UIGizmo();
            gizmo.X = ScreenWidth - 500;
            gizmo.Y = ScreenHeight - 300;
            this.Add(gizmo);

            Title = new UIGameTitle();
            Title.SetTitle(city);
            this.Add(Title);

            //OpenInbox();

            this.Add(GameFacade.MessageController);
            GameFacade.MessageController.OnSendLetter += new LetterSendDelegate(MessageController_OnSendLetter);
            GameFacade.MessageController.OnSendMessage += new MessageSendDelegate(MessageController_OnSendMessage);

            NetworkFacade.Controller.OnNewTimeOfDay += new OnNewTimeOfDayDelegate(Controller_OnNewTimeOfDay);
            NetworkFacade.Controller.OnPlayerJoined += new OnPlayerJoinedDelegate(Controller_OnPlayerJoined);

            //THIS IS KEPT HERE AS A DOCUMENTATION OF THE MESSAGE PASSING API FOR NOW.
            /*
            MessageAuthor Author = new MessageAuthor();
            Author.Author = "Whats His Face";
            Author.GUID = Guid.NewGuid().ToString();

            GameFacade.MessageController.PassMessage(Author, "you suck");
            GameFacade.MessageController.PassMessage(Author, "no rly");
            GameFacade.MessageController.PassMessage(Author, "jk im just testing message recieving please love me");

            Author.Author = "yer maw";
            Author.GUID = Guid.NewGuid().ToString();

            GameFacade.MessageController.PassMessage(Author, "dont let whats his face get to you");
            GameFacade.MessageController.PassMessage(Author, "i will always love you");

            Author.Author = "M.O.M.I";
            Author.GUID = Guid.NewGuid().ToString();

            GameFacade.MessageController.PassEmail(Author, "Ban Notice", "You have been banned for playing too well. \r\n\r\nWe don't know why you still have access to the game, but it's probably related to you playing the game pretty well. \r\n\r\nPlease stop immediately.\r\n\r\n - M.O.M.I. (this is just a test message btw, you're not actually banned)");
            */

            GameFacade.Scenes.Add((_3DAbstract)CityRenderer);
        }
示例#10
0
        public UIGizmoTop100(UIScript script, UIGizmo parent)
        {
            Background = script.Create<UIImage>("BackgroundImageTop100Lists");
            this.Add(Background);

            script.LinkMembers(this, true);

            Top100Slider.AttachButtons(Top100ListScrollUpButton, Top100ListScrollDownButton, 1);
            Top100ResultList.AttachSlider(Top100Slider);

            populateWithXMLHouses();
            UpdateCooldown = 100;
        }
        public CoreGameScreen()
        {
            /** City Scene **/
            ListenForMouse(new Rectangle(0, 0, ScreenWidth, ScreenHeight), new UIMouseEvent(MouseHandler));

            CityRenderer = new Terrain(GameFacade.Game.GraphicsDevice); //The Terrain class implements the ThreeDAbstract interface so that it can be treated as a scene but manage its own drawing and updates.

            String city = "Queen Margret's";
            if (PlayerAccount.CurrentlyActiveSim != null)
                city = PlayerAccount.CurrentlyActiveSim.ResidingCity.Name;

            CityRenderer.m_GraphicsDevice = GameFacade.GraphicsDevice;

            CityRenderer.Initialize(city, new CityDataRetriever());
            CityRenderer.RegenData = true;

            CityRenderer.LoadContent(GameFacade.GraphicsDevice);

            /**
            * Music
            */
            var tracks = new string[]{
                GlobalSettings.Default.StartupPath + "\\music\\modes\\map\\tsobuild1.mp3",
                GlobalSettings.Default.StartupPath + "\\music\\modes\\map\\tsobuild3.mp3",
                GlobalSettings.Default.StartupPath + "\\music\\modes\\map\\tsomap2_v2.mp3",
                GlobalSettings.Default.StartupPath + "\\music\\modes\\map\\tsomap3.mp3",
                GlobalSettings.Default.StartupPath + "\\music\\modes\\map\\tsomap4_v1.mp3"
            };
            PlayBackgroundMusic(
                tracks
            );

            ucp = new UIUCP();
            ucp.Y = ScreenHeight - 210;
            ucp.CityRenderer = CityRenderer;
            ucp.UpdateZoomButton();
            this.Add(ucp);

            gizmo = new UIGizmo();
            gizmo.X = ScreenWidth - 500;
            gizmo.Y = ScreenHeight - 300;
            this.Add(gizmo);

            Title = new UIGameTitle();
            Title.SetTitle(city);
            this.Add(Title);

            OpenInbox();

            MessageUI = new UIMessageController();
            this.Add(MessageUI);

            MessageUI.PassMessage("Whats His Face", "you suck");
            MessageUI.PassMessage("Whats His Face", "no rly");
            MessageUI.PassMessage("Whats His Face", "jk im just testing message recieving please love me");

            MessageUI.PassMessage("Yer maw", "dont let whats his face get to you");
            MessageUI.PassMessage("Yer maw", "i will always love you");

            MessageUI.PassEmail("M.O.M.I", "Ban Notice", "You have been banned for playing too well. \r\n\r\nWe don't know why you still have access to the game, but it's probably related to you playing the game pretty well. \r\n\r\nPlease stop immediately.\r\n\r\n - M.O.M.I. (this is just a test message btw, you're not actually banned)");

            GameFacade.Scenes.Add((_3DAbstract)CityRenderer);
        }