Beispiel #1
0
        public void NextSprite()
        {
            this.Model.AllSprites["Explosion"].SubRect.x = currentSprite * (Model.AllSprites["Explosion"].TextureWidth / NB_SPRITES);

            currentSprite++;
            if (currentSprite > NB_SPRITES)
            {
                MainEventBus.PostEvent(new SceneStateEvent(SceneStateEvent.Type.DESPAWN_ENTITY, this));
            }
        }
Beispiel #2
0
 public override void Execute()
 {
     MainEventBus.PostEvent(eventToThrow);
 }
Beispiel #3
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        //Accessors


        //Methods
        public override void Execute()
        {
            MainEventBus.PostEvent(new SceneStateEvent(SceneStateEvent.Type.CHANGE_SCENE, new ExitScene()));
        }
Beispiel #4
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        private void LaunchBullet()
        {
            WeaponProjectileObject bullet = projectileSpawner.Spawn();

            MainEventBus.PostEvent(new SceneStateEvent(SceneStateEvent.Type.SPAWN_NEW_ENTITY, bullet));
        }
Beispiel #5
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 public override void Execute()
 {
     time.Reset();
     MainEventBus.PostEvent(new SceneStateEvent(SceneStateEvent.Type.SPAWN_GROUP));
 }
Beispiel #6
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        //Accessors


        //Methods
        public override void Execute()
        {
            MainEventBus.PostEvent(new SceneStateEvent(SceneStateEvent.Type.CHANGE_SCENE, new PlayScene(playparameters)));
        }
Beispiel #7
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        //Accessors


        //Methods
        public override void Execute()
        {
            MainEventBus.PostEvent(new SceneStateEvent(SceneStateEvent.Type.DESPAWN_ENTITY, owner));
        }
Beispiel #8
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        //Accessors


        //Methods
        public override void Execute()
        {
            MainEventBus.PostEvent(new SceneStateEvent(SceneStateEvent.Type.FLIP_MENU));
        }
 public AuthenticationController(MainEventBus mainEventBus)
 {
     _mainEventBus = mainEventBus;
 }