/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here //DMControls dMControls this.IsMouseVisible = true; base.Initialize(); dm.Show(); dm.UpdateEvent += UpdateReceived; palatte.SelectUpdateEvent += PalatteUpdate; palatte.Show(); game = new GameControl(new Vector2(0, 0), new Vector2(0, 0), new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight)); game.background = new Texture2D(graphics.GraphicsDevice, 1, 1); game.background.SetData(new Color[] { Color.CornflowerBlue }); //Player display area ListBox pList = new ListBox(game.absoluteLocation, new Vector2(0, 0), new Vector2(150, graphics.PreferredBackBufferHeight / 2), graphics.GraphicsDevice); pList.selectEvent += selected.selectEventReceiverFromList; game.Add(pList); //game.Add(new ListBox(game.absoluteLocation, // new Vector2(0, 0), // new Vector2(75, graphics.PreferredBackBufferHeight / 2))); //Ally / neutral display area ListBox aList = new ListBox(game.absoluteLocation, new Vector2(0, graphics.PreferredBackBufferHeight / 2), new Vector2(150, graphics.PreferredBackBufferHeight / 2), graphics.GraphicsDevice); aList.selectEvent += selected.selectEventReceiverFromList; game.Add(aList); //game.Add(new ListBox(game.absoluteLocation, // new Vector2(0, graphics.PreferredBackBufferHeight/2), // new Vector2(75, graphics.PreferredBackBufferHeight / 2))); //Enemy display area ListBox eList = new ListBox( game.absoluteLocation, new Vector2(graphics.PreferredBackBufferWidth - 150, 0), new Vector2(150, graphics.PreferredBackBufferHeight), graphics.GraphicsDevice ); eList.selectEvent += selected.selectEventReceiverFromList; game.Add(eList); //game.Add(new ListBox( // game.absoluteLocation, // new Vector2(graphics.PreferredBackBufferWidth - 75, 0), // new Vector2(75, graphics.PreferredBackBufferHeight) // )); Grid g = new Grid(game.absoluteLocation, new Vector2(150, 0), new Vector2(graphics.PreferredBackBufferWidth - 300, graphics.PreferredBackBufferHeight), 20, 20, graphics.GraphicsDevice); g.background = new Texture2D(graphics.GraphicsDevice, 1, 1); g.background.SetData(new Color[] { Color.CornflowerBlue }); g.selectEvent += selected.selectEventReceiverFromTile; game.Add(g); mouseTracker.MouseUpEvent += MouseClickToGame; //for(int i = 0; i < 400; i++) //{ // (Tile)(g.children[i]) //} //for (int i = 0; i < ) //game.Add(new Grid( // game.absoluteLocation, // new Vector2(75, 0), // new Vector2(graphics.PreferredBackBufferWidth - 150, graphics.PreferredBackBufferHeight), // 20, 20)); //for(int i = 0; i < game[3]) }
public void Add(GameControl gc) { children.Add(gc); }