private void GameManager_OnGameStateChange(EGameStates GameState)
    {
        switch (GameState)
        {
        case EGameStates.MAIN_MENU:
            OnMainMenu?.Invoke();
            break;

        case EGameStates.CONNECTING:
            break;

        case EGameStates.RELOADING_ROUND:
            break;

        case EGameStates.LOADING_NEXTROUND:
            OnRoundBegin.Invoke();
            break;

        case EGameStates.LOADING_REMATCH:
            break;

        case EGameStates.GAMEPLAY:
            OnGameplayBegin?.Invoke();
            break;

        case EGameStates.ROUND_OVER:
            OnRoundOver.Invoke();
            break;

        case EGameStates.GAME_OVER:
            OnGameOver.Invoke();
            break;
        }
    }
 public void CallGameStateEvent(EGameStates _gamestate)
 {
     if (OnGameState != null)
     {
         OnGameState(_gamestate);
     }
 }
Beispiel #3
0
    public virtual void GameMode_OnGameState(EGameStates _newGameState)
    {
        switch (_newGameState)
        {
        case EGameStates.MAIN_MENU:
            break;

        case EGameStates.CONNECTING:
            break;

        case EGameStates.LOADING_REMATCH:
            break;

        case EGameStates.LOADING_NEXTROUND:
            break;

        case EGameStates.GAMEPLAY:
            bCanPlay = true;
            bCanMove = true;
            break;

        case EGameStates.ROUND_OVER:
            bCanPlay = false;
            break;

        case EGameStates.GAME_OVER:
            bCanPlay = false;
            break;
        }
    }
Beispiel #4
0
        void handleGameState()
        {
            switch (currentGameState)
            {
            case EGameStates.none:
                win.Close();          //Argumentendifferenz
                break;

            case EGameStates.mainMenu:
                gameState = new MainMenu();
                break;

            case EGameStates.inGame:
                gameState = new InGame();
                break;

            case EGameStates.credits:
                gameState = new Credits();
                break;

            case EGameStates.gameWon:
                gameState = new gameWon();
                break;

            case EGameStates.controls:
                gameState = new Controls();
                break;
            }

            gameState.initialize();

            gameState.loadContent();

            prevGameState = currentGameState;
        }
 private void GameManager_OnGameStateChange(EGameStates state)
 {
     if (state == EGameStates.GAMEPLAY)
     {
         BeginTimer();
     }
 }
Beispiel #6
0
    // Adds the correct component to m_goGameState, based on the requested state.
    // NOTE: It's assumed that m_goGameState is always an empty gameObject!
    //
    private void AddComponentToGameStateObject(EGameStates iState)
    {
        if (null == m_goGameState)
        {
            return;
        }

        switch (iState)
        {
        case EGameStates._SPLASHSCREEN_ENTER:  m_goGameState.AddComponent <gs_SplashScreenEnter>();  break;

        case EGameStates._SPLASHSCREEN_IN:   m_goGameState.AddComponent <gs_SplashScreenIn>();  break;

        case EGameStates._SPLASHSCREEN_EXIT:   m_goGameState.AddComponent <gs_SplashScreenExit>();   break;

        case EGameStates._MAINMENU_ENTER:   m_goGameState.AddComponent <gs_MainMenuEnter>();   break;

        case EGameStates._MAINMENU_IN:  m_goGameState.AddComponent <gs_MainMenuIn>();   break;

        case EGameStates._MAINMENU_EXIT:  m_goGameState.AddComponent <gs_MainMenuExit>();   break;

        case EGameStates._GAME_ENTER:   m_goGameState.AddComponent <gs_GameEnter>();   break;

        case EGameStates._GAME_IN:  m_goGameState.AddComponent <gs_GameIn>();   break;

        case EGameStates._GAME_EXIT:  m_goGameState.AddComponent <gs_GameExit>();   break;

        case EGameStates._DEVMODE_ENTER_LEVEL:   m_goGameState.AddComponent <gs_DevModeEnterLevel>();   break;
        }
    }
Beispiel #7
0
 // Swaps the old GS object for a new one, with the correct component added.
 // Note: when this function is called makes a difference as to which scene
 // it will be in, which is why ChangeState() calls that don't load a new
 // scene call this function immediately.
 //
 protected void FinaliseChangeState(EGameStates iState)
 {
     // Cleanout the old state
     Destroy(m_goGameState);
     m_goGameState      = new GameObject();
     m_goGameState.name = m_aGameStateNames[(int)iState];
     AddComponentToGameStateObject(iState);
 }
Beispiel #8
0
        /* ~~~~~~~~~~~ UPDATE - METHODE ~~~~~~~~~~~~*/

