public override void LoadContent() { GridDraw.LoadContent(); base.LoadContent(); LightAOE.LoadContent(); MagnetAOE.LoadContent(); }
static int MainMenu() { Console.WriteLine("----GAME SETTINGS----\n"); Console.WriteLine("Map Size? (Enter number less than 100)\n"); string userSizeString = Console.ReadLine(); int userSizeInput = Int32.Parse(userSizeString); if (userSizeInput > 100) { Console.WriteLine($"Height Entered: {userSizeInput} is invalid. Must be less than 100."); return(0); } Console.WriteLine($"Creating Space Grid of ( {userSizeInput} x {userSizeInput} )\n"); spaceGrid mainGrid = new spaceGrid(userSizeInput, userSizeInput); // Create Player, add them to a list (of 1, currently) Player mainPlayer = new Player(); List <Player> playerList = new List <Player>(1); playerList.Add(mainPlayer); //Instantiate and apply a default environment //TODO: Make environments do things. SpaceGame.EnvironmentModifiers.Environment defaultEnv = new SpaceGame.EnvironmentModifiers.Environment(); //Create new GameSentinel Object (Game arena) using the provided grid settings, PlayerList, and EnvironmentVariables. GameSentinel mainSentinel = new GameSentinel(mainGrid, defaultEnv, playerList); //Test DrawShipGrid, since I can't make it work with unit tests. int TermConfirm = -1; do { GridDraw.DrawShipGrid(mainGrid); int TermSignal = GameSentinel.PerformTurn(mainSentinel); TermConfirm = TermSignal; } while (TermConfirm != 0); Console.WriteLine("Exiting game!"); return(0); }
public Camera(GridDraw grid, IMyCameraBlock cam) { Grid = grid; Cam = cam; }
void OnTriggerEnter(Collider other) { bounds = GameObject.Find("GridDraw").GetComponent <GridDraw>(); //Destroy(other.gameObject); StartCoroutine(respawnCube(other)); }