Пример #1
0
        public override void Update(Input input)
        {
            base.Update(input);

            if (creationState == CreationState.WaitingForPerlin)
            {
                UpdateWaitPerlin();
            }
            else if (creationState == CreationState.StartCreatingWorld)
            {
                ThreadPool.QueueUserWorkItem(UpdateCreatingWorld);
                creationState = CreationState.CreatingWorld;
            }
            else if (creationState == CreationState.InitMiniMap)
            {
                UpdateInitMiniMap();
            }
            else if (creationState == CreationState.CreatingMiniMap)
            {
                UpdateCreatingMiniMap();
            }
            else if (creationState == CreationState.Done)
            {
                ScreenController.ChangeScreen(new GameScreen());
            }
        }
Пример #2
0
        public override void Update(Input input)
        {
            base.Update(input);

            if (GetButtonPress("New"))
            {
                SetSeed();
                ScreenController.ChangeScreen(new CreatingWorld(GetWorldSize().X, GetWorldSize().Y, GetNumberOfTowns(), GetMinTownRoads(), GetMaxTownRoads()));
            }
        }
Пример #3
0
        public override void Update(Input input)
        {
            debugMainThreadStopWatch.Start();

            base.Update(input);
            SetSecondThreadUpdateState(UpdateState.START);

            UpdateKeys(input);

            if (GameController.inGameState == InGameState.RUNNING)
            {
                //Run main Update
                WorldController.world.Update(input, mainWorldCamera);
                WorldController.worldMini.Update();
                UpdateInGameMouseClicks();

                debugMainThreadStopWatch.Stop();
                while (secondThreadState != UpdateState.FINISHED)
                {
                    //Wait for other thread
                }
                //Other thread is finished we can add any fires on the main thread
                WorldController.worldFire.UpdateThreadedFireSpreading();
            }
            else if (GameController.inGameState == InGameState.WAITINGONEXIT)
            {
                secondThreadRunning = false;
                GameController.jobWorker.SetToDestroy();
                GameController.inGameState = InGameState.SETTINGEXIT;
            }
            else if (GameController.inGameState == InGameState.SETTINGEXIT)
            {
                if (GameController.jobWorker.IsDestroyed())
                {
                    GameController.jobWorker   = null;
                    GameController.inGameState = InGameState.EXIT;
                }
            }
            else if (GameController.inGameState == InGameState.EXIT)
            {
                WorldController.DisposeWorld();
                ScreenController.ChangeScreen(new MenuMain());
            }


            EngineController.mainThreadTime = debugMainThreadStopWatch.ElapsedTicks;
            debugMainThreadStopWatch.Reset();
        }
Пример #4
0
        protected override void Initialize()
        {
            debugDrawTimeStopwatch = new Stopwatch();
            // Window.IsBorderless = false;
            Data.SetSettings();
            ScreenController.graphicsDevice = GraphicsDevice;
            DisplayController.Init(this);
            EngineController.Init();
            GraphicsManager.Init(Content);
            AudioManager.Init(Content);

            //Game specific init. this could probably be done in game load
            GroundLayerController.Init();
            AngleStuff.Init();
            PieceController.Init();
            ShadowSpriteController.Init();
            MapObjectController.Init();
            TileLogisticsController.Init();
            GraphicsDevice.Clear(Color.White);
            IsMouseVisible = true;
            base.Initialize();
            ScreenController.ChangeScreen(new MenuMain());
        }
Пример #5
0
        public override void Update(Input input)
        {
            //Debug.WriteLine(compressedBuilding.shadowList.Count);
            base.Update(input);

            UpdateEditingMode();
            general.UpdateDisplayLocations(editorView.activeSpot, editorView.offSet);

            if (GetButtonPress("Save"))
            {
                buildingsBinary.AddBuilding(editorView.compressedBuilding);
            }

            if (input.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.Escape) && !GameController.editorInMenu)
            {
                AddContainer(new MenuBarInGame());
            }

            if (GameController.inGameState == InGameState.WAITINGONEXIT)
            {
                ScreenController.ChangeScreen(new MenuMain());
            }
        }
Пример #6
0
        public override void Update(Input input)
        {
            base.Update(input);

            if (GetButtonPress("New"))
            {
                EditorParams       editorParams = new EditorParams();
                CompressedBuilding building     = new CompressedBuilding(GetHousePieceRow(), GetDirectionFacing(), editorParams);
                building.InitNew(buildingsBinary.GetNextId());
                ScreenController.ChangeScreen(new BuildingScreen(building, buildingsBinary, editorParams));
            }

            if (GetButtonPress("Load"))
            {
                CompressedBuilding building = (CompressedBuilding)listBoxBuildings.GetSelectedObjectValue();
                if (building != null)
                {
                    EditorParams editorParams = new EditorParams();
                    building.InitOld(editorParams);
                    ScreenController.ChangeScreen(new BuildingScreen(building, buildingsBinary, editorParams));
                }
            }
        }