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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-20 22:25:24 +00:00

Added hover highlight for all heros

This commit is contained in:
Tim Sarbin 2018-11-23 12:18:59 -05:00
parent d576729c6a
commit 716d269b3a

View File

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