private void WiggleButtonCB(StressButton button, object userData) { mWiggleOn = !mWiggleOn; }
private void StressDownButtonCB(StressButton button, object userData) { StressDown(); }
private void PreviousScreenButtonCB(StressButton button, object userData) { var demo = (StressTest)RB.Game; demo.PreviousScene(); }
private void StressUpButtonCB(StressButton button, object userData) { StressUp(); }
/// <summary> /// Constructor /// </summary> public SceneStress() { Rect2i buttonRect; Vector2i pos = new Vector2i(12, RB.DisplaySize.height - 32); buttonRect = new Rect2i(pos.x, pos.y, 87, 23); mPreviousButton = new StressButton(buttonRect, buttonRect, "Previous Test", (KeyCode)555, 0, PreviousScreenButtonCB); pos.x += 100; buttonRect = new Rect2i(pos.x, pos.y, 87, 23); mNextButton = new StressButton(buttonRect, buttonRect, "Next Test", (KeyCode)555, 0, NextScreenButtonCB); pos.x += 100; buttonRect = new Rect2i(pos.x, pos.y, 87, 23); mStressDownButton = new StressButton(buttonRect, buttonRect, "Stress Down", (KeyCode)555, 0, StressDownButtonCB); pos.x += 100; buttonRect = new Rect2i(pos.x, pos.y, 87, 23); mStressUpButton = new StressButton(buttonRect, buttonRect, "Stress Up", (KeyCode)555, 0, StressUpButtonCB); pos.x += 100; buttonRect = new Rect2i(pos.x, pos.y, 87, 23); mWiggleButton = new StressButton(buttonRect, buttonRect, "Toggle Wiggle", (KeyCode)555, 0, WiggleButtonCB); mButtons.Add(mNextButton); mButtons.Add(mPreviousButton); mButtons.Add(mStressDownButton); mButtons.Add(mStressUpButton); mButtons.Add(mWiggleButton); // Pregen some random positions and wiggles, and colors mRandomPos = new Vector2i[MAX_STRESS]; for (int i = 0; i < MAX_STRESS; i++) { mRandomPos[i] = new Vector2i( (int)Random.Range(-16, RB.DisplaySize.width), (int)Random.Range(-16, RB.DisplaySize.height)); } mRandomWiggle = new Vector2i[113]; for (int i = 0; i < mRandomWiggle.Length; i++) { mRandomWiggle[i] = new Vector2i(Random.Range(-1, 2), Random.Range(-1, 2)); } mRandomSprite = new int[MAX_STRESS]; for (int i = 0; i < MAX_STRESS; i++) { mRandomSprite[i] = Random.Range(0, 4); } mRandomColor = new Color32[MAX_STRESS]; for (int i = 0; i < MAX_STRESS; i++) { mRandomColor[i] = mPaletteLookup[Random.Range(1, mPaletteLookup.Length)]; } mRandomRadius = new Vector2i[MAX_STRESS]; for (int i = 0; i < MAX_STRESS; i++) { mRandomRadius[i] = new Vector2i(Random.Range(4, 64), Random.Range(4, 64)); } }