        public override void update(GameTime time)
        {
            if (currentGameState != prevGameState)
            {
                handleGameState();
            }

            currentGameState = gameState.update(time);
        }
    public void ChangeGameState(EGameStates _newGameState, bool bCallEvent = true)
    {
        _gameState = _newGameState;

        if (bCallEvent)
        {
            CallGameStateEvent(_gameState);
        }
    }
Beispiel #10
0
 public void QuitToTitle()
 {
     if (playerTeam != null)
     {
         playerTeam.SetActive(false);
     }
     SceneManager.LoadScene("00 Main Menu");
     menus.CloseMenuImmediate();
     state = EGameStates.Menu;
 }
Beispiel #11
0
 public void StartNewGame()
 {
     // TODO additional stuff around this
     SceneManager.LoadScene(startingCutsceneName);
     state = EGameStates.Cutscene;
     // block activation until player activates or cutscene ends
     loadScreen.SelectEffect(loadScreen.cutsceneLoad);
     SceneLoader.Instance.BlockNextSceneActivation();
     StartCoroutine(saveManager.LoadFromText(newGameSaveData));
 }
Beispiel #12
0
    protected override void GameManager_OnGameStateChange(EGameStates NewGameState)
    {
        switch (NewGameState)
        {
        case EGameStates.ROUND_OVER:
            ShowContainer();
            break;

        default: HideContainer(); break;
        }
    }
        public override void Update(GameTime gameTime)
        {
            Help.Update(gameTime);
            MouseControler.Update();
            KeyboardControler.Update();

            if (currentGameState != prevGameState)
            {
                HandleGameState();
            }

            currentGameState = gameState.Update(gameTime);
        }
Beispiel #14
0
        public Blocks(int blockType, Vector2f position, Texture blockTex)
        {
            switch (blockType)
            {
            case 0:     //alphaweg
            {
                this.blockSprite          = new Sprite(new Texture("Texturen/Map/wall-clean.png"));
                this.blockSprite.Position = position;
                this.walkable             = true;
                break;
            }

            case 1:     //alphamauer
            {
                this.blockSprite          = new Sprite(new Texture("Texturen/Map/way-clean.png"));
                this.blockSprite.Position = position;
                this.walkable             = false;
                break;
            }

            case 2:     //leer
            {
                this.blockSprite          = new Sprite();
                this.blockSprite.Position = position;
                this.walkable             = false;

                break;
            }

            case 3:     //start
            {
                this.blockSprite          = new Sprite(new Texture("Texturen/Map/wall-clean.png"));
                this.blockSprite.Position = position;
                this.walkable             = true;
                //insert hier spawn für Player
                // playerposition = blocksprite.position
                break;
            }

            case 4:     //Ziel
            {
                this.blockSprite          = new Sprite(new Texture("Texturen/Map/way-clean.png"));
                this.blockSprite.Position = position;
                this.walkable             = false;
                gameState = EGameStates.inGame;
                break;
                //insert hier Ziel: -> Gamestat/Level = +1
            }
            }
        }
Beispiel #15
0
    private void GameManager_OnGamestateChange(EGameStates Param1)
    {
        if (Param1 != EGameStates.GameOver)
        {
            return;
        }
        childGameover.SetActive(true);
        canvasGroup?.DOFade(1, fadeTime).OnComplete(() =>
        {
            Destroy(canvasGroup);

            bCanRestart = true;
        });
    }
        public void LoadContent()
        {
            ReturnState = EGameStates.MainMenu;
            Selected = ESelectedSprite.None;

            Background = new Sprite(new Texture("Assets/Textures/MainMenu.png"));
            Background.Scale = Game.WindowSize / new Vec2f(Background.Texture.Size.X, Background.Texture.Size.Y);

            Start = new Sprite(new Texture("Assets/Textures/Start.png"));
            Start.Position = MenuOffset;
            Options = new Sprite(new Texture("Assets/Textures/Options.png"));
            Options.Position = (Vec2f)Start.Position + new Vec2f(0, Start.Texture.Size.Y + 10);
            Exit = new Sprite(new Texture("Assets/Textures/Exit.png"));
            Exit.Position = (Vec2f)Options.Position + new Vec2f(0, Options.Texture.Size.Y + 10);
        }
Beispiel #17
0
    // This loads the JObject into everything needed for the game
    // It doesn't check validity, this is done by the SaveManager
    // in the LoadOperation worker object
    public void Load(JObject data)
    {
        GameObject loadedTeam = null;

        menus.CloseMenuImmediate();

        try
        {
            loadedTeam = CharacterFactory.CreatePlayerTeam((JArray)data["playerTeam"]);
            loadedTeam.transform.SetParent(this.transform);
            loadedTeam.SetActive(false);
            loadedTeam.name = "Player Team";
            if (playerTeam != null)
            {
                GameObject.Destroy(playerTeam);
            }
            playerTeam = loadedTeam;

