Description:
Clean up code.
Commit status:
[Not Reviewed]
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r369:7f33e7f59274 -

@@ -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 protected override void Initialize()
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
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