Mundus
Hides this screen, generates map and initializes the game window
Every time the window is closed, this gets called (hides the window)
You can choose your Map size only in creative, it is predetermined by screen and inventory size in survival.
Sets map size from screen and inventory size
Calls GameGenerator to generate the map depending on the selected map size button
Does the inital steps that are required by all windows upon game generation
Gets value for the height and width of the game screen, map screens and inventory screen
and the width of stats, hotbar, accessories, gear and items on the ground menus
The map menu is the left menu with the grond layer, structure layer, coordinates, superlayer and "ground above player" items
The inventory menu is the right menu with the items, accessories, gear incentories, item info and crafting button
Prints the screen that the player uses to interract with the game map
Prints the energy, health and hot bars and log
Prints the inventory (items, accessories and gear)
Prints the information that is avalable for the given item
Prints the map menu items (ground layer, structure layer, coordinates, current superlayer, there is hole on top of player)
Gets value for the height and width of the game screen, map screens and inventory screen
and the width of stats, hotbar, accessories, gear and items on the ground menus
The map menu is the left menu with the grond layer, structure layer, coordinates, superlayer and "ground above player" items
The inventory menu is the right menu with the items, accessories, gear incentories, item info and crafting button
Prints the screen that the player uses to interract with the game map
Prints the energy, health and hot bars and log
Prints the inventory (items, accessories and gear)
Prints the information that is avalable for the given item
Prints the map menu items (ground layer, structure layer, coordinates, current superlayer, there is hole on top of player)
Gets value for the height and width of the game screen, map screens and inventory screen
and the width of stats, hotbar, accessories, gear and items on the ground menus
The map menu is the left menu with the grond layer, structure layer, coordinates, superlayer and "ground above player" items
The inventory menu is the right menu with the items, accessories, gear incentories, item info and crafting button
Prints the screen that the player uses to interract with the game map
Prints the energy, health and hot bars and log
Prints the inventory (items, accessories and gear)
Prints the information that is avalable for the given item
Prints the map menu items (ground layer, structure layer, coordinates, current superlayer, there is hole on top of player)
This is used to show the sender (the window that opened this one) when you close this window
Gets or sets the game window that opened the pause window (see OnBtnExitClicked)
Every time the window is closed, this gets called (hides the window)
Saves the game state (map and inventories) and closes the pause window
Saves the game, closes the window and also closes the window that opened it
Closes the window and also closes the window that opened it
All the crafting recipes (gets set at Initialize())
Used to track which recipe should be displayed
Resets visuals and prepares avalable recipes for current items in inventory
Every time the window is closed, this gets called (hides the window)
Selects the previous avalable recipe and updates
Selects the following avalable recipe and updates
Crafts the item (calls CraftingController and hides the window)
Sets information values for the currently selected recipe
Updates the btnNext and btnPrev sensitivity
Sets default empty values for required items and their amounts
Sets default empty values for the whole window
Every time the window is closed, this gets called (hides the window)
Every time the window is closed, this gets called (hides the window)
Used for crolling up and down the log messages
Prints all logs it can (starting from most recent) and updates the buttons
Prints the log messages
Every time the window is closed, this gets called (hides the window)
Updates the butNewer and btnOlder sensitivity
Every time the window is closed, this gets called (hides the window)
Returns if for the specified position in the superlayer the payer is in, there exists a mob
Returns false also if the specified positoin is the player's current position
The player tries to damage mob on the specified map position
Note: will fail of the player uses an invalid tool to fight with
Returns if for the specified position in the superlayer the given mob is in, there exists a mob
Returns false also if the specified positoin is the mob's current position
The given mob tries to damage the mob on the specified map position
Note: will fail of the given mob uses an invalid item
Checks if there exists a mob at the given location in the player's superlayer
and if the player has selected a proper fighting tool
Reduces health of target mob
Moves all mobs that have a RndMovementRate of more than one on a random tile
in a 3x3 radius (including the tile they are currently on)
Returns if the chosen new location is inside the boundaries of the map
Returns the stock_id of the hearth icon that must be used on the given position of the health bar
Returns the stock_id of the energy icon that must be used on the given position of the energy bar
stock_id of energy icon
Energy bar index
Returns the name of the superlayer the player is curently on
Returns the player's horizontal (x) coordinates
Player.XPos
Returns the player's vertical (y) coordinates
Player.YPos
Checks if the player has an an empty/non-solid tile directly on the superlayer above him
Tries to place a selected structure/ground tile or to mine/dig (destroy) at the selected location
Note: player has an rndMovementQualifier of -1 and drops first item in the hotbar
Removes energy from player. If energy gets below 0 it will start taking health
Energy points to drain from player (will do nothing if value less than 0
Restores energy from player. If energy is maxed out (WI.SelWin.Size * 6) it starts healing the player
Energy points to restore energy (will do nothing if value less than 0
Returns a (static) cow MobTile.
