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C# World.Add方法代码示例

本文整理汇总了C#中World.Add方法的典型用法代码示例。如果您正苦于以下问题:C# World.Add方法的具体用法?C# World.Add怎么用?C# World.Add使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在World的用法示例。


在下文中一共展示了World.Add方法的12个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Shoot

 public override void Shoot(World world)
 {
     Rocket rocket1 = Game.Objects.CreateRocket(Owner.Position + new Vector2(-40f * Maf.Cos(Owner.Rotation), -40f * Maf.Sin(Owner.Rotation)), Owner.Speed, Owner.Rotation);
     Rocket rocket2 = Game.Objects.CreateRocket(Owner.Position + new Vector2(40f * Maf.Cos(Owner.Rotation), 40f * Maf.Sin(Owner.Rotation)), Owner.Speed, Owner.Rotation);
     world.Add(rocket1);
     world.Add(rocket2);
 }
开发者ID:vkd,项目名称:Ctrl-Space,代码行数:7,代码来源:RocketLauncher.cs

示例2: LoadContent

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            TextureManager.LoadContents(Content);
            FontManager.LoadContents(Content);

            //initializing here because they are dependent on content managers
            background = new Background(Width, Height, TextureManager.GetTexture(TextureNames.BACKGROUND));

            world = WorldGenerator.Generate(WorldNumber.One);
            world.Add(new Player(PlayerNumber.One, new Vector2(200, 200)));
            world.Add(new Player(PlayerNumber.Two, new Vector2(100, 100)));

            ui = new UserInterface();

            mainMenu = new MainMenu();
        }
开发者ID:akbiggs,项目名称:Crash.net,代码行数:23,代码来源:Game.cs

示例3: Shoot

        public override void Shoot(World world)
        {
            var kickRocket = 60f;

            SinPlasmaBullet plasmaBullet = Game.Objects.CreateSinPlasmaBullet();
            plasmaBullet.Size = 10;
            plasmaBullet.Position = Owner.Position + kickRocket * new Vector2(Maf.Sin(Owner.Rotation), -Maf.Cos(Owner.Rotation));
            plasmaBullet.StartSpeed = Owner.Speed + Speed * new Vector2(Maf.Sin(Owner.Rotation), -Maf.Cos(Owner.Rotation));
            plasmaBullet.Speed = plasmaBullet.StartSpeed;
            world.Add(plasmaBullet);
        }
开发者ID:vkd,项目名称:Ctrl-Space,代码行数:11,代码来源:SinGun.cs

示例4: Shoot

        public override void Shoot(World world)
        {
            var kickRocket = 40f;
            int countBullet = 7;

            for (int i = -(countBullet / 2); i < (countBullet / 2) + 1; ++i)
            {
                float rot = Owner.Rotation + i * 0.1f;

                PlasmaBullet plasmaBullet = Game.Objects.CreatePlasmaBullet();
                plasmaBullet.Size = 10;
                plasmaBullet.Position = Owner.Position + kickRocket * new Vector2(Maf.Sin(rot), -Maf.Cos(rot));
                plasmaBullet.Speed = Owner.Speed + Speed * new Vector2(Maf.Sin(rot), -Maf.Cos(rot));
                world.Add(plasmaBullet);
            }
        }
开发者ID:vkd,项目名称:Ctrl-Space,代码行数:16,代码来源:SprayGun.cs

示例5: JunctionEditorScreen

        /// <summary>
        /// Erzeugt eine neue Instanz eines CreativeModeScreen-Objekts und initialisiert diese mit einem Knot3Game-Objekt game, sowie einem Knoten knot.
        /// </summary>
        public JunctionEditorScreen(GameCore game)
            : base(game)
        {
            // die Spielwelt
            world = new World (screen: this, drawOrder: DisplayLayer.GameWorld, bounds: Bounds.FromLeft (0.60f));
            // der Input-Handler
            knotInput = new KnotInputHandler (screen: this, world: world);
            // der Mauszeiger
            pointer = new MousePointer (screen: this);
            // der Maus-Handler für die 3D-Modelle
            modelMouseHandler = new ModelMouseHandler (screen: this, world: world);

