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https://github.com/OpenDiablo2/OpenDiablo2
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Added hover highlight for all heros
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@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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@ -31,10 +32,11 @@ namespace OpenDiablo2.Scenes
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Retreating
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}
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struct HeroRenderInfo
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class HeroRenderInfo
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{
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public ISprite IdleSprite, IdleSelectedSprite, ApproacingSprite, SelectedSprite, RetreatingSprite;
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public eHeroStance Stance;
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public Rectangle SelectionBounds = new Rectangle();
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}
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[Scene("Select Hero Class")]
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@ -80,49 +82,56 @@ namespace OpenDiablo2.Scenes
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{
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Stance = eHeroStance.Idle,
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IdleSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectBarbarianUnselected, Palettes.Fechar, new System.Drawing.Point(400, 330)),
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IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectBarbarianUnselectedH, Palettes.Fechar, new System.Drawing.Point(400, 330))
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IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectBarbarianUnselectedH, Palettes.Fechar, new System.Drawing.Point(400, 330)),
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SelectionBounds = new Rectangle(364, 201, 90, 170)
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};
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heroRenderInfo[eHero.Sorceress] = new HeroRenderInfo
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{
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Stance = eHeroStance.Idle,
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IdleSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecSorceressUnselected, Palettes.Fechar, new System.Drawing.Point(626, 352)),
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IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecSorceressUnselectedH, Palettes.Fechar, new System.Drawing.Point(626, 352))
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IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecSorceressUnselectedH, Palettes.Fechar, new System.Drawing.Point(626, 352)),
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SelectionBounds = new Rectangle(580, 240, 65, 160)
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};
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heroRenderInfo[eHero.Necromancer] = new HeroRenderInfo
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{
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Stance = eHeroStance.Idle,
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IdleSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectNecromancerUnselected, Palettes.Fechar, new System.Drawing.Point(300, 335)),
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IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectNecromancerUnselectedH, Palettes.Fechar, new System.Drawing.Point(300, 335))
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IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectNecromancerUnselectedH, Palettes.Fechar, new System.Drawing.Point(300, 335)),
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SelectionBounds = new Rectangle(265, 220, 55, 175)
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};
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heroRenderInfo[eHero.Paladin] = new HeroRenderInfo
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{
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Stance = eHeroStance.Idle,
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IdleSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectPaladinUnselected, Palettes.Fechar, new System.Drawing.Point(521, 338)),
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IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectPaladinUnselectedH, Palettes.Fechar, new System.Drawing.Point(521, 338))
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IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectPaladinUnselectedH, Palettes.Fechar, new System.Drawing.Point(521, 338)),
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SelectionBounds = new Rectangle(490, 210, 65, 180)
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};
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heroRenderInfo[eHero.Amazon] = new HeroRenderInfo
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{
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Stance = eHeroStance.Idle,
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IdleSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAmazonUnselected, Palettes.Fechar, new System.Drawing.Point(100, 339)),
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IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAmazonUnselectedH, Palettes.Fechar, new System.Drawing.Point(100, 339))
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IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAmazonUnselectedH, Palettes.Fechar, new System.Drawing.Point(100, 339)),
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SelectionBounds = new Rectangle(70, 220, 55, 200)
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};
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heroRenderInfo[eHero.Assassin] = new HeroRenderInfo
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{
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Stance = eHeroStance.Idle,
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IdleSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAssassinUnselected, Palettes.Fechar, new System.Drawing.Point(231, 365)),
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IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAssassinUnselectedH, Palettes.Fechar, new System.Drawing.Point(231, 365))
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IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAssassinUnselectedH, Palettes.Fechar, new System.Drawing.Point(231, 365)),
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SelectionBounds = new Rectangle(175, 235, 50, 180)
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};
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heroRenderInfo[eHero.Druid] = new HeroRenderInfo
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{
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Stance = eHeroStance.Idle,
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IdleSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectDruidUnselected, Palettes.Fechar, new System.Drawing.Point(720, 370)),
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IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectDruidUnselectedH, Palettes.Fechar, new System.Drawing.Point(720, 370))
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IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectDruidUnselectedH, Palettes.Fechar, new System.Drawing.Point(720, 370)),
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SelectionBounds = new Rectangle(680, 220, 70, 195)
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};
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headingFont = renderWindow.LoadFont(ResourcePaths.Font30, Palettes.Units);
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@ -189,9 +198,30 @@ namespace OpenDiablo2.Scenes
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while (secondTimer >= 1f)
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secondTimer -= 1f;
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// Don't update hero selection if one of them is walking to or from the campfire
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if (heroRenderInfo.All(x => x.Value.Stance == eHeroStance.Idle || x.Value.Stance == eHeroStance.IdleSelected || x.Value.Stance == eHeroStance.Selected))
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foreach (var hero in Enum.GetValues(typeof(eHero)).Cast<eHero>())
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UpdateHeroSelectionHover(hero);
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exitButton.Update();
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}
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private void UpdateHeroSelectionHover(eHero hero)
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{
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// No need to highlight a hero if they are next to the campfire
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if (heroRenderInfo[hero].Stance == eHeroStance.Selected)
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return;
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var mouseX = mouseInfoProvider.MouseX;
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var mouseY = mouseInfoProvider.MouseY;
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var b = heroRenderInfo[hero].SelectionBounds;
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var mouseHover = (mouseX >= b.Left) && (mouseX <= b.Left + b.Width) && (mouseY >= b.Top) && (mouseY <= b.Top + b.Height);
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heroRenderInfo[hero].Stance = mouseHover ? eHeroStance.IdleSelected : eHeroStance.Idle;
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}
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public void Dispose()
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{
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backgroundSprite.Dispose();
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