Renderování textu, jumpscary, win a lose screen
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9bfe63a166
commit
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21 changed files with 360 additions and 84 deletions
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@ -10,7 +10,7 @@ namespace FNAF_Clone.GUI;
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public class UIElement {
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public bool Active { get; set; } = false;
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public bool Active { get; set; } = true;
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public bool Pressable { get; set; } = false;
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public bool Visible { get; set; } = true;
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@ -18,10 +18,10 @@ public class UIElement {
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get;
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private set { field = value; UpdateBounds(); }
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} // TODO: Change this to support non-rectangular hitboxes
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private (Point, Point) screenSpaceBounds;
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private List<TextureRegion> textures = new();
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private int currentTextureId = 0;
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protected (Point, Point) screenSpaceBounds;
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public List<TextureRegion> Textures = new();
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protected int currentTextureId = 0;
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private float _scaleMultiplier = 1;
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public float ScaleMultiplier{
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@ -44,12 +44,12 @@ public class UIElement {
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}
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public UIElement(TextureRegion texture, Point position) {
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textures.Add(texture);
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Textures.Add(texture);
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Bounds = (position, position + new Point(texture.Width, texture.Height));
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LoadPixelScaleMultiplier();
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}
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public UIElement(TextureRegion[] textures, Point position) {
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this.textures.AddRange(textures);
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this.Textures.AddRange(textures);
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Bounds = (position, position + new Point(textures[0].Width, textures[0].Height));
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LoadPixelScaleMultiplier();
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}
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@ -60,9 +60,8 @@ public class UIElement {
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LoadPixelScaleMultiplier();
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}
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public void SetTexture(int textureId) {
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if (textureId >= textures.Count){
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if (textureId >= Textures.Count){
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Console.WriteLine($"WARNING: TEXTURE {textureId} OUT OF BOUNDS");
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return;
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}
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@ -84,15 +83,21 @@ public class UIElement {
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public virtual void OnMouseHold() { }
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public void Draw(SpriteBatch spriteBatch) {
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if (!Visible){
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public virtual void Draw(SpriteBatch spriteBatch) {
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if (!Visible || !Active){
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return;
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}
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textures[currentTextureId].Draw(spriteBatch, screenSpaceBounds.Item1.ToVector2(), Color.White, 0, Vector2.Zero, pixelScaleMultiplier, SpriteEffects.None, 0);
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Textures[currentTextureId].Draw(spriteBatch, screenSpaceBounds.Item1.ToVector2(), Color.White, 0, Vector2.Zero, pixelScaleMultiplier, SpriteEffects.None, 0);
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// texture.Draw(spriteBatch, bounds.Item1.ToVector2(), Color.White);
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}
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public void SetPosition(Point position) {
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Bounds = (position, position + new Point(textures[0].Width, textures[0].Height));
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Bounds = (position, position + new Point(Textures[0].Width, Textures[0].Height));
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}
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public UIElement Clone() {
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return new UIElement(Textures.ToArray(), Bounds.Item1);
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}
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public TextureRegion[] GetTextures() => Textures.ToArray();
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}
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