mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-19 02:46:35 -05:00
526 lines
26 KiB
C#
526 lines
26 KiB
C#
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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using OpenDiablo2.Common;
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using OpenDiablo2.Common.Attributes;
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using OpenDiablo2.Common.Enums;
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using OpenDiablo2.Common.Interfaces;
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using OpenDiablo2.Core.GameState_;
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using OpenDiablo2.Core.UI;
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namespace OpenDiablo2.Scenes
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{
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enum eHeroStance
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{
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Idle,
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IdleSelected,
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Approaching,
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Selected,
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Retreating
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}
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class HeroRenderInfo
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{
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public ISprite IdleSprite, IdleSelectedSprite, ForwardWalkSprite, ForwardWalkSpriteOverlay, SelectedSprite, SelectedSpriteOverlay, BackWalkSprite, BackWalkSpriteOverlay;
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public eHeroStance Stance;
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public long ForwardWalkTimeMs, BackWalkTimeMs;
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public long SpecialFrameTime;
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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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public sealed class SelectHeroClass : IScene
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{
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static readonly log4net.ILog log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private readonly IRenderWindow renderWindow;
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private readonly IPaletteProvider paletteProvider;
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private readonly IMPQProvider mpqProvider;
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private readonly IMouseInfoProvider mouseInfoProvider;
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private readonly IMusicProvider musicProvider;
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private readonly ISceneManager sceneManager;
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private readonly ITextDictionary textDictionary;
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private readonly IKeyboardInfoProvider keyboardInfoProvider;
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private readonly GameState gameState;
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private bool showEntryUi = false;
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private eHero? selectedHero = null;
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private float secondTimer;
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private ISprite backgroundSprite, campfireSprite;
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private IFont headingFont, heroDescFont, uiFont;
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private ILabel headingLabel, heroClassLabel, heroDesc1Label, heroDesc2Label, heroDesc3Label, characterNameLabel;
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private Button exitButton, okButton;
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private TextBox characterNameTextBox;
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private Dictionary<eHero, HeroRenderInfo> heroRenderInfo = new Dictionary<eHero, HeroRenderInfo>();
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public SelectHeroClass(
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IRenderWindow renderWindow,
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IPaletteProvider paletteProvider,
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IMPQProvider mpqProvider,
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IMouseInfoProvider mouseInfoProvider,
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IMusicProvider musicProvider,
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ISceneManager sceneManager,
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Func<eButtonType, Button> createButton,
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Func<TextBox> createTextBox,
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ITextDictionary textDictionary,
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IKeyboardInfoProvider keyboardInfoProvider,
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GameState gameState
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)
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{
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this.renderWindow = renderWindow;
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this.paletteProvider = paletteProvider;
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this.mpqProvider = mpqProvider;
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this.mouseInfoProvider = mouseInfoProvider;
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this.sceneManager = sceneManager;
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this.textDictionary = textDictionary;
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this.keyboardInfoProvider = keyboardInfoProvider;
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this.gameState = gameState;
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backgroundSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectBackground, Palettes.Fechar);
