public override void Setup() { mImageNames = LoadImageIndex(); int cubeCount=0; mNeedCheck = true; foreach (Cube cube in CubeSet) { // Create a wrapper object for each cube. The wrapper object allows us // to bundle a cube with extra information and behavior. String cubeName= "cube" + cubeCount++; CubeWrapper wrapper = new CubeWrapper(this, cube, cubeName); mWrappers.Add(wrapper); wrapper.DrawSlide(); } // ## Event Handlers ## CubeSet.NeighborAddEvent += OnNeighborAdd; CubeSet.NeighborRemoveEvent += OnNeighborRemove; }
// Here we initialize our app. public override void Setup() { AMQConnector amqConn = new AMQConnector (); //amqConn.Connect (); // Load up the list of images. mImageNames = LoadImageIndex (); // Loop through all the cubes and set them up. foreach (Cube cube in CubeSet) { // Create a wrapper object for each cube. The wrapper object allows us // to bundle a cube with extra information and behavior. CubeWrapper wrapper = new CubeWrapper (this, cube, amqConn); mWrappers.Add (wrapper); wrapper.DrawSlide (); } // ## Event Handlers ## // Objects in the Sifteo API (particularly BaseApp, CubeSet, and Cube) // fire events to notify an app of various happenings, including actions // that the player performs on the cubes. // // To listen for an event, just add the handler method to the event. The // handler method must have the correct signature to be added. Refer to // the API documentation or look at the examples below to get a sense of // the correct signatures for various events. // // **NeighborAddEvent** and **NeighborRemoveEvent** are triggered when // the player puts two cubes together or separates two neighbored cubes. // These events are fired by CubeSet instead of Cube because they involve // interaction between two Cube objects. (There are Cube-level neighbor // events as well, which comes in handy in certain situations, but most // of the time you will find the CubeSet-level events to be more useful.) CubeSet.NeighborAddEvent += OnNeighborAdd; CubeSet.NeighborRemoveEvent += OnNeighborRemove; }