Description:
Clean up code.
Commit status:
[Not Reviewed]
References:
Diff options:
Comments:
0 Commit comments
0 Inline Comments
Unresolved TODOs:
There are no unresolved TODOs
@@ -111,7 +111,7 | |||||
|
111 | Technically done |
|
111 | Technically done |
|
112 | - Decide how to handle ImGUI ref parameters |
|
112 | - Decide how to handle ImGUI ref parameters |
|
113 | Basically have to decide whether to embrace its style or go toward a more functional approach |
|
113 | Basically have to decide whether to embrace its style or go toward a more functional approach |
|
114 | - Change conversation to use ImGui |
|
114 | - Change conversation to use ImGui @milestone(5: events) |
|
115 | - Rearchitect to avoid giving everything access to Simulation |
|
115 | - Rearchitect to avoid giving everything access to Simulation |
|
116 | - Add a start screen @milestone(4: Beginning) @done(2021-06-08) |
|
116 | - Add a start screen @milestone(4: Beginning) @done(2021-06-08) |
|
117 | - Add a create park dialog @milestone(4: Beginning) |
|
117 | - Add a create park dialog @milestone(4: Beginning) |
@@ -120,7 +120,7 | |||||
|
120 | - Allow player to choose title @maybe @done(2021-07-29) |
|
120 | - Allow player to choose title @maybe @done(2021-07-29) |
|
121 | Some possibilities: Mr., Ms., Mx., Director, Dr., Professor, Miss, Col., Herr Dr. Dr. nothing, custom |
|
121 | Some possibilities: Mr., Ms., Mx., Director, Dr., Professor, Miss, Col., Herr Dr. Dr. nothing, custom |
|
122 | Might be fun to have tiny acknowledgement of choice — probably dialog only, no mechanical change. (E.g., a researcher might allude to you having a PhD. or an enby character might say something comiserating.) |
|
122 | Might be fun to have tiny acknowledgement of choice — probably dialog only, no mechanical change. (E.g., a researcher might allude to you having a PhD. or an enby character might say something comiserating.) |
|
123 | - Allow player to choose difficulty |
|
123 | - Allow player to choose difficulty @done(2021-07-30) |
|
124 | I'm thinking: Easy would be constant subsidy, Medium would be declining subsidy, and Hard would be none. |
|
124 | I'm thinking: Easy would be constant subsidy, Medium would be declining subsidy, and Hard would be none. |
|
125 | Could name them Benevolent, Austerity, and Hostility? Or Conservationist, Austerity, Libertarian? (Maybe too pointed!) I kind of like describing these as the government's "orientation" or "attitude" toward park. |
|
125 | Could name them Benevolent, Austerity, and Hostility? Or Conservationist, Austerity, Libertarian? (Maybe too pointed!) I kind of like describing these as the government's "orientation" or "attitude" toward park. |
|
126 | - Allow player to choose profile image @maybe |
|
126 | - Allow player to choose profile image @maybe |
@@ -160,7 +160,6 | |||||
|
160 | - Look for prior art |
|
160 | - Look for prior art |
|
161 | - Add a "describe" button/key that speaks the current scene @maybe |
|
161 | - Add a "describe" button/key that speaks the current scene @maybe |
|
162 | - |
|
162 | - |
|
163 | - Option to Turn off bad outcomes or disasters? |
|
||
|
164 | - No fees when contracts break |
|
163 | - No fees when contracts break |
|
165 | - Contracts go dormant instead of ending. |
|
164 | - Contracts go dormant instead of ending. |
|
166 | Other QoL things: |
|
165 | Other QoL things: |
@@ -164,7 +164,7 | |||||
|
164 |
|
164 | ||
|
165 | } |
|
165 | } |
|
166 |
|
166 | ||
|
167 |
|
|
167 | protected override void Initialize() |
|
168 | { |
|
168 | { |
|