            BattleManager.Instance.playerTeam = playerTeam.transform;

            inventory.Load((JObject)data["inventory"]);
            SceneLoader.Instance.Load((JObject)data["scene"]);
        }catch (System.Exception e)
        {
            // If something goes wrong, reset everything and go back to main menu
            if (loadedTeam != null)
            {
                GameObject.Destroy(loadedTeam);
            }
            if (playerTeam != null)
            {
                GameObject.Destroy(playerTeam);
                playerTeam = null;
            }
            BattleManager.Instance.playerTeam = null;
            inventory.Clear();
            state = EGameStates.Menu;
            SceneLoader.Instance.AllowSceneActivation();
            loadScreen.SelectEffect(loadScreen.defaultLoad);
            SceneManager.LoadScene("00 Main Menu");
            // HACK would be better to show an error to the player
            Debug.LogWarning("Exception on loading file: " + e.Message);
        }
    }
Beispiel #18
0
    private void Awake()
    {
        if (Instance == null)
        {
            Instance = this;
        }
        else if (Instance != this)
        {
            GameObject.Destroy(gameObject);
            return;
        }
        DontDestroyOnLoad(gameObject);
        inventory = GetComponent <RPGItems.InventoryManager>();
        menus     = GetComponentInChildren <MenuManager>(true);
        Paused    = false;
        state     = EGameStates.Menu;       //HACK assumes game starts at main menu!

        saveManager.Init();
    }
        private void GameManager_OnGameStateChange(EGameStates gameState)
        {
            switch (gameState)
            {
            case EGameStates.Waiting:
                break;

            case EGameStates.Gameplay:
                break;

            case EGameStates.RoundOver:
                break;

            case EGameStates.GameOver:
                break;

            default:
                break;
            }
        }
Beispiel #20
0
    public void InitializeGame()
    {
        if (playerTeam != null)
        {
            GameObject.Destroy(playerTeam);
        }
        playerTeam = new GameObject("Player Team");
        playerTeam.transform.parent = this.transform;
        foreach (Character prefab in initialPlayerTeam)
        {
            //GameObject.Instantiate(prefab, playerTeam.transform);
            Utility.InstantiateSameName <Character>(prefab, playerTeam.transform);
        }
        playerTeam.SetActive(false);
        BattleManager.Instance.playerTeam = playerTeam.transform;

        SceneLoader.Instance.Init();
        inventory.Initialize(initialInventory);

        state = EGameStates.Overworld;
    }
Beispiel #21
0
        public Game()
            : base((int)WINDOWSIZE.X, (int)WINDOWSIZE.Y, "galaxy survival", Styles.Default)
        {
            playerName              = "";
            currentGameState        = EGameStates.MainMenu;
            currentGameStateObject  = new MainMenu();
            backedUpGameStateObject = null;

            currentGameStateObject.initialize();
            currentGameStateObject.loadContent();
            // keyboard & mouse
            List <Keyboard.Key> usedButtons = new List <Keyboard.Key>();

            // add keys
            for (int i = (int)Keyboard.Key.Num0; i <= (int)Keyboard.Key.Num9; ++i)
            {
                usedButtons.Add((Keyboard.Key)i);
            }
            for (int i = (int)Keyboard.Key.Numpad0; i <= (int)Keyboard.Key.Numpad9; ++i)
            {
                usedButtons.Add((Keyboard.Key)i);
            }
            for (int i = (int)Keyboard.Key.A; i <= (int)Keyboard.Key.Z; ++i)
            {
                usedButtons.Add((Keyboard.Key)i);
            }
            usedButtons.Add(Keyboard.Key.Escape);
            usedButtons.Add(Keyboard.Key.Back);
            usedButtons.Add(Keyboard.Key.Space);

            keyboardInput = new KeyboardInput(usedButtons);
            mouseInput    = new MouseInput(window);
            joystickInput = new JoystickInput();

            smaraFont = new Font("Content/Fonts/Days.otf");
            window.SetMouseCursorVisible(false);

            cursor        = new Sprite(new Texture("Content/Cursor.png"));
            cursor.Origin = new Vector2f(cursor.Texture.Size.X, cursor.Texture.Size.Y) / 2;
        }
Beispiel #22
0
    // This function initialises the change of game state, and the loading of a new
    // state (if required, which isn't always)
    //
    public void ChangeState(EGameStates iState, string sLevelName = "", bool bClearTimers = true)
    {
        // Early out if we're already waiting for a scene to load!
        if (m_bWaitingForLoad)
        {
            Debug.LogError("Change State called while waiting to load!");
            return;
        }

