示例#1
0
 private void previousItem(int index)
 {
     // Check if List which holds items has an item before current
     if (index - 1 >= 0)
     {
         // Deselect current item
         current.isSelected = false;
         // Set previous item as new current item
         current = inventory.items[index - 1];
         // Set select new current item
         current.isSelected = true;
     }
 }
示例#2
0
 private void nextItem(int index)
 {
     // Check if List which holds items has a next item after current
     if (index + 1 < inventory.items.Count)
     {
         // Deselect current item
         current.isSelected = false;
         // Set next item as new current item
         current = inventory.items[index + 1];
         // Set select new current item
         current.isSelected = true;
     }
 }
示例#3
0
        /// <summary>
        /// Generate random equipables dropped by enemies
        /// Can be either a Cap or a Label to strenghten the players weapon
        /// Uses randomNames array to apply a random name to the item to be dropped
        ///
        /// Also generates random stats
        /// </summary>
        /// <param name="type"></param>
        /// <returns></returns>
        public AEquipable generateEquipable(int type)
        {
            AEquipable item = null;

            rnd = new Random(Guid.NewGuid().GetHashCode());

            String itemName = randomNames[rnd.Next(randomNames.Length)];

            if (type == 1)
            {
                item = new Cap(rnd.Next(10) + 1, rnd.Next(10) + 1, rnd.Next(10) + 1, rnd.Next(6), rnd.Next(6));

                if (itemName.Substring(0, 2).Equals("of"))
                {
                    item.name = "Cap " + itemName;
                }
                else
                {
                    item.name = itemName + " Cap";
                }
            }
            else
            {
                item = new Label(rnd.Next(10) + 1, rnd.Next(10) + 1, rnd.Next(10) + 1, rnd.Next(6), rnd.Next(6));

                if (itemName.Substring(0, 2).Equals("of"))
                {
                    item.name = "Label " + itemName;
                }
                else
                {
                    item.name = itemName + " Label";
                }
            }
            return(item);
        }
示例#4
0
 public void RemInventoryObject(AEquipable item)
 {
     items.Remove(item);
 }
示例#5
0
 public void AddInventoryObject(AEquipable item)
 {
     items.Add(item);
 }
示例#6
0
        /// <summary>
        /// Draw inventory screen
        /// </summary>
        /// <param name="gameTime"></param>
        public void Draw(GameTime gameTime)
        {
            spriteBatch.Begin(SpriteSortMode.Deferred,
                              BlendState.AlphaBlend,
                              SamplerState.PointClamp,
                              null, null, null, matrix);

            Viewport viewport = graphics.Viewport;

            //Draw background full screen
            spriteBatch.Draw(bg, viewport.Bounds, Color.White);

            //Draw instruction text for equipping and dropping items
            spriteBatch.DrawString(spriteFont, "Press 'F' to equip", new Vector2(viewport.Width / 100 * 10, viewport.Height / 100 * 5), Color.White);
            spriteBatch.DrawString(spriteFont, "Press 'Del' to drop", new Vector2(viewport.Width / 100 * 10, viewport.Height / 100 * 10), Color.White);

            //Draw bottle image
            //spriteBatch.Draw(bottle, new Rectangle(viewport.Width / 100 * 10, viewport.Height / 100 * 15, bottle.Width, bottle.Height), Color.White);
            spriteBatch.Draw(bottle, new Vector2(0, 0), bottle.Bounds, Color.White, 0.0f, new Vector2(0, 0), new Vector2(matrix.Scale.X, matrix.Scale.Y), SpriteEffects.None, 0.0f);

            //Draw textareas for displaying information about current equipables
            spriteBatch.Draw(textArea, new Rectangle((viewport.Width / 100) * 5, (viewport.Height / 100) * 50, textArea.Width / 2, textArea.Height / 2 + (textArea.Height / 100) * 50), Color.White);
            spriteBatch.Draw(textArea, new Rectangle((viewport.Width / 100) * 25, (viewport.Height / 100) * 50, textArea.Width / 2, textArea.Height / 2 + (textArea.Height / 100) * 50), Color.White);

            //Draw title text for equipped items
            spriteBatch.DrawString(spriteFont, "Current equipped cap: ", new Vector2((viewport.Width / 100) * 5 + (viewport.Width / 100) * 2, (viewport.Height / 100) * 50 + (viewport.Width / 100) * 2), Color.Black);
            spriteBatch.DrawString(spriteFont, "Current equipped label: ", new Vector2((viewport.Width / 100) * 25 + (viewport.Width / 100) * 2, (viewport.Height / 100) * 50 + (viewport.Width / 100) * 2), Color.Black);

