/// <summary> /// Starts a battle sequence /// </summary> /// <param name="sender">The object that sent the request </param> /// <param name="input">A BattleInput, this will hold information on enemies in battle, /// and spoils, as well as info about the type of battle</param> public static MethodResult InitiateBattle(object sender, IEventInput input) { if (sender is GameData.Map.Character.Enemy.Enemy) { } var bScreen = new Screens.BattleScreen(); StateManager.AddScreenLoad(bScreen); return(MethodResult.Success); }
/// <summary> /// Starts a battle sequence /// </summary> /// <param name="sender">The object that sent the request </param> /// <param name="input">A BattleInput, this will hold information on enemies in battle, /// and spoils, as well as info about the type of battle</param> public static MethodResult InitiateBattle(object sender, IEventInput input) { if (sender is GameData.Map.Character.Enemy.Enemy) { } var bScreen = new Screens.BattleScreen(); StateManager.AddScreenLoad(bScreen); return MethodResult.Success; }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { //_Screen = new Screens.ParticleTestImageScreen(_stateManager); _Screen = new Screens.BattleScreen(); base.Initialize(); }