public void Init() { CreateConsoles(); //Message Log initialization MessageLog = new MessageLogWindow(GameLoop.GameWidth / 2, GameLoop.GameHeight / 2, "Message Log"); Children.Add(MessageLog); MessageLog.Show(); MessageLog.Position = new Point(0, GameLoop.GameHeight / 2); // Inventory initialization InventoryScreen = new InventoryWindow(GameLoop.GameWidth / 2, GameLoop.GameHeight / 2, "Inventory Window"); Children.Add(InventoryScreen); InventoryScreen.Show(); InventoryScreen.Position = new Point(GameLoop.GameWidth / 2, 0); // Load the map into the MapConsole LoadMap(GameLoop.World.CurrentMap); // Now that the MapConsole is ready, build the Window CreateMapWindow(GameLoop.GameWidth / 2, GameLoop.GameHeight / 2, "Game Map"); UseMouse = true; // Start the game with the camera focused on the player CenterOnActor(GameLoop.World.Player); }
public void StartGame(bool testGame = false) { IsFocused = true; GameLoop.World = new World(testGame); // Hides the main menu, so that it's possible to interact with the other windows. MainMenu.Hide(); //Message Log initialization MessageLog = new MessageLogWindow(GameLoop.GameWidth / 2, GameLoop.GameHeight / 2, "Message Log"); Children.Add(MessageLog); MessageLog.Show(); MessageLog.Position = new Point(GameLoop.GameWidth / 2, GameLoop.GameHeight / 2); #if DEBUG MessageLog.Add("Test message log works"); #endif // Inventory initialization InventoryScreen = new InventoryWindow(GameLoop.GameWidth / 2, GameLoop.GameHeight / 2, "Inventory Window"); Children.Add(InventoryScreen); InventoryScreen.Hide(); InventoryScreen.Position = new Point(GameLoop.GameWidth / 2, 0); StatusConsole = new StatusWindow(GameLoop.GameWidth / 2, GameLoop.GameHeight / 2, "Status Window"); Children.Add(StatusConsole); StatusConsole.Position = new Point(GameLoop.GameWidth / 2, 0); StatusConsole.Show(); // Build the Window CreateMapWindow(GameLoop.GameWidth / 2, GameLoop.GameHeight, "Game Map"); // Then load the map into the MapConsole MapWindow.LoadMap(GameLoop.World.CurrentMap); // Start the game with the camera focused on the player MapWindow.CenterOnActor(GameLoop.World.Player); }