//--------------------------------------------------------------------------------------------------------------------------------------------------- // // Copyright (C)2007 DarkWynter Studios. All rights reserved. // //--------------------------------------------------------------------------------------------------------------------------------------------------- // {Contact : darkwynter.com for licensing information //--------------------------------------------------------------------------------------------------------------------------------------------------- namespace DarkWynter.Game.Globals { #region Using Statements #endregion /// /// Class containing all Game-based Enums. /// Enums are int32 by default. /// We override enum "name" : byte for memory optimization /// public static class Enums_Game { //=== Major Mode of Execution /// /// Major Mode of Execution /// public enum EngineState : byte { //Clean : old code //public enum EngineState //{ // NOT_SUPPORTED,STORY_MODE,TITLE_SCREEN,GAME_SETUP, // LOAD_LEVEL,GAME_MODE,GAME_PAUSE,GAME_OVER, // CREDITS,EXIT //}; /// /// ====== Additional term added using override ===================== /// SOMETHING_ELSE, // These two modes are only set by EleGame /// /// Ur GPU sux!!! (Set by EleMentalGame) /// NOT_SUPPORTED, /// /// Loser! (Set by ELeMentalGame) /// GAME_OVER, // The rest of these should be modified only by the GameScreen /// /// Bye bye /// EXIT, /// /// Wat up world :-> /// CREDITS, /// /// Title /// TITLE_SCREEN, /// /// Game Setup /// GAME_SETUP, /// /// Loading... Please Wait /// LOAD_LEVEL, /// /// Game Mode /// GAME_MODE, /// /// Pause /// GAME_PAUSE }; public enum HUDGPUDebugScreen : byte { NONE, LOCATION_MAP, TOTAL_FORCE, ACCELERATION, VELOCITY, ROTATION, CURRENT_POSITION, DUMMY, RADIUS, SCALE, MASS }; /// /// Minor Mode of Execution within EngineState.GAME_MODE /// public enum GameType : byte { /// /// None /// NONE_SELECTED, /// /// Story Time /// STORY_MODE, /// /// Everyone for themselves /// LAST_MAN_STANDING, /// /// Frags /// DEATHMATCH, /// /// Come get me /// SURVIVAL }; } }