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authorSyndamia <kamen.d.mladenov@protonmail.com>2020-04-29 08:48:54 +0300
committerSyndamia <kamen.d.mladenov@protonmail.com>2020-04-29 08:48:54 +0300
commit1a5c97cc9435f443065107a70ee51f1d45942435 (patch)
treec1638ad540192eb40f648b0480498265c11c3965 /Mundus/Views/Windows/NewGameWindow.cs
parent95e3f7d2406beba2f120ecddd3f98e0ae5883443 (diff)
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Completed documenttion (for the most part). Changed game and mob generation structure a bit. All mobs now have an inventory. Build name is stored in a constant (Data/Windows/WI.cs). Updated executable.
Diffstat (limited to 'Mundus/Views/Windows/NewGameWindow.cs')
-rw-r--r--Mundus/Views/Windows/NewGameWindow.cs17
1 files changed, 10 insertions, 7 deletions
diff --git a/Mundus/Views/Windows/NewGameWindow.cs b/Mundus/Views/Windows/NewGameWindow.cs
index abce12d..61999d7 100644
--- a/Mundus/Views/Windows/NewGameWindow.cs
+++ b/Mundus/Views/Windows/NewGameWindow.cs
@@ -17,7 +17,10 @@ namespace Mundus.Views.Windows {
WindowController.ShowMainWindow(this);
}
- //You can choose your Map size only in creative, it is predetermined by screen & inventory size in survival.
+ /// <summary>
+ /// You can choose your Map size only in creative, it is predetermined by screen & inventory size in survival.
+ /// </summary>
+
private void OnRbCreativeToggled(object sender, EventArgs e) {
if (rbCreative.Active) {
rbMSmall.Sensitive = true;
@@ -31,8 +34,6 @@ namespace Mundus.Views.Windows {
}
}
- /*Sometimes the default values get messed up and you could have, for example,
- *a large map with large screen & inventory on survival. This prevents that.*/
public void SetDefaults() {
rbSurvival.Active = true;
rbEasy.Active = true;
@@ -78,11 +79,13 @@ namespace Mundus.Views.Windows {
//TODO: save settings somewhere
this.Hide();
- this.MapGenerate();
this.ScreenInventorySetup();
+ this.GenerateMap();
+ GameGenerator.GameWindowInitialize();
}
- private void MapGenerate() {
+ // Calls GameGenerator to generate the map depending on the selected map size button
+ private void GenerateMap() {
string size;
if (rbMSmall.Active) {
size = "small";
@@ -99,7 +102,7 @@ namespace Mundus.Views.Windows {
GameGenerator.GenerateMap(size);
}
- //Does the inital steps that are required by all windows upon game generation
+ // Does the inital steps that are required by all windows upon game generation
private void ScreenInventorySetup() {
string gameWindow;
@@ -116,7 +119,7 @@ namespace Mundus.Views.Windows {
throw new ArgumentException("No screen & inventory size was selected");
}
- GameGenerator.GameWindowInventorySetup(gameWindow);
+ GameGenerator.GameWindowSizeSetup(gameWindow);
}
}
}