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campfireSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectCampfire, Palettes.Fechar, new Point(380, 335));
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campfireSprite.Blend = true;
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heroRenderInfo[eHero.Barbarian] = new HeroRenderInfo
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{
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Stance = eHeroStance.Idle,
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IdleSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectBarbarianUnselected, Palettes.Fechar, new Point(400, 330)),
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IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectBarbarianUnselectedH, Palettes.Fechar, new Point(400, 330)),
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ForwardWalkSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectBarbarianForwardWalk, Palettes.Fechar, new Point(400, 330)),
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ForwardWalkSpriteOverlay = renderWindow.LoadSprite(ResourcePaths.CharacterSelectBarbarianForwardWalkOverlay, Palettes.Fechar, new Point(400, 330)),
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SelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectBarbarianSelected, Palettes.Fechar, new Point(400, 330)),
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BackWalkSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectBarbarianBackWalk, Palettes.Fechar, new Point(400, 330)),
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SelectionBounds = new Rectangle(364, 201, 90, 170),
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ForwardWalkTimeMs = 3000,
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BackWalkTimeMs = 1000
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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 Point(626, 352)),
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IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecSorceressUnselectedH, Palettes.Fechar, new Point(626, 352)),
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ForwardWalkSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecSorceressForwardWalk, Palettes.Fechar, new Point(626, 352)),
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ForwardWalkSpriteOverlay = renderWindow.LoadSprite(ResourcePaths.CharacterSelecSorceressForwardWalkOverlay, Palettes.Fechar, new Point(626, 352)),
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SelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecSorceressSelected, Palettes.Fechar, new Point(626, 352)),
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SelectedSpriteOverlay = renderWindow.LoadSprite(ResourcePaths.CharacterSelecSorceressSelectedOverlay, Palettes.Fechar, new Point(626, 352)),
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BackWalkSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecSorceressBackWalk, Palettes.Fechar, new Point(626, 352)),
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BackWalkSpriteOverlay = renderWindow.LoadSprite(ResourcePaths.CharacterSelecSorceressBackWalkOverlay, Palettes.Fechar, new Point(626, 352)),
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SelectionBounds = new Rectangle(580, 240, 65, 160),
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ForwardWalkTimeMs = 3000,
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BackWalkTimeMs = 1200
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};
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heroRenderInfo[eHero.Sorceress].SelectedSpriteOverlay.Blend = true;
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heroRenderInfo[eHero.Sorceress].ForwardWalkSpriteOverlay.Blend = true;
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heroRenderInfo[eHero.Sorceress].BackWalkSpriteOverlay.Blend = true;
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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 Point(300, 335)),
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IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectNecromancerUnselectedH, Palettes.Fechar, new Point(300, 335)),
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ForwardWalkSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecNecromancerForwardWalk, Palettes.Fechar, new Point(300, 335)),
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ForwardWalkSpriteOverlay = renderWindow.LoadSprite(ResourcePaths.CharacterSelecNecromancerForwardWalkOverlay, Palettes.Fechar, new Point(300, 335)),
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SelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecNecromancerSelected, Palettes.Fechar, new Point(300, 335)),
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SelectedSpriteOverlay = renderWindow.LoadSprite(ResourcePaths.CharacterSelecNecromancerSelectedOverlay, Palettes.Fechar, new Point(300, 335)),
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BackWalkSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecNecromancerBackWalk, Palettes.Fechar, new Point(300, 335)),
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BackWalkSpriteOverlay = renderWindow.LoadSprite(ResourcePaths.CharacterSelecNecromancerBackWalkOverlay, Palettes.Fechar, new Point(300, 335)),
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SelectionBounds = new Rectangle(265, 220, 55, 175),
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ForwardWalkTimeMs = 3000,
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BackWalkTimeMs = 1500,
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};
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heroRenderInfo[eHero.Necromancer].ForwardWalkSpriteOverlay.Blend = true;
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heroRenderInfo[eHero.Necromancer].BackWalkSpriteOverlay.Blend = true;
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heroRenderInfo[eHero.Necromancer].SelectedSpriteOverlay.Blend = true;
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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 Point(521, 338)),
