public StateEditor(int Row, int Column) : base(StateID.Editor) { //Draw Cursor m_VisibleCursor = true; //Set Values BoardRow = Row; BoardColumn = Column; SelectedHeight = 1; SelectedWidth = 1; //Nulling Stuffs m_Data = null; m_Buttons = null; m_MenuButtons = null; m_Sky = null; m_SkyLayer = null; m_Arrow = null; m_Ships = null; m_Board = null; m_SideBar = null; m_SideBarPanel = null; m_Window = null; m_Help = null; }
/// <summary> /// Creates a skysphere /// </summary> private void CreateSky() { //Add a sky layer under main layer Layer Temp = SpriteManager.AddLayer(); m_SkyLayer = m_Layer; m_Layer = Temp; //Create sky if (m_Player == Player.Storm) m_Sky = new Sky(Global.EDITOR_SKY); else m_Sky = new Sky(Global.GAME_SKY); SpriteManager.AddDrawableBatch(m_Sky); SpriteManager.AddToLayer(m_Sky, m_SkyLayer); }
/// <summary> /// State Game class constructor. /// </summary> public StateGame(Player player, GameData data) : base(StateID.Game) { //Initialize variable m_Data = data; m_Player = player; m_Victory = false; m_Initialized = false; m_ReadyToUpdate = false; m_BoardWidth = 0; m_BoardHeight = 0; m_IteratorStack = new Stack<int>(); m_ShipStack = new Stack<Ship>(); m_VisitedList = new List<GameData>(); //Empties variables m_Depth = 0; m_MaxDepth = 0; m_Sky = null; m_Actor = null; m_King = null; m_Ships = null; m_Board = null; m_SkyLayer = null; m_BirdsView = null; m_ActiveCamera = null; m_Controlled = null; m_LifeBar = null; m_Timer = null; }