Do not modify!
Returns a (static) sheep MobTile.
Do not modify!
Gets or sets the superlayer the mob is currently in
Gets or sets the vertical (y) position where the MobTile is located
Gets or sets the horizontal (x) position where the MobTile is located
Specifies how big the chance of a mob moving (randomly) is. Lower the value, higher the chance for movement.
Note: negative values (or 0) means the mob won't move randomly
Removes health from mob
Whether the mob can still be damaged
Heals the MobTile (unless/until it has full health (4 * inventorySize))
Health points to heal with
Has a size of "Screen and Inventory" and can hold Tools, Materials, Structures and Gear
Has a size of the "Screen and Inventory" squared and can hold Tools, Materials, Structures and Gear
Has a size of double the "Screen and Inventory" and can only hold Gear
Has a size of "Screen and Inventory" and can only hold Gear
Returns an ItemTile depending on specified place ("hotbar", "items", "accessories" or "gear")
and specified index
Deletes an ItemTile depending on specified place ("hotbar", "items", "accessories" or "gear")
and specified index
Returns an ItemTile depending on specified place ("hotbar", "items", "accessories" or "gear")
and specified index in player's inventory
Used to store universally accessed mob instances (player)
Gets the mob that is used by the person who plays the game
Creates the instances of the universally accessed mobs.
Note: player has a health of 4 * inventorySize and gets a wooden axe and a wooden pickaxe
Contains the item that the player has selected and switches it's location
Gets the index of the selected item in the selected item location
Gets the inventory place in which the selected item is stored
Sets the item that will be moved (switched)
Tries to switch the location of the selected item with the given one
If a material is moved to it's current location (double clicked), and
it can restore energy, it restores the player's energy
Sets the selected item place and index to invalid values
Returns whether an item has been selected
Returns an ItemTile array, corresponding to a given place inside the player's inventory
Checks if the given ItemTile can be inside the given destination
If the given material can restore energy, it restores that player's energy and returns true
Gets the required minimal shovel class for destroying the ground tile
Gets whether mobs can go through and structures can be placed (if not solid)
Certain materials can be eaten to replenish energy points. This stores by how much to restore energy points.
Note: If a material mustn't be consumed, his energy points should be less or equal to 0
Gets the stock_id for when the structure is in an inventory
Gets the required type of tool to break the structure
Gets the required minimal tool class to break the structure
Gets whether mobs can change superlayers (climb up or down a superlayer ; true) or not (false)
Gets whether mob can walk on top of the structure (true) or not (false)
Returns what the structure drops after being broken
Removes health from structure
Whether the structure can still be damaged
New instance
New instance
New instance
TEMPORARY
Removes items and adds the result item to the inventory
Does CraftItem method for the player
CraftingRecipie of the item that will be crafted
Checks if the given array of items has enough of every requried item
trueIf has enoughfalseotherwise
Returns an array with all the recipes that can be crafted with the items the player has
Truncates CraftingRecipes table and adds the crafting recipes (and saves changes)
Returns the image of the selected layer in the superlayer
If there is no item/mob at the position, returns null
Returns the Image on the given inventory place of the player at the given index
If there isn't one, returns a "blank" image
Returns the stock_id at the given position in player's superlayer
If there is no stock_id, returns "L_hole"
Returns the stock_id on the given position of the structure layer the player is currently in
Note: null values get the "blank" image ; GetScreenImage skips if the value is null
Checks if the position is inside the map
Generates all tiles in the Land superlayer
Variable that is used for random generation
Land context, it is used to add generated tiles to the database
Generates ground, structure and mob layers for Land superlayer
Size of ingame world/map
Generates all tiles in the Underground superlayer
Variable that is used for random generation
Underground context, it is used to add generated tiles to the database
Generates ground, structure and mob layers for Underground superlayer
Size of ingame world/map
Generates all tiles in the Sky superlayer
Variable that is used for random generation
Sky context, it is used to add generated tiles to the database
Generates ground, structure and mob layers for Sky superlayer
Size of ingame world/map
Works out which superlayer is above or below the given one
Contains the order of superlayers, from the one that is the highest (above all others)
to the one that is the lowest (underneath all other)
Returns the superlayer that is underneath the given one
If there isn't any, returns null
Returns the superlayer that is above the given one
If there isn't any, returns null
Returns the superlayer that is underneath the one that the given mob is in
If there isn't any, returns null
Returns the superlayer that is above the one that the given mob is in
If there isn't any, returns null
Sets the map size and starts generation of all superlayers
Size of the map ("small", "medium" or "large")
Sets the game window size and setups mob inventory for certain mobs
Note: certain mobs base their inventory size from the game window size
Size of the game window ("small", "medium" or "large")
Sets the game difficulty (that affects map generation).
