예제 #1
0
        public MainMenu(Engine.PassObject a_playClick, Engine.PassObject a_exitClick)
        {
            PlayClickDel = a_playClick;
            ExitClickDel = a_exitClick;

            _background = new Engine.Asset2D("Assets\\UI\\main_menu_bkg",
                                             new Vector2(Engine.Globals.ScreenWidth / 2, Engine.Globals.ScreenHeight / 2),
                                             new Vector2(Engine.Globals.ScreenWidth, Engine.Globals.ScreenHeight));

            _buttons.Add(new Engine.Button("Assets\\UI\\simple_button", new Vector2(0, 0), new Vector2(96, 32), "Fonts\\Arial16", "Play", PlayClickDel, 1));
            _buttons.Add(new Engine.Button("Assets\\UI\\simple_button", new Vector2(0, 0), new Vector2(96, 32), "Fonts\\Arial16", "Exit", ExitClickDel, null));
        }
예제 #2
0
        public World(Engine.PassObject a_resetWorld, Engine.PassObject a_changeGameState)
        {
            ResetWorld      = a_resetWorld;
            ChangeGameState = a_changeGameState;

            GameGlobals.PassProjectile     = AddProjectile;
            GameGlobals.PassNpc            = AddNpc;
            GameGlobals.PassEffect         = AddEffect;
            GameGlobals.CheckScroll        = CheckScroll;
            GameGlobals.ResetScroll        = ResetScroll;
            GameGlobals.ExecuteAttack      = ExecuteAttack;
            GameGlobals.ExecuteEnemyAttack = ExecuteEnemyAttack;
            GameGlobals.GetClosestNpc      = GetClosestNpc;
            GameGlobals.paused             = false;

            _nKilled = 0;
            _offset  = new Vector2(0, 0);

            LoadData(1);

            _ui = new UI(ResetWorld, ChangeGameState);
            _tiledBackground = new TiledBackground("Assets\\UI\\blue_background", new Vector2(0, 0), new Vector2(1920, 1080), new Vector2(_grid.TotalPhysicalDims.X, _grid.TotalPhysicalDims.Y));
        }
예제 #3
0
 public GamePlay(Engine.PassObject a_changeGameState)
 {
     _playState      = 0;
     ChangeGameState = a_changeGameState;
     ResetWorld(null);
 }