// Constructor: public S_Board(GameStateManager creator, float xPos, float yPos) : base(creator, xPos, yPos) { cameraProperties = new CameraProperties(); this.gameOptions = creator.gameOptions; //DEBUG: if (creator.gameOptions.numRounds < 1) { this.numRounds = 1; } else { this.numRounds = gameOptions.numRounds; } parentManager.boardGame = this; // Create testDice testDice = new E_Dice(this, parentManager.game.spr_testDice, MGP_Constants.SCREEN_MID_X, MGP_Constants.SCREEN_MID_Y, 10); // Start first round: S_Round newRound = new S_Round(parentManager, 0, 0); parentManager.AddStateQueue(newRound); this.round = newRound; } // end constructor
public S_CameraMode(GameStateManager creator, float xPos, float yPos, S_Pause s_Pause) : base(creator, xPos, yPos) { cameraProperties = parentManager.boardGame.cameraProperties; // Pause the pause menu (lol) this.s_Pause = s_Pause; s_Pause.active = false; s_Pause.visible = false; // Hide other states so we see just the gameboard foreach (State s in parentManager.states) { if (!s.GetType().Equals(typeof(B_PirateBay)) && s != this) { s.visible = false; } } // Save where the camera was oldCameraPos = cameraProperties.getPos(); }