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| author | Syndamia <kamen.d.mladenov@protonmail.com> | 2020-04-29 08:48:54 +0300 |
|---|---|---|
| committer | Syndamia <kamen.d.mladenov@protonmail.com> | 2020-04-29 08:48:54 +0300 |
| commit | 1a5c97cc9435f443065107a70ee51f1d45942435 (patch) | |
| tree | c1638ad540192eb40f648b0480498265c11c3965 /Mundus/Views/Windows/NewGameWindow.cs | |
| parent | 95e3f7d2406beba2f120ecddd3f98e0ae5883443 (diff) | |
| download | Mundus-1a5c97cc9435f443065107a70ee51f1d45942435.tar Mundus-1a5c97cc9435f443065107a70ee51f1d45942435.tar.gz Mundus-1a5c97cc9435f443065107a70ee51f1d45942435.zip | |
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.cs | 17 |
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); } } } |
