Exemple #1
0
        private void onStartGame(object data)
        {
            var mapName = (string)data;
            var configs = new WorldSceneConfig(0, 0, 0, mapName, _networkSystem);

            Game1.Inst.EnterScene(new WorldScene(configs));
        }
Exemple #2
0
 public WorldScene(WorldSceneConfig configs)
 {
     this.configs = configs;
     LightConfig  = configs.LightConfig;
     if (configs.Network != null)
     {
         _networkSystem = configs.Network;
     }
 }
Exemple #3
0
        private void CreateLabels()
        {
            addArrow();

            _map = CreateLabel("Map: " + maps[selectedMap], () =>
            {
                // Map Select
                selectedMap = (selectedMap + 1) % maps.Length;
                UpdateText("Map: " + maps[selectedMap]);
                sendMenuItem(_map);
            }, () =>
            {
                // Map Increase
                selectedMap = (selectedMap + 1) % maps.Length;
                UpdateText("Map: " + maps[selectedMap]);
                sendMenuItem(_map);
            }, () =>
            {
                // Map Decrease
                selectedMap = selectedMap > 0 ? (selectedMap - 1) % maps.Length : maps.Length - 1;
                UpdateText("Map: " + maps[selectedMap]);
                sendMenuItem(_map);
            });
            labels.Add(_map);

            _flocks = CreateLabel("Flocks of Animals: " + amountsStrings[numFlocks], () => { // Animals Select
                numFlocks = (numFlocks + 1) % amountsStrings.Length;
                UpdateText("Flocks of Animals: " + amountsStrings[numFlocks]);
                sendMenuItem(_flocks);
            }, () => { // Animals Increase
                numFlocks = (numFlocks + 1) % amountsStrings.Length;
                UpdateText("Flocks of Animals: " + amountsStrings[numFlocks]);
                sendMenuItem(_flocks);
            }, () => { // Animals Decrease
                numFlocks = numFlocks > 0 ? (numFlocks - 1) % amountsStrings.Length : amountsStrings.Length - 1;
                UpdateText("Flocks of Animals: " + amountsStrings[numFlocks]);
                sendMenuItem(_flocks);
            });
            labels.Add(_flocks);

            /*
             * // Commented out for demo, not ready for the game
             * _powerups = CreateLabel("Number of Power-Ups: " + amountsStrings[numPowerUps], () => { // Powerups Select
             *  numPowerUps = (numPowerUps + 1) % amountsStrings.Length;
             *  UpdateText("Number of Power-Ups: " + amountsStrings[numPowerUps]);
             *  sendMenuItem(_powerups);
             * }, () => { // Powerups Increase
             *  numPowerUps = (numPowerUps + 1) % amountsStrings.Length;
             *  UpdateText("Number of Power-Ups: " + amountsStrings[numPowerUps]);
             *  sendMenuItem(_powerups);
             * }, () => { // Powerups Decrease
             *  numPowerUps = numPowerUps > 0 ? (numPowerUps - 1) % amountsStrings.Length : amountsStrings.Length - 1;
             *  UpdateText("Number of Power-Ups: " + amountsStrings[numPowerUps]);
             *  sendMenuItem(_powerups);
             * });
             * labels.Add(_powerups);
             *
             * _triggers = CreateLabel("Number of Triggers: " + amountsStrings[numTriggers], () => { // Triggers Select
             *
             *  numTriggers = (numTriggers + 1) % amountsStrings.Length;
             *  UpdateText("Number of Triggers: " + amountsStrings[numTriggers]);
             *  sendMenuItem(_triggers);
             * }, () => { // Triggers Increase
             *  numTriggers = (numTriggers + 1) % amountsStrings.Length;
             *  UpdateText("Number of Triggers: " + amountsStrings[numTriggers]);
             *  sendMenuItem(_triggers);
             * }, () => { // Triggers Decrease
             *  numTriggers = numTriggers > 0 ? (numTriggers - 1) % amountsStrings.Length : amountsStrings.Length - 1;
             *  UpdateText("Number of Triggers: " + amountsStrings[numTriggers]);
             *  sendMenuItem(_triggers);
             * });
             * labels.Add(_triggers);
             */
            CreateLabel("Start Game", () =>
            {
                WorldSceneConfig configs = null;
                if (mIsMultiplayer)
                {
                    Raise("send_start_game", maps[selectedMap]);
                    configs = new WorldSceneConfig(amountsInt[numFlocks], amountsInt[numPowerUps], amountsInt[numTriggers], maps[selectedMap], _networkSystem);
                }
                else
                {
                    configs = new WorldSceneConfig(amountsInt[numFlocks], amountsInt[numPowerUps], amountsInt[numTriggers], maps[selectedMap], null);
                }
                Game1.Inst.EnterScene(new WorldScene(configs));
            });
            CreateLabel("Return", () => {
                Game1.Inst.LeaveScene();
            });
        }