Must be "peaceful", "easy", "normal", "hard" or "insane"
Shows the settings window and hides the sender
Shows the new game window, sets it's default values and hides the sender
Shows the main window and hides the sender
Shows the pause window on top of all windows and "pauses" game input (bool PauseWindowVisible)
Shows the music window on top of all windows
Shows the crafting window on top of all windows and does initializes it
Used to calculate values, related to the buttons on the game windows
Used to store universally accessed windows
Full name of the build that is used in MainMenu and Pause windows
Gets or sets the selected game window (should be WSGame, WMGame or WLGame)
The sel window.
Gets the main window
Gets the new game window
Gets the small (sized) game window
Gets the medium (sized) window
Gets the large (sized) window
Gets the settings window
Gets the pause window
Gets the music window
Gets the crafting window
Gets the log window
Creates all instances of the windows and hides them
Gtk opens all window instances in the project automatically, unless they are hidden
Dialog Instances
Stores and creates all needed dialogs
Gets the exit dialoge
Creates all dialog instances
Hides all dialogs
Gtk opens all dialog (window) instances in the project automatically,
so you need to manually hide them
Context for getting the crafting recipes
Gets DBSet of the CraftingRecipes table
The crafting recipes.
Truncates the table CraftingRecipes (doesn't save the changes)
Used to set the connection string
Gets the item that will be added to the inventory after crafting
The result item.
Gets the required amount of the first item
Gets the required first item
Gets the required amount of the second item
Gets the required second item
Gets the required amount of the third item
Gets the required third item
Gets the required amount of the fourth item
Gets the required fourth item
Gets the required amount of the fifth item
Gets the required fifth item
Used to store all the contexts that correspond to the database tables
The connection string for MySQL
Gets the crafting table context instance
Gets the game event log table context instance
Gets the sky superlayer context instance
Gets the land superlayer context instance
Gets the underground superlayer context instance
Gets the an array of all superlayer context instances
Creates all instances of the contexts
Add, remove and change values in the sky superlayer
Initializes a new instance of the SkyContext class and truncates all related tables
Gets DBSet of the sky mob layer table
Gets DBSet of the sky structure layer table
Gets DBSet of the sky structure layer table
Returns the stock_id of the mob at the specified positoin
Returns the stock_id of the structure at the specified positoin
Returns the stock_id of the ground (tile) at the specified positoin
Adds a mob's stock_id, it's health and the specified position in the mob layer table
Sets the mob's stock_id and health for the specified position of the mob layer table
Sets invalid values for stock_id (null) and health (-1) for the specified position of the mob layer table
Removes health from the mob on the specified position in the mob layer table
trueIf the mob can still be damaged (alive)false otherwise.
Adds a structure's stock_id, it's health and the specified position in the structure layer table
Sets the structure's stock_id and health for the specified position of the structure layer table
Sets invalid values for stock_id (null) and health (-1) for the specified position of the structure layer table
Removes health from the structure on the specified position in the structure layer table
trueIf the structure can still be damaged false otherwise.
Adds a ground (tile)'s stock_id and the specified position in the ground (tile) layer table
Sets the ground (tile)'s stock_id and health for the specified position of the ground (tile) layer table
Sets invalid values for stock_id (null) for the specified position of the ground (tile) layer table
Used to set the connection string
Add, remove and change values in the different superlayers (database tables)
Returns the stock_id of the mob at the specified positoin
Returns the stock_id of the structure at the specified positoin
Returns the stock_id of the ground (tile) at the specified positoin
Adds a mob's stock_id, it's health and the specified position in the mob layer table
Sets the mob's stock_id and health for the specified position of the mob layer table
Sets invalid values for stock_id (null) and health (-1) for the specified position of the mob layer table
Removes health from the mob on the specified position in the mob layer table
Returns true if the mob can still be damaged (is still alive)
Adds a structure's stock_id, it's health and the specified position in the structure layer table
Sets the structure's stock_id and health for the specified position of the structure layer table
Sets invalid values for stock_id (null) and health (-1) for the specified position of the structure layer table
Removes health from the structure on the specified position in the structure layer table
trueIf the structure can still be damaged false otherwise.