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IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectPaladinUnselectedH, Palettes.Fechar, new Point(521, 338)),
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ForwardWalkSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecPaladinForwardWalk, Palettes.Fechar, new Point(521, 338)),
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ForwardWalkSpriteOverlay = renderWindow.LoadSprite(ResourcePaths.CharacterSelecPaladinForwardWalkOverlay, Palettes.Fechar, new Point(521, 338)),
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SelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecPaladinSelected, Palettes.Fechar, new Point(521, 338)),
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BackWalkSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecPaladinBackWalk, Palettes.Fechar, new Point(521, 338)),
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SelectionBounds = new Rectangle(490, 210, 65, 180),
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ForwardWalkTimeMs = 4000,
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BackWalkTimeMs = 1300
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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 Point(100, 339)),
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IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAmazonUnselectedH, Palettes.Fechar, new Point(100, 339)),
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ForwardWalkSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecAmazonForwardWalk, Palettes.Fechar, new Point(100, 339)),
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//ForwardWalkSpriteOverlay = renderWindow.LoadSprite(ResourcePaths.CharacterSelecAmazonForwardWalkOverlay, Palettes.Fechar, new Point(100, 339)),
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SelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecAmazonSelected, Palettes.Fechar, new Point(100, 339)),
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BackWalkSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecAmazonBackWalk, Palettes.Fechar, new Point(100, 339)),
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SelectionBounds = new Rectangle(70, 220, 55, 200),
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ForwardWalkTimeMs = 2600,
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BackWalkTimeMs = 1500
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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 Point(231, 365)),
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IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAssassinUnselectedH, Palettes.Fechar, new Point(231, 365)),
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ForwardWalkSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAssassinForwardWalk, Palettes.Fechar, new Point(231, 365)),
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SelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAssassinSelected, Palettes.Fechar, new Point(231, 365)),
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BackWalkSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAssassinBackWalk, Palettes.Fechar, new Point(231, 365)),
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SelectionBounds = new Rectangle(175, 235, 50, 180),
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ForwardWalkTimeMs = 3000,
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BackWalkTimeMs = 1500
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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 Point(720, 370)),
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IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectDruidUnselectedH, Palettes.Fechar, new Point(720, 370)),
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ForwardWalkSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectDruidForwardWalk, Palettes.Fechar, new Point(720, 370)),
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SelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectDruidSelected, Palettes.Fechar, new Point(720, 370)),
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BackWalkSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectDruidBackWalk, Palettes.Fechar, new Point(720, 370)),
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SelectionBounds = new Rectangle(680, 220, 70, 195),
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ForwardWalkTimeMs = 3000,
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BackWalkTimeMs = 1500
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};
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headingFont = renderWindow.LoadFont(ResourcePaths.Font30, Palettes.Units);
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heroDescFont = renderWindow.LoadFont(ResourcePaths.Font16, Palettes.Units);
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uiFont = renderWindow.LoadFont(ResourcePaths.Font16, Palettes.Units);
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headingLabel = renderWindow.CreateLabel(headingFont);
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headingLabel.Text = textDictionary.Translate("strSelectHeroClass");
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headingLabel.Location = new Point(400 - (headingLabel.TextArea.Width / 2), 17);
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heroClassLabel = renderWindow.CreateLabel(headingFont);
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heroClassLabel.Text = "";
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heroClassLabel.Location = new Point(400 - (heroClassLabel.TextArea.Width / 2), 65);
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heroDesc1Label = renderWindow.CreateLabel(heroDescFont);
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heroDesc2Label = renderWindow.CreateLabel(heroDescFont);
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heroDesc3Label = renderWindow.CreateLabel(heroDescFont);
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characterNameLabel = renderWindow.CreateLabel(uiFont);