            // der Knoten-Renderer
            knotRenderer = new JunctionEditorRenderer (screen: this, position: Vector3.Zero);
            world.Add (knotRenderer);

            // visualisiert die BoundingSpheres
            debugBoundings = new DebugBoundings (screen: this, position: Vector3.Zero);
            world.Add (debugBoundings);

            // Hintergrund
            SkyCube skyCube = new SkyCube (screen: this, position: Vector3.Zero, distance: 10000);
            world.Add (skyCube);

            // Backbutton
            backButton = new MenuEntry (
                screen: this,
                drawOrder: DisplayLayer.Overlay + DisplayLayer.MenuItem,
                name: "Back",
                onClick: (time) => NextScreen = new StartScreen (Game)
            );
            backButton.AddKey (Keys.Escape);
            backButton.IsVisible = true;

            // Menü
            settingsMenu = new Menu (this, DisplayLayer.Overlay + DisplayLayer.Menu);
            settingsMenu.Bounds = Bounds.FromRight (0.40f).FromBottom (0.9f).FromLeft (0.8f);
            settingsMenu.Bounds.Padding = new ScreenPoint (this, 0.010f, 0.010f);
            settingsMenu.RelativeItemHeight = 0.030f;

            float[] validJunctionCounts = new float[] { 1, 2, 3 };
            optionJunctionCount = new FloatOption (
                section: "debug",
                name: "debug_junction_count",
                defaultValue: validJunctionCounts.At (-1),
                validValues: validJunctionCounts,
                configFile: Config.Default
            );
            itemJunctionCount = new ComboBox (
                screen: this,
                drawOrder: DisplayLayer.Overlay + DisplayLayer.MenuItem,
                text: "Junctions #"
            );
            itemJunctionCount.AddEntries (optionJunctionCount);
            itemJunctionCount.ValueChanged += OnJunctionCountChanged;

            Direction[] validDirections = Direction.Values;
            optionJuctionDirection = new DistinctOption [3];
            itemJunctionDirection = new ComboBox [3];
            for (int i = 0; i < 3; ++i) {
                DistinctOption option = new DistinctOption (
                    section: "debug",
                    name: "debug_junction_direction" + i.ToString (),
                    defaultValue: validDirections [i * 2],
                    validValues: validDirections.Select (d => d.Name),
                    configFile: Config.Default
                );
                ComboBox item = new ComboBox (
                    screen: this,
                    drawOrder: DisplayLayer.Overlay + DisplayLayer.MenuItem,
                    text: Localizer.Localize ("Direction ") + i.ToString ()
                );
                item.AddEntries (option);
                optionJuctionDirection [i] = option;
                item.ValueChanged += OnDirectionsChanged;
                itemJunctionDirection [i] = item;
            }

            itemBumpRotation = new ComboBox [3];
            for (int i = 0; i < 3; ++i) {
                ComboBox item = new ComboBox (
                    screen: this,
                    drawOrder: DisplayLayer.Overlay + DisplayLayer.MenuItem,
                    text: Localizer.Localize ("Bump Angle ") + i.ToString ()
                );
                item.ValueChanged += OnAnglesChanged;
                itemBumpRotation [i] = item;
            }

            itemModels = new ComboBox [3];
            for (int i = 0; i < 3; ++i) {
                ComboBox item = new ComboBox (
                    screen: this,
                    drawOrder: DisplayLayer.Overlay + DisplayLayer.MenuItem,
                    text: Localizer.Localize ("Model ") + i.ToString ()
                );
                item.ValueChanged += OnModelsChanged;
//.........这里部分代码省略.........
开发者ID:knot3,项目名称:knot3-code,代码行数:101,代码来源:JunctionEditorScreen.cs