        // Clear all existing timers! No more will be processed this frame...
        // DevModeCheck can override this, as we'll have gone through successive state changes
        // in consecutive frames, some of which will have happened after Start() is called on
        // the scene objects loaded...
        if (bClearTimers)
        {
            TimerManager.ClearAll();
        }

        // Remove the loaded scene if we need to...
        if (sLevelName != "" && m_LoadedScene.IsValid() && m_LoadedScene.name != sLevelName)
        {
            SceneManager.UnloadSceneAsync(m_LoadedScene);
        }

        // Load the new scene if we need it...
        if (sLevelName != "")
        {
            Debug.Log("Attempting to load: " + sLevelName + "\n");
            m_bWaitingForLoad = true;
            m_iNewState       = iState;
            SceneManager.LoadScene(sLevelName, LoadSceneMode.Additive);
            m_LoadedScene = SceneManager.GetSceneByName(sLevelName);
            Assert.IsTrue(m_LoadedScene.IsValid());
        }
        // ...or just change the active game state to the newly requested one.
        else
        {
            FinaliseChangeState(iState);
        }
    }
    private void GameManager_OnGamestateChange(EGameStates Param1)
    {
        switch (Param1)
        {
        case EGameStates.MainMenu:
            break;

        case EGameStates.GameBegin:
            break;

        case EGameStates.GameOver:
            canvasGroup?.DOFade(0, fadeTime).OnComplete(() =>
            {
                gameObject.SetActive(false);
            });
            break;

        case EGameStates.RoundOver:
            break;

        default:
            break;
        }
    }
Beispiel #24
0
        public override void update(GameTime gameTime)
        {
            // updating mouse and keyboard
            mouseInput.update();
            keyboardInput.update();
            joystickInput.update();


            if (joystickInput.getRightStick().X > 20)
            {
                mouseMove.X = 5 * joystickInput.getRightStick().X *(float)gameTime.ElapsedTime.TotalSeconds;
            }
            else if (joystickInput.getRightStick().X < -20)
            {
                mouseMove.X = 5 * joystickInput.getRightStick().X *(float)gameTime.ElapsedTime.TotalSeconds;
            }

            if (joystickInput.getRightStick().Y > 20)
            {
                mouseMove.Y = 5 * -joystickInput.getRightStick().Y *(float)gameTime.ElapsedTime.TotalSeconds;
            }
            else if (joystickInput.getRightStick().Y < -20)
            {
                mouseMove.Y = 5 * -joystickInput.getRightStick().Y *(float)gameTime.ElapsedTime.TotalSeconds;
            }

            Mouse.SetPosition(new Vector2i((int)(Mouse.GetPosition(window).X + mouseMove.X), (int)(Mouse.GetPosition(window).Y + mouseMove.Y)), window);


            mouseMove = new Vec2f(0, 0);


            // updating gamestate
            CurrentGameState = currentGameStateObject.update(gameTime);
            //throw new NotImplementedException();
        }
Beispiel #25
0
    // Adds the correct component to m_goGameState, based on the requested state.
    // NOTE: It's assumed that m_goGameState is always an empty gameObject!
    //
    private void AddComponentToGameStateObject(EGameStates iState)
    {
        if (null == m_goGameState)
        {
            return;
        }

        switch (iState)
        {
        case EGameStates._SPLASHSCREEN_ENTER: m_goGameState.AddComponent <gs_SplashScreen_Enter>(); break;

        case EGameStates._SPLASHSCREEN_IN: m_goGameState.AddComponent <gs_SplashScreen_In>(); break;

        case EGameStates._SPLASHSCREEN_EXIT: m_goGameState.AddComponent <gs_SplashScreen_Exit>(); break;

        case EGameStates._MAINMENU_ENTER: m_goGameState.AddComponent <gs_MainMenu_Enter>(); break;

        case EGameStates._MAINMENU_IN: m_goGameState.AddComponent <gs_MainMenu_In>(); break;

        case EGameStates._MAINMENU_EXIT: m_goGameState.AddComponent <gs_MainMenu_Exit>(); break;

        case EGameStates._GAME_ENTER: m_goGameState.AddComponent <gs_Game_Enter>(); break;