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characterNameLabel.Text = "Character Name"; // TODO Translation table
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characterNameLabel.Location = new Point(320, 475);
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characterNameLabel.TextColor = Color.FromArgb(216, 196, 128);
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exitButton = createButton(eButtonType.Medium);
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exitButton.Text = "EXIT"; // TODO Translation table
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exitButton.Location = new Point(30, 540);
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exitButton.OnActivate = OnExitClicked;
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okButton = createButton(eButtonType.Medium);
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okButton.Text = "OK"; // TODO Translation table
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okButton.Location = new Point(630, 540);
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okButton.OnActivate = OnOkclicked;
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okButton.Enabled = false;
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characterNameTextBox = createTextBox();
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characterNameTextBox.Text = "";
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characterNameTextBox.Location = new Point(320, 493);
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}
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private void OnOkclicked()
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{
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gameState.Initialize(characterNameTextBox.Text, selectedHero.Value);
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}
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private void OnExitClicked()
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{
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var heros = Enum.GetValues(typeof(eHero)).Cast<eHero>();
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foreach(var hero in heros)
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{
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heroRenderInfo[hero].SpecialFrameTime = 0;
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heroRenderInfo[hero].Stance = eHeroStance.Idle;
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}
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showEntryUi = false;
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keyboardInfoProvider.KeyPressCallback = null;
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characterNameTextBox.Text = "";
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okButton.Enabled = false;
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sceneManager.ChangeScene("Main Menu");
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}
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public void Render()
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{
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renderWindow.Draw(backgroundSprite, 4, 3, 0);
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RenderHeros();
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renderWindow.Draw(campfireSprite, (int)(campfireSprite.TotalFrames * secondTimer));
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renderWindow.Draw(headingLabel);
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if (selectedHero.HasValue)
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{
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renderWindow.Draw(heroClassLabel);
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renderWindow.Draw(heroDesc1Label);
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renderWindow.Draw(heroDesc2Label);
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renderWindow.Draw(heroDesc3Label);
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}
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exitButton.Render();
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if (showEntryUi)
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{
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renderWindow.Draw(characterNameLabel);
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okButton.Render();
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characterNameTextBox.Render();
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}
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}
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private void RenderHeros()
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{
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var heros = Enum.GetValues(typeof(eHero)).Cast<eHero>();
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foreach (var hero in heros)
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if (heroRenderInfo[hero].Stance == eHeroStance.Idle || heroRenderInfo[hero].Stance == eHeroStance.IdleSelected)
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RenderHero(hero);
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foreach (var hero in heros)
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if (heroRenderInfo[hero].Stance != eHeroStance.Idle && heroRenderInfo[hero].Stance != eHeroStance.IdleSelected)
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RenderHero(hero);
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}
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private void RenderHero(eHero hero)
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{
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var renderInfo = heroRenderInfo[hero];
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switch (renderInfo.Stance)
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{
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case eHeroStance.Idle:
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renderWindow.Draw(renderInfo.IdleSprite, (int)(renderInfo.IdleSprite.TotalFrames * secondTimer));
