/// <summary> /// Creates the screen /// </summary> /// <param name="game">Snails Pace instance</param> /// <param name="levelsSetting">The levels for the game, [n][0] = display name, [n][1] = file</param> public LevelSelectScreen(SnailsPace game, String[][] levelsSetting ) : base(game) { levels = new LevelDefinition[levelsSetting.Length]; for (int index = 0; index < levelsSetting.Length; index++) { levels[index] = new LevelDefinition(levelsSetting[index][0], levelsSetting[index][1]); } }
/// <summary> /// Constructor for the screen /// </summary> /// <param name="game">Snails Pace instance</param> public MenuScreen(SnailsPace game) : base(game) { }
/// <summary> /// Sets up the loading screen /// </summary> /// <param name="game">The Snails Pace instance</param> /// <param name="nextState">The game state that the loading screen transitions into</param> protected LoadingScreen(SnailsPace game, SnailsPace.GameStates nextState) : base(game) { this.nextState = nextState; ready = true; }
/// <summary> /// Constructor for the screen /// </summary> /// <param name="game">Snails Pace instance</param> public GameLoadingScreen(SnailsPace game) : base(game, SnailsPace.GameStates.Game) { }
/// <summary> /// Constructor for the screen /// </summary> /// <param name="game">The instance of Snails Pace</param> public LevelOverScreen(SnailsPace game) : base(game, SnailsPace.GameStates.MainMenu) { // This screen waits for input before being ready to transition ready = false; }
public HighScoreScreen(SnailsPace game, String mapName) : base(game) { this.mapName = mapName; }
/// <summary> /// Creates the screen /// </summary> /// <param name="game">Snails Pace instance</param> public HighScoreMenuScreen(SnailsPace game) : base(game) { }
/// <summary> /// Constructor for the screen /// </summary> /// <param name="game">Snails Pace Instance</param> public GameScreen(SnailsPace game) : base(game) { ready = false; }