示例6: VisualTestsScreen

        /// <summary>
        /// Erzeugt eine neue Instanz eines CreativeModeScreen-Objekts und initialisiert diese mit einem Knot3Game-Objekt game, sowie einem Knoten knot.
        /// </summary>
        public VisualTestsScreen(GameCore game)
            : base(game)
        {
            // die Spielwelt
            world = new World (screen: this, drawOrder: DisplayLayer.GameWorld, bounds: Bounds.FromLeft (0.60f));

            // der Knoten-Renderer
            knotRenderer = new KnotRenderer (screen: this, position: Vector3.Zero);
            world.Add (knotRenderer);

            // Hintergrund
            //SkyCube skyCube = new SkyCube (screen: this, position: Vector3.Zero, distance: world.Camera.MaxPositionDistance + 500);
            //world.Add (skyCube);

            // Menü
            settingsMenu = new Menu (this, DisplayLayer.Overlay + DisplayLayer.Menu);
            settingsMenu.Bounds = Bounds.FromRight (0.40f).FromBottom (0.9f).FromLeft (0.8f);
            settingsMenu.Bounds.Padding = new ScreenPoint (this, 0.010f, 0.010f);
            settingsMenu.RelativeItemHeight = 0.030f;

            float[] validEdgeCounts = new float[] { 500, 1000, 2000, 3000, 4000, 5000, 7500, 10000, 15000 };
            optionEdgeCount = new FloatOption (
                section: "visualtests",
                name: "edgecount",
                defaultValue: validEdgeCounts.At (0),
                validValues: validEdgeCounts,
                configFile: Config.Default
            ) { Verbose = false };
            optionEdgeCount.Value = validEdgeCounts.At (0);
            itemEdgeCount = new ComboBox (
                screen: this,
                drawOrder: DisplayLayer.Overlay + DisplayLayer.MenuItem,
                text: "Edges:"
            );
            itemEdgeCount.AddEntries (optionEdgeCount);
            itemEdgeCount.ValueChanged += OnEdgeCountChanged;

            itemDisplayTime = new InputItem (
                screen: this,
                drawOrder: DisplayLayer.Overlay + DisplayLayer.MenuItem,
                text: "Time:",
                inputText: ""
            );

            itemFPS = new InputItem (
                screen: this,
                drawOrder: DisplayLayer.Overlay + DisplayLayer.MenuItem,
                text: "FPS:",
                inputText: ""
            );

            OnEdgeCountChanged (null);
        }
开发者ID:knot3,项目名称:knot3-code,代码行数:56,代码来源:VisualTestsScreen.cs

示例7: CreativeLoadScreen

        /// <summary>
        /// Erzeugt ein neues CreativeLoadScreen-Objekt und initialisiert dieses mit einem Knot3Game-Objekt.
        /// </summary>
        public CreativeLoadScreen(GameCore game)
            : base(game)
        {
            savegameMenu = new Menu (this, DisplayLayer.ScreenUI + DisplayLayer.Menu);
            savegameMenu.Bounds.Position = ScreenContentBounds.Position;
            savegameMenu.Bounds.Size = new ScreenPoint (this, 0.300f, ScreenContentBounds.Size.Relative.Y);
            savegameMenu.Bounds.Padding = new ScreenPoint (this, 0.010f, 0.010f);
            savegameMenu.ItemAlignX = HorizontalAlignment.Left;
            savegameMenu.ItemAlignY = VerticalAlignment.Center;
            savegameMenu.ItemBackgroundColor = Design.ComboBoxItemBackgroundColorFunc;
            savegameMenu.ItemForegroundColor = Design.ComboBoxItemForegroundColorFunc;
            savegameMenu.RelativeItemHeight = Design.DataItemHeight;

            lines.AddPoints (.000f, .050f, .030f, .970f, .620f, .895f, .740f, .970f, .760f, .895f, .880f, .970f, .970f, .050f, 1.000f);

