package org.test.zombiedefence;
import loon.LTexture;
import loon.action.sprite.SpriteBatch;
import loon.geom.Vector2f;
import loon.utils.timer.GameTime;
public class ScreenProfession extends Screen {
private LTexture t2DButtonConfirm;
private LTexture t2DCardBattleEngineer;
private LTexture t2DCardCommander;
private LTexture t2DCardRifleman;
private LTexture t2DTitle;
public ScreenProfession() {
super.screenPause = new ScreenPause(this, Help.GameScreen.Profession);
}
@Override
public void Draw(SpriteBatch batch) {
super.Draw(batch);
if (!super.isPaused) {
batch.draw(this.t2DTitle, 10f, 20f);
batch.draw(this.t2DCardRifleman, 20f, 100f);
batch.draw(this.t2DCardBattleEngineer, 280f, 100f);
batch.draw(this.t2DCardCommander, 540f, 100f);
for (Button button : super.buttonList) {
button.Draw(batch);
}
}
}
@Override
public void LoadContent() {
super.LoadContent();
super.bgTexture = Global.Load("ScratchBG");
this.t2DButtonConfirm = Global.Load("ButtonChoose");
this.t2DCardRifleman = Global.Load("ProfessionRifleman");
this.t2DCardBattleEngineer = Global.Load("ProfessionBattleEngineer");
this.t2DCardCommander = Global.Load("ProfessionCommander");
this.t2DTitle = Global.Load("TitleProfession");
super.buttonList.add(new Button(this.t2DButtonConfirm, new Vector2f(
220f, 340f), 0f, Help.ButtonID.Option1, 15));
super.buttonList.add(new Button(this.t2DButtonConfirm, new Vector2f(
480f, 340f), 0f, Help.ButtonID.Option2, 15));
super.buttonList.add(new Button(this.t2DButtonConfirm, new Vector2f(
740f, 340f), 0f, Help.ButtonID.Option3, 15));
super.screenPause.LoadContent();
}
@Override
public void Update(GameTime gameTime) {
super.Update(gameTime);
if (super.isTranAnimFinished) {
if (super.buttonClicked != null) {
switch (super.buttonClicked.getButtonID()) {
case Option1:
Help.profession = Help.Profession.Rifleman;
for (DrawableObject o : ScreenLevelup.scrollablePane.itemList) {
if (o instanceof Weapon) {
Weapon weapon = (Weapon) o;
if (weapon.name.equals("Karabiner98K")) {
Help.currentWeapon = new Weapon(weapon.texture,
weapon.firingSound, weapon.position,
weapon.name, weapon.magSize,
weapon.reloadLength,
weapon.framesPerFire, weapon.power,
weapon.accuracy, weapon.price);
}
}
}
Help.currentGameState = Help.GameScreen.Instruction;
super.buttonClicked = null;
break;
case Option2:
Help.profession = Help.Profession.BattleEngineer;
for (DrawableObject o : ScreenLevelup.scrollablePane.itemList) {
if (o instanceof Weapon) {
Weapon weapon2 = (Weapon) o;
if (weapon2.name.equals("NambuType14")) {
Help.currentWeapon = new Weapon(
weapon2.texture, weapon2.firingSound,
weapon2.position, weapon2.name,
weapon2.magSize, weapon2.reloadLength,
weapon2.framesPerFire, weapon2.power,
weapon2.accuracy, weapon2.price);
}
}
}
Help.currentGameState = Help.GameScreen.Instruction;
super.buttonClicked = null;
break;
case Option3:
Help.currentGameState = Help.GameScreen.PurchaseFull;
ScreenGameplay.isToBeDeleted = true;
super.buttonClicked = null;
break;
case Back:
Help.currentGameState = Help.GameScreen.MainMenu;
super.buttonClicked = null;
break;
default:
break;
}
}
super.buttonClicked = null;
super.isTranAnimFinished = false;
}
if (super.mousePositionList.size() > 0) {
super.mousePositionList.clear();
}
}
}