protected override void Initialize() { // TODO: Add your initialization logic here //set up the viewport to match screen resolution and set to full screen graphics.PreferredBackBufferWidth = screenResolutionWidth; graphics.PreferredBackBufferHeight = screenResolutionHeight; //graphics.IsFullScreen = true; graphics.ApplyChanges(); this.IsMouseVisible = true; //set time to zero elapsedTime = 0; minWaitTime = 200; aColor = Color.White; debugText = new TextDisplay(this.Content, "test", new Vector2(0, 0)); buildingDetails = new TextDisplay(this.Content, "test", new Vector2(310, 260)); macroResources = new TextDisplay(this.Content, "test", new Vector2(1010, 260)); buildingInformation = new TextDisplay(this.Content, "test", new Vector2(1010, 900)); AgricultureInformation = new TextDisplay(this.Content, "test", new Vector2(1030, 600)); FarmerInformation = new TextDisplay(this.Content, "test", new Vector2(1430, 600)); gameArt = new GameArt(this.Content); theGameWorld = new GameWorld(AgricultureInformation, FarmerInformation); base.Initialize(); }
public GameWorld(TextDisplay AgricultureInformation, TextDisplay FarmerInformation) { this.AgricultureInformation = AgricultureInformation; this.FarmerInformation = FarmerInformation; agriculture = 0; industrial = 0; research = 0; UIState = new int[4]; for (int i = 0; i <= UIState.Length-1; i++) { UIState[i] = 0; } //UIState[1] = 1; farmers = 0; }
public GameWorld(TextDisplay AgricultureInformation, TextDisplay FarmerInformation) { this.AgricultureInformation = AgricultureInformation; this.FarmerInformation = FarmerInformation; agriculture = 0; industrial = 0; research = 0; UIState = new int[4]; for (int i = 0; i <= UIState.Length - 1; i++) { UIState[i] = 0; } //UIState[1] = 1; farmers = 0; }