            title = new TextItem (screen: this, drawOrder: DisplayLayer.ScreenUI + DisplayLayer.MenuItem, text: "Load Knot");
            title.Bounds.Position = ScreenTitleBounds.Position;
            title.Bounds.Size = ScreenTitleBounds.Size;
            title.ForegroundColorFunc = (s) => Color.White;

            infoTitle = new TextItem (screen: this, drawOrder: DisplayLayer.ScreenUI + DisplayLayer.MenuItem, text: "Knot Info:");
            infoTitle.Bounds.Position = new ScreenPoint (this, 0.45f, 0.62f);
            infoTitle.Bounds.Size = new ScreenPoint (this, 0.900f, 0.050f);
            infoTitle.ForegroundColorFunc = (s) => Color.White;

            knotInfo = new Menu (this, DisplayLayer.ScreenUI + DisplayLayer.Menu);
            knotInfo.Bounds.Position = new ScreenPoint (this, 0.47f, 0.70f);
            knotInfo.Bounds.Size = new ScreenPoint (this, 0.300f, 0.500f);
            knotInfo.Bounds.Padding = new ScreenPoint (this, 0.010f, 0.010f);
            knotInfo.ItemAlignX = HorizontalAlignment.Left;
            knotInfo.ItemAlignY = VerticalAlignment.Center;

            // Erstelle einen Parser für das Dateiformat
            KnotFileIO fileFormat = new KnotFileIO ();
            // Erstelle einen Spielstand-Loader
            loader = new SavegameLoader<Knot, KnotMetaData> (fileFormat, "index-knots");

            // Preview
            Bounds previewBounds = new Bounds (this, 0.45f, 0.1f, 0.48f, 0.5f);
            previewWorld = new World (
                screen: this,
                drawOrder: DisplayLayer.ScreenUI + DisplayLayer.GameWorld,
                bounds: previewBounds
            );
            previewRenderer = new KnotRenderer (screen: this, position: Vector3.Zero);
            previewWorld.Add (previewRenderer);
            previewBorder = new Border (
                screen: this,
                drawOrder: DisplayLayer.GameWorld,
                bounds: previewBounds,
                lineWidth: 2,
                padding: 0
            );
            previewInput = new KnotInputHandler (screen: this, world: previewWorld);
            previewMouseHandler = new ModelMouseHandler (screen: this, world: previewWorld);

            backButton = new Button (
                screen: this,
                drawOrder: DisplayLayer.ScreenUI + DisplayLayer.MenuItem,
                name: "Back",
                onClick: (time) => NextScreen = Game.Screens.Where ((s) => !(s is CreativeLoadScreen)).ElementAt (0)
            );
            backButton.AddKey (Keys.Escape);
            backButton.SetCoordinates (left: 0.770f, top: 0.910f, right: 0.870f, bottom: 0.960f);
            backButton.AlignX = HorizontalAlignment.Center;

            startButton = new Button (
                screen: this,
                drawOrder: DisplayLayer.ScreenUI + DisplayLayer.MenuItem,
                name: "Load",
                onClick: (time) => NextScreen = new CreativeModeScreen (game: Game, knot: loader.FileFormat.Load (previewKnotMetaData.Filename))
            );
            startButton.IsVisible = false;
            startButton.AddKey (Keys.Enter);
            startButton.SetCoordinates (left: 0.630f, top: 0.910f, right: 0.730f, bottom: 0.960f);
            startButton.AlignX = HorizontalAlignment.Center;
        }
开发者ID:knot3,项目名称:knot3-code,代码行数:80,代码来源:CreativeLoadScreen.cs

