public override EffectLayer Render(IGameState state) { EffectLayer states_layer = new EffectLayer("Terraria - States"); if (state is GameState_TER) { GameState_TER TERstate = (GameState_TER)state; } return(states_layer); }
public override EffectLayer Render(IGameState state) { EffectLayer bg_layer = new EffectLayer("Terraria - Background"); if (state is GameState_TER) { GameState_TER TER = (GameState_TER)state; Color bg_color = Properties.AmbientColor; long currenttime = Utils.Time.GetMillisecondsSinceEpoch(); } return(bg_layer); }
public override void UpdateLights(EffectFrame frame, IGameState new_game_state) { if (new_game_state is GameState_TER) { _game_state = new_game_state; GameState_TER gs = (new_game_state as GameState_TER); try { UpdateLights(frame); } catch (Exception e) { Global.logger.LogLine("Exception during OnNewGameState. Error: " + e, Logging_Level.Error); Global.logger.LogLine(gs.ToString(), Logging_Level.None); } } System.Diagnostics.Debug.WriteLine("\n======================================="); System.Diagnostics.Debug.WriteLine("UpdateLights() - 2"); System.Diagnostics.Debug.WriteLine("=======================================\n"); }
public override void ResetGameState() { _game_state = new GameState_TER(); }