public void MakeDebugWorldMenu() { GuiRoot.RootItem.Clear(); var frame = MakeMenuFrame("DEBUG WORLDS"); MakeMenuItem(frame, "Hills", "Create a hilly world.", (sender, args) => { Overworld.CreateHillsLand(Game.GraphicsDevice); StateManager.ClearState(); WorldGenerationSettings settings = new WorldGenerationSettings() { ExistingFile = null, ColonySize = new Point3(8, 1, 8), WorldScale = 2.0f, WorldOrigin = new Vector2(Overworld.Map.GetLength(0) / 2.0f, Overworld.Map.GetLength(1) / 2.0f) * 0.5f }; StateManager.PushState(new LoadState(Game, StateManager, settings)); }); MakeMenuItem(frame, "Cliffs", "Create a cliff-y world.", (sender, args) => { Overworld.CreateCliffsLand(Game.GraphicsDevice); StateManager.ClearState(); WorldGenerationSettings settings = new WorldGenerationSettings() { ExistingFile = null, ColonySize = new Point3(8, 1, 8), WorldScale = 2.0f, WorldOrigin = new Vector2(Overworld.Map.GetLength(0) / 2.0f, Overworld.Map.GetLength(1) / 2.0f) * 0.5f }; StateManager.PushState(new LoadState(Game, StateManager, settings)); }); MakeMenuItem(frame, "Flat", "Create a flat world.", (sender, args) => { Overworld.CreateUniformLand(Game.GraphicsDevice); StateManager.ClearState(); WorldGenerationSettings settings = new WorldGenerationSettings() { ExistingFile = null, ColonySize = new Point3(8, 1, 8), WorldScale = 2.0f, WorldOrigin = new Vector2(Overworld.Map.GetLength(0) / 2.0f, Overworld.Map.GetLength(1) / 2.0f) * 0.5f }; StateManager.PushState(new LoadState(Game, StateManager, settings)); }); MakeMenuItem(frame, "Ocean", "Create an ocean world", (sender, args) => { Overworld.CreateOceanLand(Game.GraphicsDevice, 0.17f); StateManager.ClearState(); WorldGenerationSettings settings = new WorldGenerationSettings() { ExistingFile = null, ColonySize = new Point3(8, 1, 8), WorldScale = 2.0f, WorldOrigin = new Vector2(Overworld.Map.GetLength(0) / 2.0f, Overworld.Map.GetLength(1) / 2.0f) * 0.5f }; StateManager.PushState(new LoadState(Game, StateManager, settings)); }); MakeMenuItem(frame, "Back", "Go back to the main menu.", (sender, args) => StateManager.PopState()); GuiRoot.RootItem.Layout(); }
public void OnItemClicked(ListItem item) { switch (item.Label) { case "Continue Game": StateManager.PopState(); break; case "New Game": PlayItems(); StateManager.PushState("CompanyMakerState"); MaintainState = true; break; case "Quit": Game.Exit(); break; case "Generate World": MaintainState = true; StateManager.PushState("WorldSetupState"); break; case "Options": MaintainState = true; StateManager.PushState("OptionsState"); break; case "Back": DefaultItems(); break; case "Debug World": DebugWorldItems(); break; case "Flat World": { MaintainState = false; Overworld.CreateUniformLand(Game.GraphicsDevice); StateManager.PushState("PlayState"); PlayState.WorldSize = new Point3(8, 1, 8); GUI.MouseMode = GUISkin.MousePointer.Wait; IsGameRunning = true; } break; case "Hills World": { MaintainState = false; Overworld.CreateHillsLand(Game.GraphicsDevice); StateManager.PushState("PlayState"); PlayState.WorldSize = new Point3(8, 1, 8); GUI.MouseMode = GUISkin.MousePointer.Wait; IsGameRunning = true; } break; case "Cliffs World": { MaintainState = false; Overworld.CreateCliffsLand(Game.GraphicsDevice); StateManager.PushState("PlayState"); PlayState.WorldSize = new Point3(8, 1, 8); GUI.MouseMode = GUISkin.MousePointer.Wait; IsGameRunning = true; } break; case "Ocean World": { MaintainState = false; Overworld.CreateOceanLand(Game.GraphicsDevice); StateManager.PushState("PlayState"); PlayState.WorldSize = new Point3(8, 1, 8); GUI.MouseMode = GUISkin.MousePointer.Wait; IsGameRunning = true; } break; case "Load World": MaintainState = true; StateManager.PushState("WorldLoaderState"); break; case "Load Game": MaintainState = true; StateManager.PushState("GameLoaderState"); break; } }
