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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-17 18:06:03 -05:00
OpenDiablo2/OpenDiablo2.Scenes/SelectHeroClass.cs

485 lines
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C#
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using System;
using System.Collections.Generic;
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using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenDiablo2.Common;
using OpenDiablo2.Common.Attributes;
using OpenDiablo2.Common.Enums;
using OpenDiablo2.Common.Interfaces;
using OpenDiablo2.Core.UI;
namespace OpenDiablo2.Scenes
{
enum eHero
{
Barbarian,
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Necromancer,
Paladin,
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Assassin,
Sorceress,
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Amazon,
Druid
}
enum eHeroStance
{
Idle,
IdleSelected,
Approaching,
Selected,
Retreating
}
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class HeroRenderInfo
{
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public ISprite IdleSprite, IdleSelectedSprite, ForwardWalkSprite, ForwardWalkSpriteOverlay, SelectedSprite, SelectedSpriteOverlay, BackWalkSprite, BackWalkSpriteOverlay;
public eHeroStance Stance;
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public long ForwardWalkTimeMs, BackWalkTimeMs;
public long SpecialFrameTime;
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public Rectangle SelectionBounds = new Rectangle();
}
[Scene("Select Hero Class")]
public sealed class SelectHeroClass : IScene
{
static readonly log4net.ILog log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private readonly IRenderWindow renderWindow;
private readonly IPaletteProvider paletteProvider;
private readonly IMPQProvider mpqProvider;
private readonly IMouseInfoProvider mouseInfoProvider;
private readonly IMusicProvider musicProvider;
private readonly ISceneManager sceneManager;
private readonly ITextDictionary textDictionary;
private bool showEntryUi = false;
private eHero? selectedHero = null;
private float secondTimer;
private ISprite backgroundSprite, campfireSprite;
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private IFont headingFont, heroDescFont;
private ILabel headingLabel, heroClassLabel, heroDesc1Label, heroDesc2Label, heroDesc3Label;
private Button exitButton, okButton;
private Dictionary<eHero, HeroRenderInfo> heroRenderInfo = new Dictionary<eHero, HeroRenderInfo>();
public SelectHeroClass(
IRenderWindow renderWindow,
IPaletteProvider paletteProvider,
IMPQProvider mpqProvider,
IMouseInfoProvider mouseInfoProvider,
IMusicProvider musicProvider,
ISceneManager sceneManager,
Func<eButtonType, Button> createButton,
ITextDictionary textDictionary
)
{
this.renderWindow = renderWindow;
this.paletteProvider = paletteProvider;
this.mpqProvider = mpqProvider;
this.mouseInfoProvider = mouseInfoProvider;
this.sceneManager = sceneManager;
this.textDictionary = textDictionary;
backgroundSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectBackground, Palettes.Fechar);
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campfireSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectCampfire, Palettes.Fechar, new Point(380, 335));
campfireSprite.Blend = true;
heroRenderInfo[eHero.Barbarian] = new HeroRenderInfo
{
Stance = eHeroStance.Idle,
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IdleSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectBarbarianUnselected, Palettes.Fechar, new Point(400, 330)),
IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectBarbarianUnselectedH, Palettes.Fechar, new Point(400, 330)),
ForwardWalkSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectBarbarianForwardWalk, Palettes.Fechar, new Point(400, 330)),
ForwardWalkSpriteOverlay = renderWindow.LoadSprite(ResourcePaths.CharacterSelectBarbarianForwardWalkOverlay, Palettes.Fechar, new Point(400, 330)),
SelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectBarbarianSelected, Palettes.Fechar, new Point(400, 330)),
BackWalkSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectBarbarianBackWalk, Palettes.Fechar, new Point(400, 330)),
SelectionBounds = new Rectangle(364, 201, 90, 170),
ForwardWalkTimeMs = 3000,
BackWalkTimeMs = 1000
};
heroRenderInfo[eHero.Sorceress] = new HeroRenderInfo
{
Stance = eHeroStance.Idle,
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IdleSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecSorceressUnselected, Palettes.Fechar, new Point(626, 352)),
IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecSorceressUnselectedH, Palettes.Fechar, new Point(626, 352)),
ForwardWalkSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecSorceressForwardWalk, Palettes.Fechar, new Point(626, 352)),
ForwardWalkSpriteOverlay = renderWindow.LoadSprite(ResourcePaths.CharacterSelecSorceressForwardWalkOverlay, Palettes.Fechar, new Point(626, 352)),
SelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecSorceressSelected, Palettes.Fechar, new Point(626, 352)),
SelectedSpriteOverlay = renderWindow.LoadSprite(ResourcePaths.CharacterSelecSorceressSelectedOverlay, Palettes.Fechar, new Point(626, 352)),
BackWalkSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecSorceressBackWalk, Palettes.Fechar, new Point(626, 352)),
BackWalkSpriteOverlay = renderWindow.LoadSprite(ResourcePaths.CharacterSelecSorceressBackWalkOverlay, Palettes.Fechar, new Point(626, 352)),
SelectionBounds = new Rectangle(580, 240, 65, 160),
ForwardWalkTimeMs = 3000,
BackWalkTimeMs = 1200
};
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heroRenderInfo[eHero.Sorceress].SelectedSpriteOverlay.Blend = true;
heroRenderInfo[eHero.Sorceress].ForwardWalkSpriteOverlay.Blend = true;
heroRenderInfo[eHero.Sorceress].BackWalkSpriteOverlay.Blend = true;
heroRenderInfo[eHero.Necromancer] = new HeroRenderInfo
{
Stance = eHeroStance.Idle,
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IdleSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectNecromancerUnselected, Palettes.Fechar, new Point(300, 335)),
IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectNecromancerUnselectedH, Palettes.Fechar, new Point(300, 335)),
ForwardWalkSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecNecromancerForwardWalk, Palettes.Fechar, new Point(300, 335)),
ForwardWalkSpriteOverlay = renderWindow.LoadSprite(ResourcePaths.CharacterSelecNecromancerForwardWalkOverlay, Palettes.Fechar, new Point(300, 335)),
SelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecNecromancerSelected, Palettes.Fechar, new Point(300, 335)),
SelectedSpriteOverlay = renderWindow.LoadSprite(ResourcePaths.CharacterSelecNecromancerSelectedOverlay, Palettes.Fechar, new Point(300, 335)),
BackWalkSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecNecromancerBackWalk, Palettes.Fechar, new Point(300, 335)),
BackWalkSpriteOverlay = renderWindow.LoadSprite(ResourcePaths.CharacterSelecNecromancerBackWalkOverlay, Palettes.Fechar, new Point(300, 335)),
SelectionBounds = new Rectangle(265, 220, 55, 175),
ForwardWalkTimeMs = 3000,
BackWalkTimeMs = 1500,
};
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heroRenderInfo[eHero.Necromancer].ForwardWalkSpriteOverlay.Blend = true;
heroRenderInfo[eHero.Necromancer].BackWalkSpriteOverlay.Blend = true;
heroRenderInfo[eHero.Necromancer].SelectedSpriteOverlay.Blend = true;
heroRenderInfo[eHero.Paladin] = new HeroRenderInfo
{
Stance = eHeroStance.Idle,
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IdleSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectPaladinUnselected, Palettes.Fechar, new Point(521, 338)),
IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectPaladinUnselectedH, Palettes.Fechar, new Point(521, 338)),
ForwardWalkSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecPaladinForwardWalk, Palettes.Fechar, new Point(521, 338)),
ForwardWalkSpriteOverlay = renderWindow.LoadSprite(ResourcePaths.CharacterSelecPaladinForwardWalkOverlay, Palettes.Fechar, new Point(521, 338)),
SelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecPaladinSelected, Palettes.Fechar, new Point(521, 338)),
BackWalkSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecPaladinBackWalk, Palettes.Fechar, new Point(521, 338)),
SelectionBounds = new Rectangle(490, 210, 65, 180),
ForwardWalkTimeMs = 4000,
BackWalkTimeMs = 1300
};
heroRenderInfo[eHero.Amazon] = new HeroRenderInfo
{
Stance = eHeroStance.Idle,
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IdleSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAmazonUnselected, Palettes.Fechar, new Point(100, 339)),
IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAmazonUnselectedH, Palettes.Fechar, new Point(100, 339)),
ForwardWalkSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecAmazonForwardWalk, Palettes.Fechar, new Point(100, 339)),
//ForwardWalkSpriteOverlay = renderWindow.LoadSprite(ResourcePaths.CharacterSelecAmazonForwardWalkOverlay, Palettes.Fechar, new Point(100, 339)),
SelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecAmazonSelected, Palettes.Fechar, new Point(100, 339)),
BackWalkSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecAmazonBackWalk, Palettes.Fechar, new Point(100, 339)),
SelectionBounds = new Rectangle(70, 220, 55, 200),