            //Check if player currently has a cap equipped
            if (player.equippedCap != null)
            {
                //Draw information about current equipped cap
                spriteBatch.DrawString(spriteFont, player.equippedCap.name, new Vector2((viewport.Width / 100) * 5 + (viewport.Width / 100) * 2, (viewport.Height / 100) * 50 + (viewport.Width / 100) * 4), Color.Black);
                spriteBatch.DrawString(spriteFont, "Level: " + player.equippedCap.level, new Vector2((viewport.Width / 100) * 5 + (viewport.Width / 100) * 2, (viewport.Height / 100) * 50 + (viewport.Width / 100) * 6), Color.Black);
                spriteBatch.DrawString(spriteFont, "Attack: " + player.equippedCap.attack, new Vector2((viewport.Width / 100) * 5 + (viewport.Width / 100) * 2, (viewport.Height / 100) * 50 + (viewport.Width / 100) * 8), Color.Black);
                spriteBatch.DrawString(spriteFont, "Defense: " + player.equippedCap.defense, new Vector2((viewport.Width / 100) * 5 + (viewport.Width / 100) * 2, (viewport.Height / 100) * 50 + (viewport.Width / 100) * 10), Color.Black);
                spriteBatch.Draw(content.Load <Texture2D>(player.equippedCap.texture.ToString()), new Rectangle((viewport.Width / 100) * 15 + (viewport.Width / 100) * 2, (viewport.Height / 100) * 50 + (viewport.Width / 100) * 6, player.equippedCap.texture.Width, player.equippedCap.texture.Height), Color.White);
            }
            //Check if player currently has a label equipped
            if (player.equippedLabel != null)
            {
                //Draw information about current equipped cap
                spriteBatch.DrawString(spriteFont, player.equippedLabel.name, new Vector2((viewport.Width / 100) * 25 + (viewport.Width / 100) * 2, (viewport.Height / 100) * 50 + (viewport.Width / 100) * 4), Color.Black);
                spriteBatch.DrawString(spriteFont, "Level: " + player.equippedLabel.level, new Vector2((viewport.Width / 100) * 25 + (viewport.Width / 100) * 2, (viewport.Height / 100) * 50 + (viewport.Width / 100) * 6), Color.Black);
                spriteBatch.DrawString(spriteFont, "Attack: " + player.equippedLabel.attack, new Vector2((viewport.Width / 100) * 25 + (viewport.Width / 100) * 2, (viewport.Height / 100) * 50 + (viewport.Width / 100) * 8), Color.Black);
                spriteBatch.DrawString(spriteFont, "Defense: " + player.equippedLabel.defense, new Vector2((viewport.Width / 100) * 25 + (viewport.Width / 100) * 2, (viewport.Height / 100) * 50 + (viewport.Width / 100) * 10), Color.Black);
                spriteBatch.Draw(content.Load <Texture2D>(player.equippedLabel.texture.ToString()), new Rectangle((viewport.Width / 100) * 35 + (viewport.Width / 100) * 2, (viewport.Height / 100) * 50 + (viewport.Width / 100) * 6, player.equippedLabel.texture.Width, player.equippedLabel.texture.Height), Color.White);
            }

            // Used for layout inventory slots
            int count = 0;

            // Used for displaying items in inventory
            int itemPointer = 0;

            // y position placement for inventory slots
            int y = 40;

            for (int i = 0; i < inventory.capacity; i++)
            {
                // When 6 inventory slots are placed, start new line
                if (count == 6)
                {
                    y    += slot.Height;
                    count = 0;
                }

                // Hold x position of current inventory slot
                int x = (viewport.Width / 2) + (count * slot.Width);

                // Draw inventory slot image
                spriteBatch.Draw(slot, new Rectangle(x, y, slot.Width, slot.Height), Color.White);

                // Check for items in items list
                if (itemPointer < inventory.items.Count)
                {
                    // Check if item to draw is equipped -> items that are equipped are out of inventory, so not drawn here
                    if (!inventory.items[itemPointer].isEquipped)
                    {
                        // Check if item is selected
                        if (inventory.items[itemPointer].isSelected)
                        {
                            // Set this item as current.
                            current = inventory.items[itemPointer];
                            // Draw item image with selection (Slightly bigger)
                            spriteBatch.Draw(content.Load <Texture2D>(inventory.items[itemPointer].texture.ToString()), new Rectangle(x + 10, y + 10, inventory.items[count].texture.Width + 20, inventory.items[count].texture.Height + 20), Color.White);
                            // Save on screen location of item
                            inventory.items[itemPointer].position = new Vector2(x + 10, y + 10);
                        }
                        else
                        {
                            // Draw item image
                            spriteBatch.Draw(content.Load <Texture2D>(inventory.items[itemPointer].texture.ToString()), new Rectangle(x + 10, y + 10, inventory.items[count].texture.Width, inventory.items[count].texture.Height), Color.White);
                            // Save on screen location of item
                            inventory.items[itemPointer].position = new Vector2(x + 10, y + 10);
                        }
                    }
                    // Increment counter to get next item
                    itemPointer++;
                }
                // Increment counter for position purposes
                count++;
            }

            // Draw textarea to display current information about selected item
            spriteBatch.Draw(textArea, new Rectangle((viewport.Width / 2), slot.Height * 6, slot.Width * 6, textArea.Height), Color.White);

            // Draw information about current selected item
            spriteBatch.DrawString(spriteFont, current.name, new Vector2((viewport.Width / 2) + (viewport.Width / 100 * 5), (slot.Height * 6) + (viewport.Width / 100 * 3)), Color.Black);
            spriteBatch.DrawString(spriteFont, "Level: " + current.level, new Vector2((viewport.Width / 2) + (viewport.Width / 100 * 5), (slot.Height * 6) + (viewport.Width / 100 * 5)), Color.Black);
            spriteBatch.DrawString(spriteFont, "Attack: " + current.attack, new Vector2((viewport.Width / 2) + (viewport.Width / 100 * 5), (slot.Height * 6) + (viewport.Width / 100 * 7)), Color.Black);
            spriteBatch.DrawString(spriteFont, "Defense: " + current.defense, new Vector2((viewport.Width / 2) + (viewport.Width / 100 * 5), (slot.Height * 6) + (viewport.Width / 100 * 9)), Color.Black);

            spriteBatch.End();
        }