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Example 1 with WndOptions

use of com.watabou.pixeldungeon.windows.WndOptions in project pixel-dungeon by watabou.

the class StartScene method create.

@Override
public void create() {
    super.create();
    Badges.loadGlobal();
    uiCamera.visible = false;
    int w = Camera.main.width;
    int h = Camera.main.height;
    float width, height;
    if (PixelDungeon.landscape()) {
        width = WIDTH_L;
        height = HEIGHT_L;
    } else {
        width = WIDTH_P;
        height = HEIGHT_P;
    }
    float left = (w - width) / 2;
    float top = (h - height) / 2;
    float bottom = h - top;
    Archs archs = new Archs();
    archs.setSize(w, h);
    add(archs);
    Image title = BannerSprites.get(Type.SELECT_YOUR_HERO);
    title.x = align((w - title.width()) / 2);
    title.y = align(top);
    add(title);
    buttonX = left;
    buttonY = bottom - BUTTON_HEIGHT;
    btnNewGame = new GameButton(TXT_NEW) {

        @Override
        protected void onClick() {
            if (GamesInProgress.check(curClass) != null) {
                StartScene.this.add(new WndOptions(TXT_REALLY, TXT_WARNING, TXT_YES, TXT_NO) {

                    @Override
                    protected void onSelect(int index) {
                        if (index == 0) {
                            startNewGame();
                        }
                    }
                });
            } else {
                startNewGame();
            }
        }
    };
    add(btnNewGame);
    btnLoad = new GameButton(TXT_LOAD) {

        @Override
        protected void onClick() {
            InterlevelScene.mode = InterlevelScene.Mode.CONTINUE;
            Game.switchScene(InterlevelScene.class);
        }
    };
    add(btnLoad);
    float centralHeight = buttonY - title.y - title.height();
    HeroClass[] classes = { HeroClass.WARRIOR, HeroClass.MAGE, HeroClass.ROGUE, HeroClass.HUNTRESS };
    for (HeroClass cl : classes) {
        ClassShield shield = new ClassShield(cl);
        shields.put(cl, shield);
        add(shield);
    }
    if (PixelDungeon.landscape()) {
        float shieldW = width / 4;
        float shieldH = Math.min(centralHeight, shieldW);
        top = title.y + title.height + (centralHeight - shieldH) / 2;
        for (int i = 0; i < classes.length; i++) {
            ClassShield shield = shields.get(classes[i]);
            shield.setRect(left + i * shieldW, top, shieldW, shieldH);
        }
        ChallengeButton challenge = new ChallengeButton();
        challenge.setPos(w / 2 - challenge.width() / 2, top + shieldH - challenge.height() / 2);
        add(challenge);
    } else {
        float shieldW = width / 2;
        float shieldH = Math.min(centralHeight / 2, shieldW * 1.2f);
        top = title.y + title.height() + centralHeight / 2 - shieldH;
        for (int i = 0; i < classes.length; i++) {
            ClassShield shield = shields.get(classes[i]);
            shield.setRect(left + (i % 2) * shieldW, top + (i / 2) * shieldH, shieldW, shieldH);
        }
        ChallengeButton challenge = new ChallengeButton();
        challenge.setPos(w / 2 - challenge.width() / 2, top + shieldH - challenge.height() / 2);
        add(challenge);
    }
    unlock = new Group();
    add(unlock);
    if (!(huntressUnlocked = Badges.isUnlocked(Badges.Badge.BOSS_SLAIN_3))) {
        BitmapTextMultiline text = PixelScene.createMultiline(TXT_UNLOCK, 9);
        text.maxWidth = (int) width;
        text.measure();
        float pos = (bottom - BUTTON_HEIGHT) + (BUTTON_HEIGHT - text.height()) / 2;
        for (BitmapText line : text.new LineSplitter().split()) {
            line.measure();
            line.hardlight(0xFFFF00);
            line.x = PixelScene.align(w / 2 - line.width() / 2);
            line.y = PixelScene.align(pos);
            unlock.add(line);
            pos += line.height();
        }
    }
    ExitButton btnExit = new ExitButton();
    btnExit.setPos(Camera.main.width - btnExit.width(), 0);
    add(btnExit);
    curClass = null;
    updateClass(HeroClass.values()[PixelDungeon.lastClass()]);
    fadeIn();
    Badges.loadingListener = new Callback() {

        @Override
        public void call() {
            if (Game.scene() == StartScene.this) {
                PixelDungeon.switchNoFade(StartScene.class);
            }
        }
    };
}
Also used : WndOptions(com.watabou.pixeldungeon.windows.WndOptions) Group(com.watabou.noosa.Group) ExitButton(com.watabou.pixeldungeon.ui.ExitButton) Image(com.watabou.noosa.Image) BitmapTextMultiline(com.watabou.noosa.BitmapTextMultiline) Callback(com.watabou.utils.Callback) Archs(com.watabou.pixeldungeon.ui.Archs) BitmapText(com.watabou.noosa.BitmapText) HeroClass(com.watabou.pixeldungeon.actors.hero.HeroClass)

Example 2 with WndOptions

use of com.watabou.pixeldungeon.windows.WndOptions in project pixel-dungeon by watabou.

the class Ring method doEquip.

@Override
public boolean doEquip(final Hero hero) {
    if (hero.belongings.ring1 != null && hero.belongings.ring2 != null) {
        final Ring r1 = hero.belongings.ring1;
        final Ring r2 = hero.belongings.ring2;
        PixelDungeon.scene().add(new WndOptions(TXT_UNEQUIP_TITLE, TXT_UNEQUIP_MESSAGE, Utils.capitalize(r1.toString()), Utils.capitalize(r2.toString())) {

            @Override
            protected void onSelect(int index) {
                detach(hero.belongings.backpack);
                Ring equipped = (index == 0 ? r1 : r2);
                if (equipped.doUnequip(hero, true, false)) {
                    doEquip(hero);
                } else {
                    collect(hero.belongings.backpack);
                }
            }
        });
        return false;
    } else {
        if (hero.belongings.ring1 == null) {
            hero.belongings.ring1 = this;
        } else {
            hero.belongings.ring2 = this;
        }
        detach(hero.belongings.backpack);
        activate(hero);
        cursedKnown = true;
        if (cursed) {
            equipCursed(hero);
            GLog.n("your " + this + " tightens around your finger painfully");
        }
        hero.spendAndNext(TIME_TO_EQUIP);
        return true;
    }
}
Also used : WndOptions(com.watabou.pixeldungeon.windows.WndOptions)

Aggregations

WndOptions (com.watabou.pixeldungeon.windows.WndOptions)2 BitmapText (com.watabou.noosa.BitmapText)1 BitmapTextMultiline (com.watabou.noosa.BitmapTextMultiline)1 Group (com.watabou.noosa.Group)1 Image (com.watabou.noosa.Image)1 HeroClass (com.watabou.pixeldungeon.actors.hero.HeroClass)1 Archs (com.watabou.pixeldungeon.ui.Archs)1 ExitButton (com.watabou.pixeldungeon.ui.ExitButton)1 Callback (com.watabou.utils.Callback)1