169 | /* This is a nice place to start up the engine, after |
|
169 | /* This is a nice place to start up the engine, after |
|
170 | * loading configuration stuff in the constructor |
|
170 | * loading configuration stuff in the constructor |
@@ -342,10 +342,6 | |||||
|
342 |
|
342 | ||
|
343 | this.remainingDialog = new Queue<Node<DialogOption>>(); |
|
343 | this.remainingDialog = new Queue<Node<DialogOption>>(); |
|
344 |
|
344 | ||
|
345 | // #if DEBUG |
|
||
|
346 | // this.remainingDialog.Enqueue(DialogTrees.flatten(DialogTrees.testTree, this.grammar)); |
|
||
|
347 | // #endif |
|
||
|
348 |
|
|||
|
349 | this.budgetWindow = new BudgetWindow(new Budget { }, this.monoFont, 0, 0); |
|
345 | this.budgetWindow = new BudgetWindow(new Budget { }, this.monoFont, 0, 0); |
|
350 |
|
346 | ||
|
351 | Logging.Success("Content loaded."); |
|
347 | Logging.Success("Content loaded."); |
@@ -552,7 +548,6 | |||||
|
552 | } |
|
548 | } |
|
553 |
|
549 | ||
|
554 |
|
550 | ||
|
555 |
|
|||
|
556 | protected override void Draw(GameTime gameTime) |
|
551 | protected override void Draw(GameTime gameTime) |
|
557 | { |
|
552 | { |
|
558 | frameCounter++; |
|
553 | frameCounter++; |
@@ -566,7 +561,7 | |||||
|
566 |
|
561 | ||
|
567 | _imGuiRenderer.BeforeLayout(gameTime); |
|
562 | _imGuiRenderer.BeforeLayout(gameTime); |
|
568 | if (this.isPlaying) |
|
563 | if (this.isPlaying) |
|
569 | { |
|
564 | { |
|
570 | batch.Begin(SpriteSortMode.BackToFront, |
|
565 | batch.Begin(SpriteSortMode.BackToFront, |
|
571 | BlendState.AlphaBlend, |
|
566 | BlendState.AlphaBlend, |
|
572 | null, |
|
567 | null, |
@@ -943,16 +938,6 | |||||
|
943 |
|
938 | ||
|
944 | debugWindow.Layout(debugInfo, additionalInfo, ref show_another_window); |
|
939 | debugWindow.Layout(debugInfo, additionalInfo, ref show_another_window); |
|
945 |
|
940 | ||
|
946 |
|
|||
|
947 | //debugWindow.ImGuiLayout(); |
|
||
|
948 | //String[] messages = { "Message1", "Message2" }; |
|
||
|
949 |
|
|||
|
950 | //DialogOption[] dialog = { new DialogOption{ response="Welcome to your new park, director! You can use the mouse or arrow keys to move around, and the plus and minus keys to zoom in and out.", choice="Okay" }, |
|
||
|
951 | // new DialogOption{ response="Make sure that you keep visitors happy and the budget in the black! You're currently getting an annual grant out of my budget—it'd sure be nice if you park were self-sufficient so we could drop that expense!", choice="And I need to keep the forest healthy, too, right?" }, |
|
||
|
952 | // new DialogOption{ response="Oh yeah, of course.", choice="..." }}; |
|
||
|
953 |
|
|||
|
954 |
|
|||
|
955 |
|
|||
|
956 | _imGuiRenderer.AfterLayout(); |
|
941 | _imGuiRenderer.AfterLayout(); |
|
957 |
|
942 | ||
|
958 | #endregion debug_window |
|
943 | #endregion debug_window |
@@ -1,7 +1,6 | |||||
|
1 | using Encompass; |
|
1 | using Encompass; |
|
2 |
|
2 | ||
|
3 | namespace isometricparkfna.Messages { |
|
3 | namespace isometricparkfna.Messages { |
|
4 |
|
|||
|
5 | public enum DifficultyLevel |
|
4 | public enum DifficultyLevel |
|
6 | { |
|
5 | { |
|
7 | Easy, |
|
6 | Easy, |
@@ -9,7 +8,6 | |||||
|
9 | Hard |
|
8 | Hard |
|
10 | } |
|
9 | } |
|
11 |
|
10 | ||
|
12 |
|
|||
|
13 | public struct SpawnGameMessage : IMessage { |
|
11 | public struct SpawnGameMessage : IMessage { |
|
14 | public DifficultyLevel Difficulty; |
|
12 | public DifficultyLevel Difficulty; |
|
15 | } |
|
13 | } |
|
1 | NO CONTENT: modified file chmod 100644 => 100755 |
|
NO CONTENT: modified file chmod 100644 => 100755 |
You need to be logged in to leave comments.
Login now