public void Initialize(BlockBoard board) { tablero = board; clicked_ = false; changeColor(); int w = tablero.getWidth(); int h = tablero.getHeight(); MovableBlock block_ = null; do { uint x = (uint)rnd.Next(0, w); uint y = (uint)rnd.Next(0, h); block_ = tablero.GetBlock(new Position(x, y)); }while(block_.getType() == MovableBlock.TipoCasilla.R || block_.getType() == MovableBlock.TipoCasilla.F); current = block_.position; //print ("hellooo: " + current); this.transform.position = new Vector3(block_.transform.position.x, this.transform.position.y, block_.transform.position.z); }
/// <summary> /// Indicates to the game mode that it is activated. /// </summary> public void Activate() { // Set up the sprites sprites.IsMouseSensitive = true; Game.SpriteManager.Add(sprites); // Create the big text title = new TextDrawableSprite(Game.GetFont(FontSize), "Cute God"); title.Alignment = ContentAlignment.TopCenter; title.Tint = Color.White; sprites.Add(title); System.Version v = GetType().Assembly.GetName().Version; version = new TextDrawableSprite(Game.GetFont(SmallFontSize), String.Format("{0}.{1}.{2}", v.Major, v.Minor, v.Build)); version.Alignment = ContentAlignment.BottomRight; version.Tint = Color.FromArgb(64, Color.White); sprites.Add(version); // Create the buttons newGame = new MainMenuButton(AssetLoader.Instance .CreateDrawable("new-game")); newGame.Clicked += NewGameClicked; sprites.Add(newGame); settings = new MainMenuButton(AssetLoader.Instance .CreateDrawable("settings")); sprites.Add(settings); resume = new MainMenuButton(AssetLoader.Instance .CreateDrawable("resume-game")); if (Game.PlayMode != null) resume.Clicked += ResumeClicked; sprites.Add(resume); help = new MainMenuButton(AssetLoader.Instance .CreateDrawable("help")); sprites.Add(help); scores = new MainMenuButton(AssetLoader.Instance .CreateDrawable("high-scores")); sprites.Add(scores); credits = new MainMenuButton(AssetLoader.Instance .CreateDrawable("credits")); credits.Clicked += CreditsClicked; sprites.Add(credits); quit = new MainMenuButton(AssetLoader.Instance .CreateDrawable("quit")); quit.Clicked += QuitClicked; sprites.Add(quit); // Create the block viewport board = new BlockBoard(BoardRows, BoardColumns); board.BlockMovingChanged += OnBlockMovingChanged; viewport = new BlockViewport(board, AssetLoader.Instance); viewport.FocusPosition = Constants.FocusPosition; PopulateBoard(); // We don't add to the sprites since we are manually // drawing it to add a black screen in front of it. }
/// <summary> /// Indicates to the game mode that it is activated. /// </summary> public void Activate() { // Set up the sprites sprites.IsMouseSensitive = true; Game.SpriteManager.Add(sprites); // Create the big text title = new TextDrawableSprite(Game.GetFont(FontSize), "Cute God"); title.Alignment = ContentAlignment.TopCenter; title.Tint = Color.White; sprites.Add(title); System.Version v = GetType().Assembly.GetName().Version; version = new TextDrawableSprite(Game.GetFont(SmallFontSize), String.Format("{0}.{1}.{2}", v.Major, v.Minor, v.Build)); version.Alignment = ContentAlignment.BottomRight; version.Tint = Color.FromArgb(64, Color.White); sprites.Add(version); // Create the buttons newGame = new MainMenuButton(AssetLoader.Instance .CreateDrawable("new-game")); newGame.Clicked += NewGameClicked; sprites.Add(newGame); settings = new MainMenuButton(AssetLoader.Instance .CreateDrawable("settings")); sprites.Add(settings); resume = new MainMenuButton(AssetLoader.Instance .CreateDrawable("resume-game")); if (Game.PlayMode != null) { resume.Clicked += ResumeClicked; } sprites.Add(resume); help = new MainMenuButton(AssetLoader.Instance .CreateDrawable("help")); sprites.Add(help); scores = new MainMenuButton(AssetLoader.Instance .CreateDrawable("high-scores")); sprites.Add(scores); credits = new MainMenuButton(AssetLoader.Instance .CreateDrawable("credits")); credits.Clicked += CreditsClicked; sprites.Add(credits); quit = new MainMenuButton(AssetLoader.Instance .CreateDrawable("quit")); quit.Clicked += QuitClicked; sprites.Add(quit); // Create the block viewport board = new BlockBoard(BoardRows, BoardColumns); board.BlockMovingChanged += OnBlockMovingChanged; viewport = new BlockViewport(board, AssetLoader.Instance); viewport.FocusPosition = Constants.FocusPosition; PopulateBoard(); // We don't add to the sprites since we are manually // drawing it to add a black screen in front of it. }