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)