public void MakeDebugWorldMenu() { GuiRoot.RootItem.Clear(); var frame = MakeMenuFrame("DEBUG WORLDS"); MakeMenuItem(frame, "Hills", "Create a hilly world.", (sender, args) => { MaintainState = false; Overworld.CreateHillsLand(Game.GraphicsDevice); StateManager.PushState("PlayState"); PlayState.WorldSize = new Point3(8, 1, 8); //GUI.MouseMode = GUISkin.MousePointer.Wait; IsGameRunning = true; }); MakeMenuItem(frame, "Cliffs", "Create a cliff-y world.", (sender, args) => { MaintainState = false; Overworld.CreateCliffsLand(Game.GraphicsDevice); StateManager.PushState("PlayState"); PlayState.WorldSize = new Point3(8, 1, 8); //GUI.MouseMode = GUISkin.MousePointer.Wait; PlayState.Natives = new List <Faction>(); FactionLibrary library = new FactionLibrary(); library.Initialize(null, "fake", "fake", null, Color.Blue); for (int i = 0; i < 10; i++) { PlayState.Natives.Add(library.GenerateFaction(i, 10)); } IsGameRunning = true; }); MakeMenuItem(frame, "Flat", "Create a flat world.", (sender, args) => { MaintainState = false; Overworld.CreateUniformLand(Game.GraphicsDevice); StateManager.PushState("PlayState"); PlayState.WorldSize = new Point3(8, 1, 8); //GUI.MouseMode = GUISkin.MousePointer.Wait; IsGameRunning = true; }); MakeMenuItem(frame, "Ocean", "Create an ocean world", (sender, args) => { MaintainState = false; Overworld.CreateOceanLand(Game.GraphicsDevice); StateManager.PushState("PlayState"); PlayState.WorldSize = new Point3(8, 1, 8); //GUI.MouseMode = GUISkin.MousePointer.Wait; IsGameRunning = true; }); MakeMenuItem(frame, "Back", "Go back to the main menu.", (sender, args) => MakeDefaultMenu()); GuiRoot.RootItem.Layout(); }
public void OnItemClicked(ListItem item) { switch (item.Label) { case "Continue Game": StateManager.PopState(); break; case "New Game": PlayItems(); StateManager.PushState("CompanyMakerState"); MaintainState = true; break; case "Quit": Game.Exit(); break; case "Generate World": MaintainState = true; StateManager.PushState("WorldGeneratorState"); break; case "Options": MaintainState = true; StateManager.PushState("OptionsState"); break; case "Back": DefaultItems(); break; case "Debug World": DebugWorldItems(); break; case "Flat World": { MaintainState = false; Overworld.CreateUniformLand(Game.GraphicsDevice); StateManager.PushState("PlayState"); PlayState.WorldSize = new Point3(8, 1, 8); GUI.MouseMode = GUISkin.MousePointer.Wait; IsGameRunning = true; } break; case "Hills World": { MaintainState = false; Overworld.CreateHillsLand(Game.GraphicsDevice); StateManager.PushState("PlayState"); PlayState.WorldSize = new Point3(8, 1, 8); GUI.MouseMode = GUISkin.MousePointer.Wait; IsGameRunning = true; } break; case "Cliffs World": { MaintainState = false; Overworld.CreateCliffsLand(Game.GraphicsDevice); StateManager.PushState("PlayState"); PlayState.WorldSize = new Point3(8, 1, 8); GUI.MouseMode = GUISkin.MousePointer.Wait; PlayState.Natives = new List <Faction>(); FactionLibrary library = new FactionLibrary(); library.Initialize(null, "fake", "fake", null, Color.Blue); for (int i = 0; i < 10; i++) { PlayState.Natives.Add(library.GenerateFaction(i, 10)); } IsGameRunning = true; } break; case "Ocean World": { MaintainState = false; Overworld.CreateOceanLand(Game.GraphicsDevice); StateManager.PushState("PlayState"); PlayState.WorldSize = new Point3(8, 1, 8); GUI.MouseMode = GUISkin.MousePointer.Wait; IsGameRunning = true; } break; case "Load World": MaintainState = true; StateManager.PushState("WorldLoaderState"); break; case "Load Game": MaintainState = true; StateManager.PushState("GameLoaderState"); break; } }