Inheritance: MonoBehaviour
Beispiel #1
0
        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            application.ContentRootDirectory = "Content";
            application.ContentSearchPaths.Add("config");
            application.ContentSearchPaths.Add("resources");
            application.ContentSearchPaths.Add("buildings");

            // This will set the world bounds to be (0,0, w, h)
            // CCSceneResolutionPolicy.ShowAll will ensure that the aspect ratio is preserved
            var width  = application.MainWindow.WindowSizeInPixels.Width;
            var height = application.MainWindow.WindowSizeInPixels.Height;

            var defaultWidth  = 1080;
            var defaultHeight = 1920;

            var scaleFactor = width * height / (defaultWidth * defaultHeight);

            Font.FontScaleFactor = scaleFactor;

            CCScene.SetDefaultDesignResolution(width, height, CCSceneResolutionPolicy.ShowAll);

            // Determine whether to use the high or low def versions of our images
            // Make sure the default texel to content size ratio is set correctly
            // Of course you're free to have a finer set of image resolutions e.g (ld, hd, super-hd)

            var scene = new MainMenuScene(mainWindow, BuildingDescriptionDatabase, ColorCollectionFile, LanguageSettings);

            mainWindow.RunWithScene(scene);
#if DEBUG
            mainWindow.DisplayStats = true;
            mainWindow.StatsScale   = 5;
#endif
        }
 // Use this for initialization
 void Start()
 {
     anim       = GetComponent <Animation>();
     sprite     = GetComponent <SpriteRenderer>();
     startPos   = transform.position;
     startScale = transform.localScale;
     beatSFX    = GetComponent <AudioSource>();
     menu       = GameObject.Find("_MainMenuScene").GetComponent <MainMenuScene>();
 }
Beispiel #3
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        public override void OnEnter(ProcedureOwner procedureOwner)
        {
            var mainMenu = UIManagerComponent.Instance.OpenUIWindow <MainMenu_Window>();

            GameObjectUtility.CreateGameObject(3000);

            m_mainmenuscene = SceneManagerComponent.Instance.GetScene <MainMenuScene>();
            m_mainmenuscene.OnEnter();
        }
Beispiel #4
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 static void Main()
 {
     using (var game = new SceneManager())
     {
         Scene scene = new MainMenuScene(game);
         game.SetScene(scene);
         game.Run();
     }
 }
Beispiel #5
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        public void CommandFired(Command command)
        {
            switch (command)
            {
            case InternalSceneChangeCommand changeScene:
            {
                Scene oldScene = ActiveScene;
                ActiveScene = changeScene.NewScene;
                oldScene.Dispose();
                LevelRenderingLayer.LevelScreenSize = LevelRenderingLayer.DefaultLevelScreenSize;
                ResolutionChanged = true;
                break;
            }

            case SavedSceneChangeCommand changeScene:
            {
                Scene oldScene = ActiveScene;
                Woofer.Controller.CommandFired(new InternalSceneChangeCommand(new LoadingScreen()));
                oldScene.Dispose();
                LevelRenderingLayer.LevelScreenSize = LevelRenderingLayer.DefaultLevelScreenSize;
                ResolutionChanged = true;

                new Thread(() => {
                        ActiveScene = CurrentSave.GetScene(changeScene.SceneName);
                        if (ActiveScene == null)
                        {
                            ActiveScene = new MainMenuScene();
                            Console.WriteLine("An error occurred");
                        }
                        else
                        {
                            Woofer.Controller.CurrentSave.Data.ActiveSceneName = changeScene.SceneName;
                            CommandFired(new SaveCommand());
                        }
                    }).Start();
                break;
            }

            case ResolutionChangeCommand changeResolution:
            {
                LevelRenderingLayer.LevelScreenSize = changeResolution.NewResolution;
                ResolutionChanged = true;
                break;
            }

            case SaveCommand save:
            {
                Woofer.Controller.CurrentSave.Save();
                break;
            }
            }
        }
Beispiel #6
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        public static void LoadAll()
        {
            gameScene     = new GameScene();
            mainMenuScene = new MainMenuScene();
            aboutScene    = new AboutScene();
            pauseScene    = new PauseScene();
            gameOverScene = new GameOverScene();
            winScene      = new WinScene();

            Map.Initialize(); //should be in gameScene but that f***s thigns up

            CurrentScene = mainMenuScene;
        }
 void Start()
 {
     DontDestroyOnLoad(this.gameObject);
     if (singleton == null)
     {
         playFromBeginning = true;
         singleton         = this;
     }
     else
     {
         Destroy(this.gameObject);
     }
 }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create sprite batch and add to game services
            spriteBatch = new SpriteBatch(GraphicsDevice);
            Services.AddService(spriteBatch);

            //Initial values
            _sceneManager = new SceneManager(this);
            var menuScene = new MainMenuScene(this);

