private void AssignReferences() { ButtonPistol = this.GetGraphicalUiElementByName("ButtonPistol") as Pirates.GumRuntimes.ButtonRuntime; ButtonShotgun = this.GetGraphicalUiElementByName("ButtonShotgun") as Pirates.GumRuntimes.ButtonRuntime; InventoryBarInstance = this.GetGraphicalUiElementByName("InventoryBarInstance") as Pirates.GumRuntimes.InventoryForms.InventoryBarRuntime; InventoryGui = this.GetGraphicalUiElementByName("InventoryGui") as Pirates.GumRuntimes.InventoryForms.InventoryGuiRuntime; }
public override void Initialize(bool addToManagers) { LoadStaticContent(ContentManagerName); PlayerBoat = new Pirates.Entities.Boat(ContentManagerName, false); PlayerBoat.Name = "PlayerBoat"; BoatList = new FlatRedBall.Math.PositionedObjectList <Pirates.Entities.Boat>(); BoatList.Name = "BoatList"; DockList = new FlatRedBall.Math.PositionedObjectList <Pirates.Entities.Dock>(); DockList.Name = "DockList"; PlayerInstance = new Pirates.Entities.Player(ContentManagerName, false); PlayerInstance.Name = "PlayerInstance"; UIBoatLayer = new FlatRedBall.Graphics.Layer(); UIBoatLayer.Name = "UIBoatLayer"; SandCollision = new FlatRedBall.TileCollisions.TileShapeCollection(); SandCollision.Name = "SandCollision"; WaterCollision = new FlatRedBall.TileCollisions.TileShapeCollection(); WaterCollision.Name = "WaterCollision"; DirtCollision = new FlatRedBall.TileCollisions.TileShapeCollection(); DirtCollision.Name = "DirtCollision"; HulkCollision = new FlatRedBall.TileCollisions.TileShapeCollection(); HulkCollision.Name = "HulkCollision"; RockCollision = new FlatRedBall.TileCollisions.TileShapeCollection(); RockCollision.Name = "RockCollision"; CannonballList = new FlatRedBall.Math.PositionedObjectList <Pirates.Entities.Cannonball>(); CannonballList.Name = "CannonballList"; SpeedMeter = new Pirates.Entities.UI.SpeedMeter(ContentManagerName, false); SpeedMeter.Name = "SpeedMeter"; ExplosionList = new FlatRedBall.Math.PositionedObjectList <Pirates.Entities.Animations.Explosion>(); ExplosionList.Name = "ExplosionList"; ButtonPistol = GameScreenGum.GetGraphicalUiElementByName("ButtonPistol") as Pirates.GumRuntimes.ButtonRuntime; ButtonShotgun = GameScreenGum.GetGraphicalUiElementByName("ButtonShotgun") as Pirates.GumRuntimes.ButtonRuntime; BulletList = new FlatRedBall.Math.PositionedObjectList <Pirates.Entities.Bullet>(); BulletList.Name = "BulletList"; EnemyList = new FlatRedBall.Math.PositionedObjectList <Pirates.Entities.Skeleton>(); EnemyList.Name = "EnemyList"; InventoryBar = GameScreenGum.GetGraphicalUiElementByName("InventoryBarInstance") as Pirates.GumRuntimes.InventoryForms.InventoryBarRuntime; InventoryGui = GameScreenGum.GetGraphicalUiElementByName("InventoryGui") as Pirates.GumRuntimes.InventoryForms.InventoryGuiRuntime; // normally we wait to set variables until after the object is created, but in this case if the // TileShapeCollection doesn't have its Visible set before creating the tiles, it can result in // really bad performance issues, as shapes will be made visible, then invisible. Really bad perf! SandCollision.Visible = false; FlatRedBall.TileCollisions.TileShapeCollectionLayeredTileMapExtensions.AddCollisionFromTilesWithType(SandCollision, Terrain, "Sand"); // normally we wait to set variables until after the object is created, but in this case if the // TileShapeCollection doesn't have its Visible set before creating the tiles, it can result in // really bad performance issues, as shapes will be made visible, then invisible. Really bad perf! WaterCollision.Visible = false; FlatRedBall.TileCollisions.TileShapeCollectionLayeredTileMapExtensions.AddCollisionFromTilesWithType(WaterCollision, Terrain, "Water"); // normally we wait to set variables until after the object is created, but in this case if the // TileShapeCollection doesn't have its Visible set before creating the tiles, it can result in // really bad performance issues, as shapes will be made visible, then invisible. Really bad perf! DirtCollision.Visible = false; FlatRedBall.TileCollisions.TileShapeCollectionLayeredTileMapExtensions.AddCollisionFromTilesWithType(DirtCollision, Terrain, "Dirt"); // normally we wait to set variables until after the object is created, but in this case if the // TileShapeCollection doesn't have its Visible set before creating the tiles, it can result in // really bad performance issues, as shapes will be made visible, then invisible. Really bad perf! HulkCollision.Visible = false; FlatRedBall.TileCollisions.TileShapeCollectionLayeredTileMapExtensions.AddCollisionFromTilesWithType(HulkCollision, Terrain, "Hulk"); // normally we wait to set variables until after the object is created, but in this case if the // TileShapeCollection doesn't have its Visible set before creating the tiles, it can result in // really bad performance issues, as shapes will be made visible, then invisible. Really bad perf! RockCollision.Visible = false; FlatRedBall.TileCollisions.TileShapeCollectionLayeredTileMapExtensions.AddCollisionFromTilesWithType(RockCollision, Terrain, "Rock"); PostInitialize(); base.Initialize(addToManagers); if (addToManagers) { AddToManagers(); } }