示例8: ChallengeModeScreen

        /// <summary>
        /// Erzeugt eine neue Instanz eines ChallengeModeScreen-Objekts und initialisiert diese mit einem Knot3Game-Objekt, einem Spielerknoten playerKnot und dem Knoten challengeKnot, den der Spieler nachbauen soll.
        /// </summary>
        public ChallengeModeScreen(GameCore game, Challenge challenge)
            : base(game)
        {
            // world
            PlayerWorld = new World (screen: this, drawOrder: DisplayLayer.GameWorld, bounds: Bounds.FromRight (percent: 0.5f));
            ChallengeWorld = new World (screen: this, drawOrder: DisplayLayer.GameWorld, bounds: Bounds.FromLeft (percent: 0.5f));
            ChallengeWorld.Camera = PlayerWorld.Camera;
            PlayerWorld.OnRedraw += () => ChallengeWorld.Redraw = true;
            ChallengeWorld.OnRedraw += () => PlayerWorld.Redraw = true;
            // input
            playerKnotInput = new KnotInputHandler (screen: this, world: PlayerWorld);
            challengeKnotInput = new KnotInputHandler (screen: this, world: ChallengeWorld);
            // overlay
            overlay = new Overlay (screen: this, world: PlayerWorld);
            // pointer
            pointer = new MousePointer (screen: this);
            // model mouse handler
            playerModelMouseHandler = new ModelMouseHandler (screen: this, world: PlayerWorld);
            challengeModelMouseHandler = new ModelMouseHandler (screen: this, world: ChallengeWorld);

            // knot renderer
            PlayerKnotRenderer = new KnotRenderer (screen: this, position: Vector3.Zero);
            PlayerWorld.Add (PlayerKnotRenderer);
            ChallengeKnotRenderer = new KnotRenderer (screen: this, position: Vector3.Zero);
            ChallengeWorld.Add (ChallengeKnotRenderer);

            // debug displays
            debugBoundings = new DebugBoundings (screen: this, position: Vector3.Zero);

            // edge movements
            PlayerEdgeMovement = new EdgeMovement (screen: this, world: PlayerWorld, knotRenderer: PlayerKnotRenderer, position: Vector3.Zero);
            PlayerEdgeMovement.KnotMoved = OnKnotMoved;

            // assign the specified challenge
            Challenge = challenge;
            // assign the specified player knot
            PlayerKnot = challenge.Start.Clone () as Knot;
            // assign the specified target knot
            ChallengeKnotRenderer.RenderKnot (challenge.Target);
            // assign the specified start knot
            PlayerKnotRenderer.RenderKnot (PlayerKnot);

            SkyCube playerSkyCube = new SkyCube (screen: this, position: Vector3.Zero, distance: 10000);
            PlayerWorld.Add (playerSkyCube);
            SkyCube challengeSkyCube = new SkyCube (screen: this, position: Vector3.Zero, distance: 10000);
            ChallengeWorld.Add (challengeSkyCube);

            // Die Spielzeit-Anzeige
            playTimeDisplay = new TextItem (screen: this, drawOrder: DisplayLayer.ScreenUI + DisplayLayer.MenuItem, text: String.Empty);
            playTimeDisplay.Bounds.Position = new ScreenPoint (this, 0.800f, 0.01f);
            playTimeDisplay.Bounds.Size = new ScreenPoint (this, 0.15f, 0.04f);
            playTimeDisplay.BackgroundColorFunc = (s) => Design.WidgetBackground;
            playTimeDisplay.ForegroundColorFunc = (s) => Design.WidgetForeground;
            playTimeDisplay.AlignX = HorizontalAlignment.Center;
            playTimeBorder = new Border (screen: this, drawOrder: DisplayLayer.ScreenUI + DisplayLayer.MenuItem,
                                         widget: playTimeDisplay, lineWidth: 2, padding: 0);
            //Undo-Button
            undoButton = new Button (screen: this,
                                     drawOrder: DisplayLayer.ScreenUI + DisplayLayer.MenuItem,
                                     name: "Undo",
                                     onClick: (time) => OnUndo ());
            undoButton.SetCoordinates (left: 0.55f, top: 0.900f, right: 0.65f, bottom: 0.95f);

            undoButtonBorder = new Border (screen: this, drawOrder: DisplayLayer.ScreenUI + DisplayLayer.MenuItem,
                                           widget: undoButton, lineWidth: 2, padding: 0);
            undoButton.AlignX = HorizontalAlignment.Center;
            undoButton.IsVisible = false;