Adds a ground (tile)'s stock_id and the specified position in the ground (tile) layer table
Sets the ground (tile)'s stock_id and health for the specified position of the ground (tile) layer table
Sets invalid values for stock_id (null) for the specified position of the ground (tile) layer table
Add, remove and change values in the land superlayer
Initializes a new instance of the LandContext class and truncates all related tables
Gets DBSet of the land mob layer table
Gets DBSet of the land structure layer table
Gets DBSet of the land ground (tile) layer table
Returns the stock_id of the mob at the specified positoin
Returns the stock_id of the structure at the specified positoin
Returns the stock_id of the ground (tile) at the specified positoin
Adds a mob's stock_id, it's health and the specified position in the mob layer table
Sets the mob's stock_id and health for the specified position of the mob layer table
Sets invalid values for stock_id (null) and health (-1) for the specified position of the mob layer table
Removes health from the mob on the specified position in the mob layer table
trueIf the mob can still be damaged (alive)false otherwise.
Adds a structure's stock_id, it's health and the specified position in the structure layer table
Sets the structure's stock_id and health for the specified position of the structure layer table
Sets invalid values for stock_id (null) and health (-1) for the specified position of the structure layer table
Removes health from the structure on the specified position in the structure layer table
trueIf the structure can still be damaged false otherwise.
Adds a ground (tile)'s stock_id and the specified position in the ground (tile) layer table
Sets the ground (tile)'s stock_id and health for the specified position of the ground (tile) layer table
Sets invalid values for stock_id (null) for the specified position of the ground (tile) layer table
Used to set the connection string
Add, remove and change values in the underground superlayer
Initializes a new instance of the UndergroundContext class and truncates all related tables
Gets DBSet of the underground mob layer table
Gets DBSet of the underground structure layer table
Gets DBSet of the sky underground layer table
Returns the stock_id of the mob at the specified positoin
Returns the stock_id of the structure at the specified positoin
Returns the stock_id of the ground (tile) at the specified positoin
Adds a mob's stock_id, it's health and the specified position in the mob layer table
Sets the mob's stock_id and health for the specified position of the mob layer table
Sets invalid values for stock_id (null) and health (-1) for the specified position of the mob layer table
Removes health from the mob on the specified position in the mob layer table
trueIf the mob can still be damaged (alive)false otherwise.
Adds a structure's stock_id, it's health and the specified position in the structure layer table
Sets the structure's stock_id and health for the specified position of the structure layer table
Sets invalid values for stock_id (null) and health (-1) for the specified position of the structure layer table
Removes health from the structure on the specified position in the structure layer table
trueIf the structure can still be damaged false otherwise.
Adds a ground (tile)'s stock_id and the specified position in the ground (tile) layer table
Sets the ground (tile)'s stock_id and health for the specified position of the ground (tile) layer table
Sets invalid values for stock_id (null) for the specified position of the ground (tile) layer table
Used to set the connection string
Abstract class that is used for the classes that correspond to DBSets
Gets the unique identifier (primary key ; only used in the tables by MySQL)
Gets the position on the horizontal (x) axis of the tile in it's layer
Gets the position on the vertical (y) axis of the tile in it's layer
Gets or sets the stock _id of the tile
Data type for the DBSet of (Sky) SStructureLayer table
Gets or sets the health of the structure
Data type for the DBSet of (Sky) SGroundLayer table
Data type for the DBSet of (Sky) SMobLayer table
Gets or sets the health of the mob
Data type for the DBSet of (Undergound) UGroundLayer table
Data type for the DBSet of (Undergound) UStructureLayer table
Gets or sets the health of the structure
Data type for the DBSet of (Undergound) UMobLayer table
Gets or sets the health of the mob
Data type for the DBSet of (Land) LGroundLayer table
Data type for the DBSet of (Land) LStructureLayer table
Gets or sets the health of the structure
Data type for the DBSet of (Land) LMobLayer table
Gets or sets the health of the mob
Stores all needed values
Gets or sets the current (selected) map size
Gets or sets the current (selected) difficulty
Returns selected difficulty divided by a number (80).
Used to change energy drain values.
Data type for the DBSet of GameEventLogs table
Gets the unique identifier (primary key ; only used in the tables by MySQL)
Gets the message of the log
Add and get log messages from the GameEventLogs table
Initializes a new instance of the class and truncates the table
Gets DbSet of the game event logs table
Adds a message to the GameEventLogs table
Gets a message from the GameEventLogs table that has the specified id
Gets count of game event logs
Used to set the connection string
Truncates the GameEventLogs table (saves the change)