void Start() { DataSettings = new GameData_Settings(); // < look for type definition in Types.cs DataSettings.world_size = 1000; // in square tiles DataSettings.sector_size = 10; // in square tiles DataSettings.world_side_sectors = DataSettings.world_size / DataSettings.sector_size; // in square sectors DataSettings.tile_width = 32; // in pixels DataSettings.within_range_radius = 20; // in tiles DataSettings.render_radius = 20; // in tiles RendererSettings = new Renderer_Settings(); RendererSettings.terrain_pool_size = 4084; RendererSettings.gobject_pool_size = 4084; PSettings = new Prog_Settings(); PSettings.zunits_per_level = -3000; render_frameskip = final_frameskip; GameData.GData.Init(); GameRenderer.GRenderer.Init(); UIManager.UI.Init(); game_started = true; }
void Start() { DataSettings = new GameData_Settings (); // < look for type definition in Types.cs DataSettings.world_size = 1000; // in square tiles DataSettings.sector_size = 10; // in square tiles DataSettings.world_side_sectors = DataSettings.world_size / DataSettings.sector_size; // in square sectors DataSettings.tile_width = 32; // in pixels DataSettings.within_range_radius = 20; // in tiles DataSettings.render_radius = 20; // in tiles RendererSettings = new Renderer_Settings (); RendererSettings.terrain_pool_size = 4084; RendererSettings.gobject_pool_size = 4084; PSettings = new Prog_Settings (); PSettings.zunits_per_level = -3000; render_frameskip = final_frameskip; GameData.GData.Init (); GameRenderer.GRenderer.Init (); UIManager.UI.Init (); game_started = true; }