Posts tagged ‘RPG’

Speech Bubble Sample

So I allowed myself to get sidetracked to throw together a sample to answer a question in the App Hub forums. Since I love RPG games, both playing and developing, this will probably be useful to me sometime in the future so that’s how I’m justifying it.

The sample, which you can get from here, shows a quick semi-dynamic speech bubble with a couple of options. The class is less than 150 lines, allows however many lines of text you want, shows a graphic to let the user know if there’s more text that the character has to provide, and shows a pointer to the character that can be placed on either the left or right side of the bottom of the bubble. It uses more of my fantastic programmer art, but should work with whatever graphics you replace it with, assuming you don’t deviate from how I’ve set up the graphics. I could have used just one corner graphic and rotated for the other 3 sides, but I was lazy. Smile

Here’s the class in all its glory:

public enum PointerType
{
    None,
    Left,
    Right
}

public class SpeechBubble
{
    private int _width;

    private Vector2 _location;

    private string[] _text;

    private SpriteFont _font;

    //bubble textures
    private Texture2D _bottomBorder;
    private Texture2D _interior;
    private Texture2D _leftBorder;
    private Texture2D _leftBottomCorner;
    private Texture2D _leftTopCorner;
    private Texture2D _rightBorder;
    private Texture2D _rightBottomCorner;
    private Texture2D _rightTopCorner;
    private Texture2D _topBorder;

    private bool _more;
    private Texture2D _moreGraphic;

    private PointerType _pointerType;
    private Texture2D _pointer;

    public SpeechBubble(ContentManager content, int width, Vector2 location, string[] text, bool more = false, PointerType pointerType = PointerType.None)
    {
        _font = content.Load<SpriteFont>("font");

        _bottomBorder = content.Load<Texture2D>("bottomBorder");
        _interior = content.Load<Texture2D>("interior");
        _leftBorder = content.Load<Texture2D>("leftBorder");
        _leftBottomCorner = content.Load<Texture2D>("leftBottomCorner");
        _leftTopCorner = content.Load<Texture2D>("leftTopCorner");
        _rightBorder = content.Load<Texture2D>("rightBorder");
        _rightBottomCorner = content.Load<Texture2D>("rightBottomCorner");
        _rightTopCorner = content.Load<Texture2D>("rightTopCorner");
        _topBorder = content.Load<Texture2D>("topBorder");

        _moreGraphic = content.Load<Texture2D>("more");

        _pointer = content.Load<Texture2D>("pointer");

        _location = location;
        _width = width;

        _text = text;

        _more = more;

        _pointerType = pointerType;
    }

    public void Draw(SpriteBatch sb)
    {
        //top
        sb.Draw(_leftTopCorner, _location, Color.White);
        sb.Draw(_topBorder, new Rectangle((int)_location.X + _leftTopCorner.Width, (int)_location.Y, _width - _leftTopCorner.Width * 2, _leftTopCorner.Height), Color.White);
        sb.Draw(_rightTopCorner, _location + new Vector2(_width - _rightTopCorner.Width, 0), Color.White);

        //lines
        for (int i = 0; i < _text.Length + (_more ? 1 : 0); i++)
        {
            sb.Draw(_leftBorder, new Vector2(_location.X, _location.Y + _leftTopCorner.Height + (i * _leftBorder.Height)), Color.White);
            sb.Draw(_interior, new Rectangle((int)_location.X + _leftBorder.Width,
                                    (int)_location.Y + _leftTopCorner.Height + (i * _leftBorder.Height),
                                    _width - _leftBorder.Width * 2,
                                    _leftBorder.Height),
                    Color.White);
            sb.Draw(_rightBorder, new Vector2(_location.X + _width - _rightBorder.Width, _location.Y + _leftTopCorner.Height + (i * _leftBorder.Height)), Color.White);

            //leave space for more graphic if necessary
            if (i < _text.Length)
                sb.DrawString(_font, _text[i], new Vector2((int)_location.X + _leftBorder.Width, (int)_location.Y + _leftTopCorner.Height + (i * _leftBorder.Height)), Color.Black);
        }