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break;
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case eHeroStance.IdleSelected:
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renderWindow.Draw(renderInfo.IdleSelectedSprite, (int)(renderInfo.IdleSelectedSprite.TotalFrames * secondTimer));
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break;
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case eHeroStance.Approaching:
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{
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var framePct = (float)renderInfo.SpecialFrameTime / (float)renderInfo.ForwardWalkTimeMs;
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renderWindow.Draw(renderInfo.ForwardWalkSprite, (int)(renderInfo.ForwardWalkSprite.TotalFrames * framePct));
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if (renderInfo.ForwardWalkSpriteOverlay != null)
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renderWindow.Draw(renderInfo.ForwardWalkSpriteOverlay, (int)(renderInfo.ForwardWalkSpriteOverlay.TotalFrames * framePct));
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}
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break;
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case eHeroStance.Selected:
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{
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var framePct = (float)renderInfo.SpecialFrameTime / (float)1000;
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renderWindow.Draw(renderInfo.SelectedSprite, (int)(renderInfo.SelectedSprite.TotalFrames * framePct));
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if (renderInfo.SelectedSpriteOverlay != null)
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renderWindow.Draw(renderInfo.SelectedSpriteOverlay, (int)(renderInfo.SelectedSpriteOverlay.TotalFrames * framePct));
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}
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break;
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case eHeroStance.Retreating:
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{
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var framePct = (float)renderInfo.SpecialFrameTime / (float)renderInfo.BackWalkTimeMs;
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renderWindow.Draw(renderInfo.BackWalkSprite, (int)(renderInfo.BackWalkSprite.TotalFrames * framePct));
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if (renderInfo.BackWalkSpriteOverlay != null)
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renderWindow.Draw(renderInfo.BackWalkSpriteOverlay, (int)(renderInfo.BackWalkSpriteOverlay.TotalFrames * framePct));
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}
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break;
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}
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}
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private void OnKeyPressed(char charcode)
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{
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if (charcode == '\b')
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{
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if (characterNameTextBox.Text.Length == 0)
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return;
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characterNameTextBox.Text = characterNameTextBox.Text.Substring(0, characterNameTextBox.Text.Length - 1);
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okButton.Enabled = characterNameTextBox.Text.Length >= 2;
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return;
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}
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if (characterNameTextBox.Text.Length >= 15)
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return;
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if (!"abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ".Contains(charcode))
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return;
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characterNameTextBox.Text += charcode;
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okButton.Enabled = characterNameTextBox.Text.Length >= 2;
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}
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public void Update(long ms)
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{
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float seconds = ((float)ms / 1500f);
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secondTimer += seconds;
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while (secondTimer >= 1f)
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secondTimer -= 1f;
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if (keyboardInfoProvider.KeyPressCallback == null)
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keyboardInfoProvider.KeyPressCallback = OnKeyPressed;
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// Don't update hero selection if one of them is walking to or from the campfire
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var canSelect = 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, ms, canSelect);
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if (selectedHero.HasValue && heroRenderInfo.All(x => x.Value.Stance == eHeroStance.Idle))
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{
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selectedHero = null;
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}
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exitButton.Update();
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okButton.Update();
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characterNameTextBox.Update(ms);
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}
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private void UpdateHeroSelectionHover(eHero hero, long ms, bool canSelect)
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{
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var renderInfo = heroRenderInfo[hero];