ForwardWalkTimeMs = 2600,
BackWalkTimeMs = 1500
};
heroRenderInfo[eHero.Assassin] = new HeroRenderInfo
{
Stance = eHeroStance.Idle,
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IdleSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAssassinUnselected, Palettes.Fechar, new Point(231, 365)),
IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAssassinUnselectedH, Palettes.Fechar, new Point(231, 365)),
ForwardWalkSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAssassinForwardWalk, Palettes.Fechar, new Point(231, 365)),
SelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAssassinSelected, Palettes.Fechar, new Point(231, 365)),
BackWalkSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAssassinBackWalk, Palettes.Fechar, new Point(231, 365)),
SelectionBounds = new Rectangle(175, 235, 50, 180),
ForwardWalkTimeMs = 3000,
BackWalkTimeMs = 1500
};
heroRenderInfo[eHero.Druid] = new HeroRenderInfo
{
Stance = eHeroStance.Idle,
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IdleSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectDruidUnselected, Palettes.Fechar, new Point(720, 370)),
IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectDruidUnselectedH, Palettes.Fechar, new Point(720, 370)),
ForwardWalkSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectDruidForwardWalk, Palettes.Fechar, new Point(720, 370)),
SelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectDruidSelected, Palettes.Fechar, new Point(720, 370)),
BackWalkSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectDruidBackWalk, Palettes.Fechar, new Point(720, 370)),
SelectionBounds = new Rectangle(680, 220, 70, 195),
ForwardWalkTimeMs = 3000,
BackWalkTimeMs = 1500
};
headingFont = renderWindow.LoadFont(ResourcePaths.Font30, Palettes.Units);
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heroDescFont = renderWindow.LoadFont(ResourcePaths.Font16, Palettes.Units);
headingLabel = renderWindow.CreateLabel(headingFont);
headingLabel.Text = textDictionary.Translate("strSelectHeroClass");
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headingLabel.Location = new Point(400 - (headingLabel.TextArea.Width / 2), 17);
heroClassLabel = renderWindow.CreateLabel(headingFont);
heroClassLabel.Text = "";
heroClassLabel.Location = new Point(400 - (heroClassLabel.TextArea.Width / 2), 65);
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heroDesc1Label = renderWindow.CreateLabel(heroDescFont);
heroDesc2Label = renderWindow.CreateLabel(heroDescFont);
heroDesc3Label = renderWindow.CreateLabel(heroDescFont);
exitButton = createButton(eButtonType.Medium);
exitButton.Text = "EXIT";
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exitButton.Location = new Point(30, 540);
exitButton.OnActivate = OnExitClicked;
okButton = createButton(eButtonType.Medium);
okButton.Text = "OK";
okButton.Location = new Point(630, 540);
okButton.OnActivate = OnOkclicked;
okButton.Enabled = false;
}
private void OnOkclicked()
{
}
private void OnExitClicked()
{
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var heros = Enum.GetValues(typeof(eHero)).Cast<eHero>();
foreach(var hero in heros)
{
heroRenderInfo[hero].SpecialFrameTime = 0;
heroRenderInfo[hero].Stance = eHeroStance.Idle;
}
showEntryUi = false;
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sceneManager.ChangeScene("Main Menu");
}
public void Render()
{
renderWindow.Draw(backgroundSprite, 4, 3, 0);
RenderHeros();
renderWindow.Draw(campfireSprite, (int)(campfireSprite.TotalFrames * secondTimer));
renderWindow.Draw(headingLabel);
if (selectedHero.HasValue)
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{
renderWindow.Draw(heroClassLabel);
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renderWindow.Draw(heroDesc1Label);
renderWindow.Draw(heroDesc2Label);
renderWindow.Draw(heroDesc3Label);
}
exitButton.Render();
if (showEntryUi)
okButton.Render();
}
private void RenderHeros()
{
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var heros = Enum.GetValues(typeof(eHero)).Cast<eHero>();
foreach (var hero in heros)
if (heroRenderInfo[hero].Stance == eHeroStance.Idle || heroRenderInfo[hero].Stance == eHeroStance.IdleSelected)
RenderHero(hero);
foreach (var hero in heros)
if (heroRenderInfo[hero].Stance != eHeroStance.Idle && heroRenderInfo[hero].Stance != eHeroStance.IdleSelected)
RenderHero(hero);
}
private void RenderHero(eHero hero)
{
var renderInfo = heroRenderInfo[hero];
switch (renderInfo.Stance)
{
case eHeroStance.Idle:
renderWindow.Draw(renderInfo.IdleSprite, (int)(renderInfo.IdleSprite.TotalFrames * secondTimer));
break;
case eHeroStance.IdleSelected:
