/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { //using (Game1 game = new Game1()) //{ // game.Run(); //} using (Game1 game = new Game1()) { game.Run(); } }
public static void Start(Game1 injectedGame) { game = injectedGame; hero = new HeroClasses.Warrior(); GenerateLevel(); windowSizeInTiles = new IntVec(game.Width / CELLWIDTH, game.Height / CELLWIDTH); cameraPosition = currentLevel.CharacterEntities.FindPosition(hero); modifiedCameraPosition.X = cameraPosition.X - (windowSizeInTiles.X / 2); modifiedCameraPosition.Y = cameraPosition.Y - (windowSizeInTiles.Y / 2); LogPosition = new Vector2(12, 12); // = new Vector2(game.Width - 48, game.Height - 48); InventoryPosition = new Vector2(game.Width - 5 * (CELLWIDTH), game.Height - 4 * (CELLWIDTH)); InvButtonPosition = new Vector2(game.Width - CELLWIDTH, game.Height - CELLWIDTH); abilityPosition = new Vector2(game.Width / 2, game.Height - CELLWIDTH); charSheetPosition = new Vector2(0, 60); InventorySize = new Vector2(4 * CELLWIDTH, 4 * CELLWIDTH); weaponEquipPosition = new Vector2(0, game.Height - 2 * CELLWIDTH - 20); armorEquipPosition = new Vector2(0, game.Height - CELLWIDTH); game.IsMouseVisible = true; LoadMainMenu(); saveButton = new UIButton(new Vector2(game.Width / 2 - 150, game.Height / 2), true, "UI/Save", "Save and quit"); continueButton = new UIButton(new Vector2(game.Width / 2 + 150, game.Height / 2), true, "UI/Continue", "Continue"); headSlot = new UIButton(armorEquipPosition, false, "UI/HelmOverlay", "Helm"); chestSlot = new UIButton(new Vector2(armorEquipPosition.X + CELLWIDTH, armorEquipPosition.Y), false, "UI/ChestOverlay", "Chest"); legSlot = new UIButton(new Vector2(armorEquipPosition.X + 2 * (CELLWIDTH), armorEquipPosition.Y), false, "UI/LegsOverlay", "Legs"); ringSlot1 = new UIButton(new Vector2(armorEquipPosition.X + 3 * (CELLWIDTH), armorEquipPosition.Y), false, "UI/RingOverlay", "Ring"); ringSlot2 = new UIButton(new Vector2(armorEquipPosition.X + 4 * (CELLWIDTH), armorEquipPosition.Y), false, "UI/RingOverlay", "Ring"); neckSlot = new UIButton(new Vector2(armorEquipPosition.X + 5 * (CELLWIDTH), armorEquipPosition.Y), false, "UI/NeckOverlay", "Neck"); weaponSlot1 = new UIButton(new Vector2(weaponEquipPosition.X, weaponEquipPosition.Y), false, "UI/InvSlot", "Left"); weaponSlot2 = new UIButton(new Vector2(weaponEquipPosition.X + CELLWIDTH, weaponEquipPosition.Y), false, "UI/InvSlot", "Right"); texState.AddressU = TextureAddressMode.Clamp; texState.AddressV = TextureAddressMode.Clamp; texState.AddressW = TextureAddressMode.Clamp; texState.Filter = TextureFilter.Linear; //StartGame(); }