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if (renderInfo.Stance == eHeroStance.Approaching)
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{
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renderInfo.SpecialFrameTime += ms;
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if (renderInfo.SpecialFrameTime >= renderInfo.ForwardWalkTimeMs)
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{
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renderInfo.Stance = eHeroStance.Selected;
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renderInfo.SpecialFrameTime = 0;
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}
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return;
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}
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if (renderInfo.Stance == eHeroStance.Retreating)
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{
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renderInfo.SpecialFrameTime += ms;
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if (renderInfo.SpecialFrameTime >= renderInfo.BackWalkTimeMs)
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{
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renderInfo.Stance = eHeroStance.Idle;
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renderInfo.SpecialFrameTime = 0;
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}
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return;
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}
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if (renderInfo.Stance == eHeroStance.Selected)
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{
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renderInfo.SpecialFrameTime += ms;
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while (renderInfo.SpecialFrameTime >= 1000)
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renderInfo.SpecialFrameTime -= 1000;
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return;
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}
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if (!canSelect)
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return;
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// No need to highlight a hero if they are next to the campfire
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if (renderInfo.Stance == eHeroStance.Selected)
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return;
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var mouseX = mouseInfoProvider.MouseX;
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var mouseY = mouseInfoProvider.MouseY;
|
|
|
|
var b = renderInfo.SelectionBounds;
|
|
var mouseHover = (mouseX >= b.Left) && (mouseX <= b.Left + b.Width) && (mouseY >= b.Top) && (mouseY <= b.Top + b.Height);
|
|
|
|
if (mouseHover && mouseInfoProvider.LeftMouseDown)
|
|
{
|
|
showEntryUi = true;
|
|
renderInfo.Stance = eHeroStance.Approaching;
|
|
renderInfo.SpecialFrameTime = 0;
|
|
|
|
|
|
foreach(var ri in heroRenderInfo)
|
|
{
|
|
if (ri.Value.Stance != eHeroStance.Selected)
|
|
continue;
|
|
|
|
ri.Value.Stance = eHeroStance.Retreating;
|
|
ri.Value.SpecialFrameTime = 0;
|
|
break;
|
|
}
|
|
|
|
selectedHero = hero;
|
|
UpdateHeroText();
|
|
|
|
return;
|
|
}
|
|
|
|
heroRenderInfo[hero].Stance = mouseHover ? eHeroStance.IdleSelected : eHeroStance.Idle;
|
|
|
|
if (selectedHero == null && mouseHover)
|
|
{
|
|
selectedHero = hero;
|
|
UpdateHeroText();
|
|
}
|
|
|
|
}
|
|
|
|
private void UpdateHeroText()
|
|
{
|
|
if (selectedHero == null)
|
|
return;
|
|
|
|
switch (selectedHero.Value)
|
|
{
|
|
case eHero.Barbarian:
|
|
heroClassLabel.Text = textDictionary.Translate("strBarbarian");
|
|
heroDesc1Label.Text = "He is unequaled in close-quarters";
|
|
heroDesc2Label.Text = "combat and mastery of weapons.";
|
|
heroDesc3Label.Text = "";
|
|
break;
|
|
case eHero.Necromancer:
|
|
heroClassLabel.Text = textDictionary.Translate("strNecromancer");
|
|
heroDesc1Label.Text = "Summoning undead minions and cursing";
|
|
heroDesc2Label.Text = "his enemies are his specialties.";
|
|
heroDesc3Label.Text = "";
|
|
break;
|
|
case eHero.Paladin:
|
|
heroClassLabel.Text = textDictionary.Translate("strPaladin");
|
|
heroDesc1Label.Text = "He is a natural party leader, holy";
|
|
heroDesc2Label.Text = "man, and blessed warrior.";
|
|
heroDesc3Label.Text = "";
|
|
break;
|
|
case eHero.Assassin:
|
|
heroClassLabel.Text = textDictionary.Translate("strAssassin");
|
|
heroDesc1Label.Text = "Schooled in the Material Arts. Her";
|
|
heroDesc2Label.Text = "mind and body are deadly weapons.";
|
|
heroDesc3Label.Text = "";
|
|
break;
|
|
case eHero.Sorceress:
|
|
heroClassLabel.Text = textDictionary.Translate("strSorceress");
|
|
heroClassLabel.Text = textDictionary.Translate("strAmazon");
|
|
heroDesc1Label.Text = "She has mastered the elemental";
|
|
heroDesc2Label.Text = "magicks -- fire, lightning, and ice.";
|
|
heroDesc3Label.Text = "";
|
|
break;
|
|
case eHero.Amazon:
|
|
heroClassLabel.Text = textDictionary.Translate("strAmazon");
|
|
heroDesc1Label.Text = "Skilled with the spear and the bow,";
|
|
heroDesc2Label.Text = "she is a very versatile fighter.";
|
|
heroDesc3Label.Text = "";
|
|
break;
|
|
case eHero.Druid:
|
|
heroClassLabel.Text = textDictionary.Translate("strDruid");
|
|
heroDesc1Label.Text = "Commanding the forces of nature, he";
|
|
heroDesc2Label.Text = "summons wild beasts and raging";
|
|
heroDesc3Label.Text = "storms to his side.";
|
|
break;
|
|
}
|
|
|
|
heroClassLabel.Location = new Point(400 - (heroClassLabel.TextArea.Width / 2), 65);
|
|
heroDesc1Label.Location = new Point(400 - (heroDesc1Label.TextArea.Width / 2), 100);
|
|
heroDesc2Label.Location = new Point(400 - (heroDesc2Label.TextArea.Width / 2), 115);
|
|
heroDesc3Label.Location = new Point(400 - (heroDesc3Label.TextArea.Width / 2), 130);
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
backgroundSprite.Dispose();
|
|
campfireSprite.Dispose();
|
|
headingFont.Dispose();
|
|
headingLabel.Dispose();
|
|
}
|
|
}
|
|
}
|