public MapFinale(ConfigurationGame _conf) { InitializeComponent(); time = DateTime.Now; conf = _conf; switch (conf.Plateau.mytype) { case MapType.portoloin: design = new MapDesign(Properties.Resources.chaussure, Properties.Resources.sol, Properties.Resources.saule_cogneur, Properties.Resources.bourse); break; case MapType.labyrinthe: design = new MapDesign(Properties.Resources.saule_cogneur, Properties.Resources.sol, Properties.Resources.cailloux, Properties.Resources.bourse); break; case MapType.standard: design = new MapDesign(Properties.Resources.saule_cogneur, Properties.Resources.sol, Properties.Resources.cailloux, Properties.Resources.bourse); break; } maSimulation = new GameSimulation(conf, WriteLog); UpdateMapLayout(); }
public GameBackgroundWorker(GameSimulation game, MapFinale map) { this.game = game; this.map = map; worker.DoWork += worker_DoWork; worker.RunWorkerCompleted += worker_RunWorkerCompleted; worker.WorkerReportsProgress = true; worker.ProgressChanged += new ProgressChangedEventHandler(worker_ReportProgress); worker.WorkerSupportsCancellation = true; worker.RunWorkerAsync(); }
public void SaveGame(GameSimulation _gm) { this.historySimulations.Add(_gm); }
public void SaveGame(GameSimulation _gm) { this.historySimulations.Add(_gm); }