public void SetupGame() { if (Globals.UserMenuChoice == GameStartupChoice.NewGame) { universes = new Universe[Globals.Universes]; for (int i = 0; i < universes.Length; ++i) { universes[i] = new Universe(); universes[i].CreateUniverse(Globals.Width, Globals.Height, Globals.Pattern); } } else if (Globals.UserMenuChoice == GameStartupChoice.LoadGame) { FileReadWrite rw = FileReadWrite.GetReadWriteService; UniverseState[] obj = rw.Deserialize(); universes = new Universe[obj.Length]; for (int i = 0; i < universes.Length; ++i) { universes[i] = new Universe(); universes[i].UState = obj[i]; } } LiveUniverses(); VisibleUniverses(); }
private void SaveLife() { FileReadWrite rw = FileReadWrite.GetReadWriteService; UniverseState[] st = new UniverseState[_gameSetup.universes.Length]; for (int i = 0; i < _gameSetup.universes.Length; i++) { st[i] = _gameSetup.universes[i].UState; } rw.Serialize(st); Globals.Save = false; //Class should controll self state Globals.Pause = true; _renderer.Clear(); _renderer.Color(ConsoleColor.White); Console.WriteLine("Game Was Saved Press Enter to continue"); Console.ReadLine(); Globals.Pause = false; _renderer.Clear(); }