            // Redo-Button
            redoButton = new Button (
                screen: this,
                drawOrder: DisplayLayer.ScreenUI + DisplayLayer.MenuItem,
                name: "Redo",
                onClick: (time) => OnRedo ()
            );
            redoButton.SetCoordinates (left: 0.70f, top: 0.900f, right: 0.80f, bottom: 0.95f);

            redoButtonBorder = new Border (screen: this, drawOrder: DisplayLayer.ScreenUI + DisplayLayer.MenuItem,
                                           widget: redoButton, lineWidth: 2, padding: 0);
            redoButton.AlignX = HorizontalAlignment.Center;
            redoButton.IsVisible = false;

            // die Linien
            lines = new Lines (screen: this, drawOrder: DisplayLayer.Dialog, lineWidth: 2);
            lines.AddPoints (0.500f, 0.000f, 0.500f, 1.000f);

            // Status
            state = ChallengeModeState.Start;
        }
开发者ID:knot3,项目名称:knot3-code,代码行数:92,代码来源:ChallengeModeScreen.cs

示例9: Initialize

        /// <summary>
        /// Initialize the Game.
        /// </summary>
        public override void Initialize()
        {
            // world
            world = new World (this);
            // input
            knotInput = new KnotInputHandler (this, world);
            // overlay
            overlay = new Overlay (this, world);
            // pointer
            pointer = new MousePointer (this);
            // picker
            picker = new ModelMouseHandler (this, world);

            // pipe renderer
            var knotRenderInfo = new GameObjectInfo ();
            knotRenderInfo.Position = Vector3.Zero;
            renderer = new KnotRenderer (this, knotRenderInfo);
            world.Add (renderer as IGameObject);

            // pipe movements
            movement = new EdgeMovement (this, world, knotRenderInfo);
            world.Add (movement as IGameObject);

            // pipe colors
            coloring = new EdgeColoring (this);

            // load nodes
            Node.Scale = 100;
            Knot = new Knot ();
        }
开发者ID:knot3,项目名称:knot3-prototype,代码行数:33,代码来源:CreativeModeScreen.cs

示例10: Start

 // Use this for initialization
 void Start()
 {
     world = new World();
     world.Add(new Unit());
     world.Add(new WinRule());
 }
开发者ID:MageWang,项目名称:slg_engine,代码行数:7,代码来源:MainGame.cs

示例11: Overlay

        public Overlay(IScreen screen, World world)
            : base(screen, DisplayLayer.Overlay)
        {
            // game world
            World = world;

            // create a new SpriteBatch, which can be used to draw textures
            effect = new BasicEffect (screen.GraphicsDevice);
            spriteBatch = new SpriteBatch (screen.GraphicsDevice);
            effect.VertexColorEnabled = true;
            effect.World = Matrix.CreateFromYawPitchRoll (0, 0, 0);
            if (Config.Default ["video", "camera-overlay", false]) {
                debugModel = new DebugModel (screen: screen);
                world.Add (debugModel);
            }

            // load fonts
            try {
                font = Screen.LoadFont ("font-overlay");
            }
            catch (ContentLoadException ex) {
                font = null;
                Log.Debug (ex.Message);
            }
        }
开发者ID:knot3,项目名称:knot3-code,代码行数:25,代码来源:Overlay.cs

