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Commit Description:
Make censoring more completem.
Commit Description:
Make censoring more completem.
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isometric-park-fna/Engines/GameBridgeEngine.cs
116 lines | 3.8 KiB | text/x-csharp | CSharpLexer
Add (hacky) option saving.
r350
using System.IO;
Start decoupling input....
r170
using Microsoft.Xna.Framework.Input;
Add (hacky) option saving.
r350 using Newtonsoft.Json;
Start decoupling input....
r170 using Encompass;
using isometricparkfna.Messages;
Add missing files, oops.
r192 using isometricparkfna.Components;
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r170
Fix indentation.
r357 namespace isometricparkfna.Engines
{
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r170
Add (hacky) option saving.
r350
Fix indentation.
r357 [Receives(typeof(ToggleWindowTypeMessage), typeof(ToggleWindowMessage),
Fix style.
r462 typeof(GameStateMessage),
typeof(ToggleVisibilityMessage),
typeof(SetResolutionMessage),
Use Game.Exit()....
r463 typeof(SetFontMessage),
typeof(QuitGameMessage))]
Fix indentation.
r357 [Reads(typeof(AreaComponent),
Fix style.
r462 typeof(ContractStatusComponent),
typeof(OptionsComponent))]
Fix indentation.
r357 class GameBridgeEngine : Engine
{
Start decoupling input....
r170
Fix indentation.
r357 public FNAGame game;
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r170
Fix indentation.
r357 public GameBridgeEngine(FNAGame game)
{
this.game = game;
}
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r170
Fix indentation.
r357 public override void Update(double dt)
{
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r170
Fix style.
r462 ProfanityLevel profanity_setting = default;
Add profanity settings.
r417
Fix indentation.
r357 foreach (ref readonly var windowMessage in ReadMessages<ToggleWindowTypeMessage>())
{
switch (windowMessage.Window)
{
case Window.Debug:
game.show_another_window = !game.show_another_window;
break;
case Window.Budget:
game.showBudget = !game.showBudget;
break;
}
}
foreach (ref readonly var visibilityMessage in ReadMessages<ToggleVisibilityMessage>())
{
Start decoupling input....
r170
Fix indentation.
r357 switch (visibilityMessage.Element)
{
case Element.Grid:
game.showGrid = !game.showGrid;
break;
case Element.Trees:
game.showTrees = !game.showTrees;
break;
}
}
Add main menu.
r298 foreach (ref readonly var stateMessage in ReadMessages<GameStateMessage>())
Fix indentation.
r357 {
game.isPlaying = stateMessage.isPlaying;
}
foreach (ref readonly var resolutionMessage in ReadMessages<SetResolutionMessage>())
{
game.setResolution(resolutionMessage.resolution,
Fix style.
r462 resolutionMessage.fullscreen);
Add resolution setting.
r307
Fix indentation.
r357 }
Add profanity settings.
r417 foreach (ref readonly var entity in ReadEntities<OptionsComponent>())
Fix style.
r462 {
var component = GetComponent<OptionsComponent>(entity);
Add profanity settings.
r417
Fix style.
r462 profanity_setting = component.ProfanitySetting;
}
Fix indentation.
r357 foreach (ref readonly var fontMessage in ReadMessages<SetFontMessage>())
{
game.setFont(fontMessage.fontName, fontMessage.fontSize);
Add profanity settings.
r417 Options.writeOptions(fontMessage.fontName, fontMessage.fontSize,
Fix style.
r462 profanity_setting);
Adjust SpriteFonts when user changes font option.
r345
Fix indentation.
r357 }
Start decoupling input....
r170
Render tiles only for active contracts.
r198 game.in_zone = false;
Fix status bar.
r433 game.in_active_zone = false;
Add missing files, oops.
r192 foreach (ref readonly var entity in ReadEntities<AreaComponent>())
{
var areaComponent = GetComponent<AreaComponent>(entity);
Rudimentary game state.
r297 var contractStatusComponent = GetComponent<ContractStatusComponent>(entity);
Fix indentation.
r357 foreach (var square in areaComponent.squares)
{
if (game.mouseGrid == square)
{
game.in_zone = true;
Fix style.
r462 if ((contractStatusComponent.status == ContractStatus.Active)
|| (contractStatusComponent.status == ContractStatus.Accepted))
Fix indentation.
r357 {
game.in_active_zone = true;
}
}
}
}
Start decoupling input....
r170
Use Game.Exit()....
r463 foreach (ref readonly var message in ReadMessages<QuitGameMessage>())
{
this.game.quit = true;
}
Fix indentation.
r357 }
}
Add profanity settings.
r417 }