        //bottom
        sb.Draw(_leftBottomCorner, _location + new Vector2(0, _leftTopCorner.Height + (_text.Length + (_more ? 1 : 0)) * _leftBorder.Height), Color.White);

        switch(_pointerType)
        {
            case PointerType.Left:
            {
                sb.Draw(_pointer, _location + new Vector2(_leftBottomCorner.Width, _leftTopCorner.Height + (_text.Length + (_more ? 1 : 0)) * _leftBorder.Height), Color.White);

                sb.Draw(_bottomBorder, new Rectangle((int)_location.X + _leftBorder.Width + _pointer.Width, 
                                                        (int)_location.Y + _leftTopCorner.Height + (_text.Length + (_more ? 1 : 0)) * _leftBorder.Height, 
                                                        _width - _leftBorder.Width - _pointer.Width - _rightBorder.Width, 
                                                        _bottomBorder.Height), 
                                        Color.White);

                break;
            }
            case PointerType.Right:
            {
                sb.Draw(_bottomBorder, new Rectangle((int)_location.X + _leftBorder.Width,
                                                    (int)_location.Y + _leftTopCorner.Height + (_text.Length + (_more ? 1 : 0)) * _leftBorder.Height, 
                                                    _width - _leftBorder.Width - _pointer.Width - _rightBorder.Width, 
                                                    _bottomBorder.Height), 
                                        Color.White);

                sb.Draw(_pointer, _location + new Vector2(_width - _pointer.Width - _rightBorder.Width, _leftTopCorner.Height + (_text.Length + (_more ? 1 : 0)) * _leftBorder.Height), Color.White);

                break;
            }
            case PointerType.None:
            {
                sb.Draw(_bottomBorder, new Rectangle((int)_location.X + _leftBorder.Width,
                                                    (int)_location.Y + _leftTopCorner.Height + (_text.Length + (_more ? 1 : 0)) * _leftBorder.Height,
                                                    _width - _leftBorder.Width - _rightBorder.Width, 
                                                    _bottomBorder.Height), 
                                        Color.White);

                break;
            }
        }

        sb.Draw(_rightBottomCorner, _location +  new Vector2(_width - _rightBottomCorner.Width, _leftTopCorner.Height + (_text.Length + (_more ? 1 : 0)) * _leftBorder.Height), Color.White);

        if (_more)
            sb.Draw(_moreGraphic, new Vector2(_location.X + _width - _rightBorder.Width - _moreGraphic.Width, _location.Y + _leftTopCorner.Height + (_text.Length * _leftBorder.Height)), Color.White);
    }
}

 

Creating an instance is fairly straightforward:

SpeechBubble _bubble1;
SpeechBubble _bubble2;
SpeechBubble _bubble3;

protected override void LoadContent()
{
      ...

      _bubble1 = new SpeechBubble(Content, 150, new Vector2(50, 50), new string[] { "This is a test", "This is only a test", "More text follows..." }, true);
      _bubble2 = new SpeechBubble(Content, 150, new Vector2(250, 250), new string[] { "This is a test", "This is only a test", "Nothing here" },false, PointerType.Left);
      _bubble3 = new SpeechBubble(Content, 150, new Vector2(150, 450), new string[] { "Another test", "Still testing", "More follows..." }, true, PointerType.Right);
}

Simply call the Draw method of the class in your own draw code:

protected override void Draw(GameTime gameTime)
{
    GraphicsDevice.Clear(Color.CornflowerBlue);

    spriteBatch.Begin();
    _bubble1.Draw(spriteBatch);
    _bubble2.Draw(spriteBatch);
    _bubble3.Draw(spriteBatch);
    spriteBatch.End();

    base.Draw(gameTime);
}

Feel free to let me know if I missed something that would be useful in the class.

RPG book now on Kindle, slight Dream Build Play update

Looks like this has been available for a while, but in replying to a question on the App Hub forums, I noticed that my XNA RPG book is available on the Kindle. I thought that was pretty cool.

I should probably take the time to update it to XNA GS 4.0. Maybe after the Dream Build Play competition is over. :)

The developer level editor for my Dream Build Play entry is almost done. Progress has been slow as Real Life keeps interfering and it seems every time I look at the project I find something else that needs to be implemented. I’ll have Friday night free to myself so I should get a lot of work done. I ran into a problem with rotating sprites that’s rendering the level incorrectly, but that’s a minor issue. I’m anticipating have a test level up and running in the game by the end of the weekend. After that things should go fairly fast.