Přidány sprity pro kancelář a monitor. Graficky viditelné zavírání a otevírání dveří, zapínání a vypínání monitoru. Podpora pouze pro specifická rozlišení.

This commit is contained in:
Perry 2026-01-26 09:39:17 +01:00
parent 952aae10de
commit 2cd215cc33
13 changed files with 202 additions and 41 deletions

View file

@ -0,0 +1,7 @@
using Microsoft.Xna.Framework;
namespace FNAF_Clone.GUI;
public static class PointExtensions {
public static Point MultiplyByScalar(this Point point, int scalar) => new(point.X * scalar, point.Y * scalar);
}

View file

@ -11,9 +11,9 @@ public class Screen {
public static Dictionary<string, Screen> Screens = new();
public static Screen CurrentScreen{ get; private set; }
public static void AddScreens((string id, Screen screen)[] screens) {
foreach (var tuple in screens){
Screens.Add(tuple.id, tuple.screen);
public static void AddScreens(Screen[] screens) {
foreach (var screen in screens){
Screens.Add(screen.Label, screen);
}
}
public static void AddScreen(string id, Screen screen, bool activate = false) {
@ -29,28 +29,24 @@ public class Screen {
public static void RemoveScreen(string id) {
Screens.Remove(id);
}
public enum ScreenType {
MAIN_MENU,
OFFICE,
CAMERAS
}
public ScreenType Type{ get; private set; }
public string Label;
private Dictionary<string, UIElement> elements = new();
public bool Active { get; private set; } = false;
private InputListenerHook mouseInputHook = new(true);
public Screen(ScreenType type) {
Type = type;
public Screen(string label) {
Label = label;
InputManager.AddListener(InputManager.MouseButton.LEFT, () => ProcessMouseInput(InputManager.MouseState), InputTiming.PRESS, mouseInputHook);
}
public Screen(ScreenType type, Dictionary<string, UIElement> elements) {
public Screen(string label, Dictionary<string, UIElement> elements) {
this.elements = elements;
Type = type;
Label = label;
}
public UIElement this[string id] => elements[id];
public void AddElement(string id, UIElement element) {
elements.Add(id, element);

View file

@ -1,21 +1,56 @@
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MonoGameLibrary;
using MonoGameLibrary.Graphics;
using MonoGameLibrary.Input;
namespace FNAF_Clone.GUI;
public class UIElement {
public bool Active { get; set; } = false;
public bool Pressable { get; set; } = false;
private (Point, Point) bounds; // TODO: Change this to support non-rectangular hitboxes
private TextureRegion texture;
private List<TextureRegion> textures = new();
private int currentTextureId = 0;
private float _scaleMultiplier = 1;
public float ScaleMultiplier{
get{
return _scaleMultiplier;
}
set{
_scaleMultiplier = value;
LoadPixelScaleMultiplier();
}
}
private float pixelScaleMultiplier = 1;
private void LoadPixelScaleMultiplier() {
pixelScaleMultiplier = UIManager.GlobalPixelMultiplier * _scaleMultiplier;
}
public UIElement(TextureRegion texture, Point position) {
this.texture = texture;
textures.Add(texture);
bounds = (position, position + new Point(texture.Width, texture.Height));
LoadPixelScaleMultiplier();
}
public UIElement(TextureRegion[] textures, Point position) {
this.textures.AddRange(textures);
bounds = (position, position + new Point(textures[0].Width, textures[0].Height));
LoadPixelScaleMultiplier();
}
public void SetTexture(int textureId) {
if (textureId >= textures.Count){
Console.WriteLine($"WARNING: TEXTURE {textureId} OUT OF BOUNDS");
return;
}
currentTextureId = textureId;
}
public void Update() {
@ -35,6 +70,7 @@ public class UIElement {
public virtual void OnMouseHold() { }
public void Draw(SpriteBatch spriteBatch) {
texture.Draw(spriteBatch, bounds.Item1.ToVector2(), Color.White);
textures[currentTextureId].Draw(spriteBatch, bounds.Item1.ToVector2(), Color.White, 0, Vector2.Zero, pixelScaleMultiplier, SpriteEffects.None, 0);
// texture.Draw(spriteBatch, bounds.Item1.ToVector2(), Color.White);
}
}

View file

@ -0,0 +1,64 @@
using Microsoft.Xna.Framework;
using MonoGameLibrary;
using MonoGameLibrary.Graphics;
namespace FNAF_Clone.GUI;
public class UIManager {
public static class ScreenTypes {
public const string OFFICE = "office";
public const string CAMERAS = "monitor";
}
private static Screen officeScreen = new(ScreenTypes.OFFICE);
private static Screen monitorScreen = new(ScreenTypes.CAMERAS);
private static TextureAtlas testAtlas;
private static TextureAtlas officeAtlas;
private static TextureAtlas monitorAtlas;
public static int GlobalPixelMultiplier{ get; private set; }
public static void InitUI() {
GlobalPixelMultiplier = Core.graphicsDevice.Viewport.Height / 360;
testAtlas = TextureAtlas.FromFile(Core.content, "images/testBlocks-definition.xml");
officeAtlas = TextureAtlas.FromFile(Core.content, "images/office-definition.xml");
monitorAtlas = TextureAtlas.FromFile(Core.content, "images/monitor-definition.xml");
Screen.AddScreens([officeScreen, monitorScreen]);
Screen.SetScreen(ScreenTypes.OFFICE);
// officeScreen.AddElement("test",
// new UIElement(testAtlas[0], Point.Zero)
// {Pressable = true, OnMousePress = () => Console.WriteLine("Pressed!")}
// );
officeScreen.AddElement("office_left", new UIElement([officeAtlas[3], officeAtlas[0]], Point.Zero));
officeScreen.AddElement("office_centre", new UIElement([officeAtlas[4], officeAtlas[1]], new Point(200, 0).MultiplyByScalar(GlobalPixelMultiplier)));
officeScreen.AddElement("office_right", new UIElement([officeAtlas[5], officeAtlas[2]], new Point(440, 0).MultiplyByScalar(GlobalPixelMultiplier)));
monitorScreen.AddElement("screen", new UIElement(monitorAtlas[0], Point.Zero));
monitorScreen.AddElement("view-frame", new UIElement(monitorAtlas[1], new Point(62, 55).MultiplyByScalar(GlobalPixelMultiplier)));
monitorScreen.AddElement("map-frame", new UIElement(monitorAtlas[2], new Point(334, 135).MultiplyByScalar(GlobalPixelMultiplier)));
monitorScreen.AddElement("map", new UIElement(monitorAtlas[3], new Point(334, 135).MultiplyByScalar(GlobalPixelMultiplier)));
}
public static void ChangeDoorState(int id, bool state) {
switch (id){
case 0:
officeScreen["office_left"].SetTexture(state ? 1 : 0);
break;
case 1:
officeScreen["office_centre"].SetTexture(state ? 1 : 0);
break;
case 2:
officeScreen["office_right"].SetTexture(state ? 1 : 0);
break;
}
}
public static void ChangeMonitorState(bool state) {
Screen.SetScreen(state ? ScreenTypes.CAMERAS : ScreenTypes.OFFICE);
}
}