        case EGameStates._GAME_IN: m_goGameState.AddComponent <gs_Game_In>(); break;

        case EGameStates._GAME_EXIT: m_goGameState.AddComponent <gs_Game_Exit>(); break;

        case EGameStates._DEVMODE_ENTER_LEVEL: m_goGameState.AddComponent <gs_DevModeEnterLevel>(); break;

        case EGameStates._CECCONOID_HIGHSCORE_ENTER: m_goGameState.AddComponent <gs_Cecconoid_Highscore_Enter>(); break;

        case EGameStates._CECCONOID_HIGHSCORE_IN: m_goGameState.AddComponent <gs_Cecconoid_HighScore_In>(); break;

        case EGameStates._CECCONOID_HIGHSCORE_EXIT: m_goGameState.AddComponent <gs_Cecconoid_HighScore_Exit>(); break;
        }
    }
        public void ChangeState(EGameStates NewGameState)
        {
            gameState = NewGameState;
            OnGameStateChange?.Invoke(gameState);

            switch (gameState)
            {
            case EGameStates.Waiting:
                break;

            case EGameStates.Gameplay:
                break;

            case EGameStates.RoundOver:
                StartCoroutine(ChangeNextLevel());
                break;

            case EGameStates.GameOver:
                break;

            default:
                break;
            }
        }
Beispiel #27
0
    public void ChangeGameState(EGameStates NewGameState)
    {
        gameState = NewGameState;
        CustomEvent.Trigger(gameObject, "_OnGamestateChange", NewGameState);

        OnGamestateChange?.Invoke(NewGameState);
        switch (gameState)
        {
        case EGameStates.GameBegin:
            OnGameBegin?.Invoke();

            break;

        case EGameStates.MainMenu:
            OnGameOver?.Invoke();

            break;

        case EGameStates.RoundOver:
            OnRoundOver?.Invoke();

            break;
        }
    }
Beispiel #28
0
 private void GameManager_OnGameStateChange(EGameStates gameState)
 {
     bElevatorReady = gameState == EGameStates.RoundOver;
 }
 public void OnKeyPress(object sender, KeyEventArgs e)
 {
     RemoveControls();
     ReturnState = EGameStates.MainMenu;
 }
 public Game()
     : base(WindowSizeX, WindowSizeY, "AtomicSheeps", SFML.Window.Styles.Default)
 {
     prevGameState = EGameStates.None;
     currentGameState = EGameStates.TitelScreen;
 }
Beispiel #31
0
 public void LoadScene(int nextSceneIndex, LoadSceneMode loadMode = LoadSceneMode.Single)
 {
     m_currentGameState = EGameStates.LOADING;
     SceneManager.LoadScene(nextSceneIndex, loadMode);
 }
Beispiel #32
0
 public void ResumeGame()
 {
     m_currentGameState = EGameStates.PLAYING;
 }
Beispiel #33
0
 public void PauseGame()
 {
     m_currentGameState = EGameStates.PAUSED;
 }
 public void OnButtonPress(object sender, MouseButtonEventArgs e)
 {
     RemoveControls();
     ReturnState = EGameStates.MainMenu;
 }
        public void OnButtonPress(object sender, MouseButtonEventArgs e)
        {
            if(Selected == ESelectedSprite.Exit)
            {
                RemoveControls();

                ReturnState = EGameStates.None;
            }

            if(Selected == ESelectedSprite.Start)
            {
                RemoveControls();

                ReturnState = EGameStates.InGame;
            }
        }
Beispiel #36
0
 public void StopGame()
 {
     m_currentGameState = EGameStates.GAME_OVER;
 }
        public void OnKeyPress(object sender, KeyEventArgs e)
        {
            if(e.Key == Controls.Key.W)
            {
                if (Selected == ESelectedSprite.None)
                    Selected = ESelectedSprite.Start;
                else
                    Selected = (ESelectedSprite)(((int)Selected + (int)ESelectedSprite.Count - 1) % (int)ESelectedSprite.Count);
            }

            if(e.Key == Controls.Key.S)
            {
                if (Selected == ESelectedSprite.None)
                    Selected = ESelectedSprite.Start;
                else
                    Selected = (ESelectedSprite)(((int)Selected + 1) % (int)ESelectedSprite.Count);
            }

            if(e.Key == Controls.Key.Return)
            {
                if(Selected == ESelectedSprite.Exit)
                {
                    RemoveControls();

                    ReturnState = EGameStates.None;
                }

                if(Selected == ESelectedSprite.Start)
                {
                    RemoveControls();

                    ReturnState = EGameStates.InGame;
                }
            }
        }