renderWindow.Draw(renderInfo.IdleSelectedSprite, (int)(renderInfo.IdleSelectedSprite.TotalFrames * secondTimer));
break;
case eHeroStance.Approaching:
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{
var framePct = (float)renderInfo.SpecialFrameTime / (float)renderInfo.ForwardWalkTimeMs;
renderWindow.Draw(renderInfo.ForwardWalkSprite, (int)(renderInfo.ForwardWalkSprite.TotalFrames * framePct));
if (renderInfo.ForwardWalkSpriteOverlay != null)
renderWindow.Draw(renderInfo.ForwardWalkSpriteOverlay, (int)(renderInfo.ForwardWalkSpriteOverlay.TotalFrames * framePct));
}
break;
case eHeroStance.Selected:
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{
var framePct = (float)renderInfo.SpecialFrameTime / (float)1000;
renderWindow.Draw(renderInfo.SelectedSprite, (int)(renderInfo.SelectedSprite.TotalFrames * framePct));
if (renderInfo.SelectedSpriteOverlay != null)
renderWindow.Draw(renderInfo.SelectedSpriteOverlay, (int)(renderInfo.SelectedSpriteOverlay.TotalFrames * framePct));
}
break;
case eHeroStance.Retreating:
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{
var framePct = (float)renderInfo.SpecialFrameTime / (float)renderInfo.BackWalkTimeMs;
renderWindow.Draw(renderInfo.BackWalkSprite, (int)(renderInfo.BackWalkSprite.TotalFrames * framePct));
if (renderInfo.BackWalkSpriteOverlay != null)
renderWindow.Draw(renderInfo.BackWalkSpriteOverlay, (int)(renderInfo.BackWalkSpriteOverlay.TotalFrames * framePct));
}
break;
}
}
public void Update(long ms)
{
float seconds = ((float)ms / 1500f);
secondTimer += seconds;
while (secondTimer >= 1f)
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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var canSelect = heroRenderInfo.All(x => x.Value.Stance == eHeroStance.Idle || x.Value.Stance == eHeroStance.IdleSelected || x.Value.Stance == eHeroStance.Selected);
foreach (var hero in Enum.GetValues(typeof(eHero)).Cast<eHero>())
UpdateHeroSelectionHover(hero, ms, canSelect);
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if (selectedHero.HasValue && heroRenderInfo.All(x => x.Value.Stance == eHeroStance.Idle))
{
selectedHero = null;
}
exitButton.Update();
okButton.Update();
}
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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];
if (renderInfo.Stance == eHeroStance.Approaching)
{
renderInfo.SpecialFrameTime += ms;
if (renderInfo.SpecialFrameTime >= renderInfo.ForwardWalkTimeMs)
{
renderInfo.Stance = eHeroStance.Selected;
renderInfo.SpecialFrameTime = 0;
}
return;
}
if (renderInfo.Stance == eHeroStance.Retreating)
{
renderInfo.SpecialFrameTime += ms;
if (renderInfo.SpecialFrameTime >= renderInfo.BackWalkTimeMs)
{
renderInfo.Stance = eHeroStance.Idle;
renderInfo.SpecialFrameTime = 0;
}
return;
}
if (renderInfo.Stance == eHeroStance.Selected)
{
renderInfo.SpecialFrameTime += ms;
while (renderInfo.SpecialFrameTime >= 1000)
renderInfo.SpecialFrameTime -= 1000;
return;
}
if (!canSelect)
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;
var mouseX = mouseInfoProvider.MouseX;
var mouseY = mouseInfoProvider.MouseY;
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var b = renderInfo.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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if (mouseHover && mouseInfoProvider.LeftMouseDown)
{
showEntryUi = true;
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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();
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return;
}
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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");
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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");
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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");
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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");
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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");
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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");
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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");
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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);
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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);
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}
public void Dispose()
{
backgroundSprite.Dispose();
campfireSprite.Dispose();
headingFont.Dispose();
headingLabel.Dispose();
}
}
}