/// <summary> /// Create game's graphical interface. /// </summary> private void CreateGUI() { //If player if (m_Player == Player.Klotski || m_Player == Player.Storm) { //Create lifebar m_LifeBar = new LifeBar(Global.GUIManager); m_LifeBar.Left = Global.LIFEBAR_X; m_LifeBar.Top = Global.LIFEBAR_Y; m_LifeBar.Init(); //Add it m_Panel.Add(m_LifeBar); Global.GUIManager.Add(m_LifeBar); } //If not editor if (m_Player != Player.Storm) { //Create timer m_Timer = new Timer(Global.GUIManager); m_Timer.Left = Global.TIMER_X; m_Timer.Top = Global.TIMER_Y; m_Timer.Init(Global.TIMER_FONT); //Create steps counter m_Counter = new Counter(Global.GUIManager); m_Counter.Left = Global.COUNTER_X; m_Counter.Top = Global.COUNTER_Y; m_Counter.Init(Global.COUNTER_FONT, m_Player != Player.Klotski); //Add it m_Panel.Add(m_Timer); m_Panel.Add(m_Counter); Global.GUIManager.Add(m_Timer); Global.GUIManager.Add(m_Counter); } }
/// <summary> /// State Game class constructor. /// </summary> public StateGame(Player player, GameData data) : base(StateID.Game) { //Initialize variable m_Data = data; m_Player = player; m_Victory = false; m_Initialized = false; m_ReadyToUpdate = false; m_BoardWidth = 0; m_BoardHeight = 0; m_IteratorStack = new Stack<int>(); m_ShipStack = new Stack<Ship>(); m_VisitedList = new List<GameData>(); //Empties variables m_Depth = 0; m_MaxDepth = 0; m_Sky = null; m_Actor = null; m_King = null; m_Ships = null; m_Board = null; m_SkyLayer = null; m_BirdsView = null; m_ActiveCamera = null; m_Controlled = null; m_LifeBar = null; m_Timer = null; }