private void onStartGame(object data) { var mapName = (string)data; var configs = new WorldSceneConfig(0, 0, 0, mapName, _networkSystem); Game1.Inst.EnterScene(new WorldScene(configs)); }
public WorldScene(WorldSceneConfig configs) { this.configs = configs; LightConfig = configs.LightConfig; if (configs.Network != null) { _networkSystem = configs.Network; } }
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(); }); }