示例12: CreativeModeScreen

        /// <summary>
        /// Erzeugt eine neue Instanz eines CreativeModeScreen-Objekts und initialisiert diese mit einem Knot3Game-Objekt game, sowie einem Knoten knot.
        /// </summary>
        public CreativeModeScreen(GameCore game, Knot knot)
            : base(game)
        {
            // die Spielwelt
            world = new World (screen: this, drawOrder: DisplayLayer.GameWorld, bounds: Bounds);
            // der Input-Handler
            knotInput = new KnotInputHandler (screen: this, world: world);
            // das Overlay zum Debuggen
            overlay = new Overlay (screen: this, world: world);
            // der Mauszeiger
            pointer = new MousePointer (screen: this);
            // der Maus-Handler für die 3D-Modelle
            modelMouseHandler = new ModelMouseHandler (screen: this, world: world);

            // der Knoten-Renderer
            knotRenderer = new KnotRenderer (screen: this, position: Vector3.Zero);
            world.Add (knotRenderer);

            // visualisiert die BoundingSpheres
            debugBoundings = new DebugBoundings (screen: this, position: Vector3.Zero);
            world.Add (debugBoundings);

            // der Input-Handler zur Kanten-Verschiebung
            edgeMovement = new EdgeMovement (screen: this, world: world, knotRenderer : knotRenderer, position: Vector3.Zero);
            edgeMovement.KnotMoved = OnKnotMoved;

            // der Input-Handler zur Kanten-Einfärbung
            edgeColoring = new EdgeColoring (screen: this);

            // Flächen zwischen Kanten
            edgeRectangles = new EdgeRectangles (screen: this);

            // assign the specified knot
            Knot = knot;

            // Hintergrund
            Sky skyCube = new Sky (screen: this, position: Vector3.Zero);
            world.Add (skyCube);

            // Sonne
            Sun sun = new Sun (screen: this);
            world.Add (sun);

            // Undo-Button
            undoButton = new Button (
                screen: this,
                drawOrder: DisplayLayer.ScreenUI + DisplayLayer.MenuItem,
                name: "Undo",
                onClick: (time) => OnUndo ()
            );
            undoButton.SetCoordinates (left: 0.05f, top: 0.900f, right: 0.15f, bottom: 0.95f);
            undoButton.AlignX = HorizontalAlignment.Center;
            undoButton.IsVisible = false;

            undoButtonBorder = new Border (screen: this, drawOrder: DisplayLayer.ScreenUI + DisplayLayer.MenuItem,
                                           widget: undoButton, lineWidth: 2, padding: 0);

            // Redo-Button
            redoButton = new Button (
                screen: this,
                drawOrder: DisplayLayer.ScreenUI + DisplayLayer.MenuItem,
                name: "Redo",
                onClick: (time) => OnRedo ()
            );
            redoButton.SetCoordinates (left: 0.20f, top: 0.900f, right: 0.30f, bottom: 0.95f);
            redoButton.AlignX = HorizontalAlignment.Center;
            redoButton.IsVisible = false;

            redoButtonBorder = new Border (screen: this, drawOrder: DisplayLayer.ScreenUI + DisplayLayer.MenuItem,
                                           widget: redoButton, lineWidth: 2, padding: 0);

            invisible = new Button (
                screen: this,
                drawOrder: DisplayLayer.ScreenUI + DisplayLayer.MenuItem,
                name: "menu",
            onClick: (time) => {
                // erstelle einen neuen Pausedialog
                knotInput.IsEnabled = false;
                Dialog pauseDialog = new CreativePauseDialog (screen: this, drawOrder: DisplayLayer.Dialog, knot: Knot);
                // füge ihn in die Spielkomponentenliste hinzu
                pauseDialog.Close += (t) => knotInput.IsEnabled = true;
                AddGameComponents (time, pauseDialog);
            }
            );
            invisible.SetCoordinates (left: 1.00f, top: 1.00f, right: 1.10f, bottom: 1.10f);
            invisible.IsVisible = true;
            invisible.AddKey (Keys.Escape);
        }
开发者ID:knot3,项目名称:knot3-code,代码行数:91,代码来源:CreativeModeScreen.cs


注:本文中的World.Add方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。