public WorldView(World world, CameraClampMode cameraClampMode, InputHandler input) { _gameConfigCache = CallContext <GameConfigCache> .GetData("GameConfigCache"); World = world; GameStatusHandler = new GameStatusHandler(GameStatus.OverlandMap); Input = input; Camera = new Camera(this, new Rectangle(0, 0, 1680, 1080), cameraClampMode, Input); var globalContextPresentation = CallContext <GlobalContextPresentation> .GetData("GlobalContextPresentation"); globalContextPresentation.Camera = Camera; OverlandMapView = new OverlandMapView(this, World.OverlandMap, Input); OverlandSettlementViews = new OverlandSettlementViews(this, World.Settlements, Input); StackViews = new StackViews(this, World.Stacks, Input); SettlementView = new SettlementView(this, World.Settlements.Count > 0 ? World.Settlements[0] : new Settlement("Test", 1, PointI.Zero, 1, World.OverlandMap.CellGrid, new int[0]), Input); HudView = new HudView(this, StackViews, Input); //Tooltip = new Tooltip(Vector2.Zero, Alignment.TopLeft, new Vector2(200.0f, 300.0f), "GUI_Textures_1.sp_frame", 25, 25, 25, 25, "tooltip") { Enabled = false }; var context = CallContext <GlobalContextPresentation> .GetData("GlobalContextPresentation"); Viewport = new Viewport(0, 0, Camera.GetViewport.Width, Camera.GetViewport.Height, 0.0f, 1.0f); ViewportAdapter = new ScalingViewportAdapter(context.GraphicsDevice, Camera.GetViewport.Width, Camera.GetViewport.Height); MovementTypeImages = InitializeMovementTypeImages(); ActionButtons = InitializeActionButtons(); }
public Game() { InitializeComponent(); ball = new Ball(); status = new GameStatus(); pitcher = new Pitcher(); umpire = new Umpire(); random = new Random(); ball.BallInPlay += pitcher.Say; ball.BallInPlay += pitcher.SayOther; ball.BallInPlay += this.UpdateResults; outEvent += umpire.Say; }
void Start() { level = FindObjectOfType <LevelHandler>(); level.AddToBreakableBlocks(); gameStatus = FindObjectOfType <GameStatusHandler>(); }
internal void UnsubscribeFromStatusChanges(string owner) { GameStatusHandler.UnsubscribeFromStatusChanges(owner); }
internal void SubscribeToStatusChanges(string owner, Action <GameStatus, GameStatus, string> action) { GameStatusHandler.SubscribeToStatusChanges(owner, action); }
internal void ChangeState(GameStatus from, GameStatus to) { GameStatusHandler.ChangeStatus(from, to); }