            //Add and start game main menu scene
            _sceneManager.AddScene("MainMenu", menuScene);
            _sceneManager.StartScene("MainMenu");
        }
Beispiel #9
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        private void HandleResizeEvent(object sender, SizeEventArgs e)
        {
            Application.Game.Window.SetView(new View(new FloatRect(0, 0, e.Width, e.Height)));

            var   t = SceneManager.CurrentScene.GetType();
            Scene s = null;

            if (t == typeof(MainMenuScene))
            {
                s = new MainMenuScene();
            }
            else if (t == typeof(GameScene))
            {
                s = new GameScene();
            }
            SceneManager.Load(s);
        }
Beispiel #10
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 public void Init()
 {
     if (!Directory.Exists("Levels")) Directory.CreateDirectory("Levels");
     if (!Directory.Exists("Saves")) Directory.CreateDirectory("Saves");
     if (!File.Exists("Saves\\Highscores_MP.xml"))
     {
         var scores = new Highscores();
         FileController.Save(scores, "Saves\\Highscores_MP.xml");
     }
     if (!File.Exists("Saves\\Highscores_SP.xml"))
     {
         var scores = new Highscores();
         FileController.Save(scores, "Saves\\Highscores_SP.xml");
     }
     Pause = new PauseScene(this);
     MainMenu = new MainMenuScene(this);
     InGame = new GameScene(this);
     Question = new ExitQuestion(this);
     SaveQuestion = new SaveSelectScene(this);
     LoadQuestion = new LoadSelectScene(this);
     HighscoreScn = new HighscoresScene(this);
 }
Beispiel #11
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 /// <summary>
 /// LoadContent will be called once per game and is the place to load
 /// all of your content.
 /// </summary>
 protected override void LoadContent()
 {
     Store.Instance.LoadFromJson("Content\\Base.json");
     this.Scenes.GetOrAdd("MainMenu", (key) =>
     {
         var scene       = new MainMenuScene(key, this.GraphicsDevice);
         scene.SceneEnd += this.OnSceneEnd;
         return(scene);
     });
     this.Scenes.GetOrAdd("StopTheBoats", (key) =>
     {
         var scene       = new StopTheBoatsScene(key, this.GraphicsDevice);
         scene.SceneEnd += this.OnSceneEnd;
         return(scene);
     });
     this.Scenes.GetOrAdd("BoundsEditor", (key) =>
     {
         var scene       = new PolygonBoundsEditor(key, this.GraphicsDevice);
         scene.SceneEnd += this.OnSceneEnd;
         return(scene);
     });
     this.SetCurrentScene("MainMenu");
 }
    private GameContextController()
    {
        if (instance != null & instance != this)
        {
            instance = this;
        }

        mainMenuScene = new MainMenuScene(this);
        mainScene     = new MainScene(this);

        sceneDictionary = new Dictionary <string, IScene <GameContextController> >();
        sceneDictionary.Add(mainMenuScene.name, mainMenuScene);
        sceneDictionary.Add(mainScene.name, mainScene);
        sceneDictionary.Add("Start", null);

        log("Create GameContextController");

        model = new GameContextModel();
        view  = new GameContextView(this);


        log("Successfully Created GameContextController");

        log("Loading Main Menu");


        log("Main Menu Loaded");

        SceneManager.sceneLoaded += ((Scene scene, LoadSceneMode mode) =>
        {
            if (scene.name != "Start")
            {
                SetScene(sceneDictionary[scene.name]);
            }
        });
    }
Beispiel #13
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        public void StartNewScene(string sceneName)
        {
            GameScene newScene = null;

            switch (sceneName)
            {
            case "MainMenu":
                newScene = new MainMenuScene(world);
                break;

            case "InnerGame":
                newScene = new InnerGameScene(world);
                break;
            }

            if (scenes.Count > 0)
            {
                scenes.Peek().Exit();
            }

            scenes.Push(newScene);

            newScene.Start();
        }
Beispiel #14
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	// Use this for initialization
	void Awake () {
		REF = this;
		PersistentDataManager.Reset();
		if(UM_InAppPurchaseManager.instance.IsProductPurchased("full_game")) {
			if(SaveGameUtils.fullGameOwned==0) {
				SaveGameUtils.fullGameOwned = 1;
				SaveGameUtils.saveSettings();
			}
		}		
		if(UM_InAppPurchaseManager.instance.IsProductPurchased("full_gameplus")) {
			if(SaveGameUtils.fullGameOwned<2) {
				SaveGameUtils.fullGameOwned = 2;
				SaveGameUtils.saveSettings();
			}
		}
		StartCoroutine(doLoadJSON());
		GameObject g = GameObject.Find("GameLoadObj");
		if(g!=null) {
			Destroy(g);
		}
		
		SaveGameUtils.loadSettings();
		
	}
Beispiel #15
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        /// <summary>
        /// Create and load some scenes
        /// </summary>
        public static void Load(ContentManager content)
        {
            SoundManager.Load(content);

            // load a test scene
            testScene = new TestScene("test");
            testScene.Load();
            scenes.Add(testScene);
            // done with test scene

            // transition
            transitionScene = new TransitionScene("transition");
            transitionScene.Load();
            scenes.Add(transitionScene);

            // main menu
            mainMenuScene = new MainMenuScene("mainmenu");
            mainMenuScene.Load();
            scenes.Add(mainMenuScene);



            SetScene("mainmenu");
        }
Beispiel #16
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 protected override IEnumerator UnloadScene(MainMenuScene scene, Action <float, string> progressDelegate)
 {
     yield break;
 }
 protected override IEnumerator UnloadScene(MainMenuScene scene, Action<float, string> progressDelegate)
 {
     yield break;
 }
        protected override UIElement InitializeUI(Loader loader, DrawingContext context, int screenWidth, int screenHeight)
        {
            string textFormat      = "testSceneTextFormat";
            string whiteBrush      = "testSceneWhiteBrush";
            string text1background = "testSceneText1background";
            string text2background = "testSceneText2background";
            string text3background = "testSceneText3background";
            string panelBitmap     = "testScenePanelBitmap";

            //string buttonlBitmap = "panelBitmap";

            //context.NewBitmap(buttonlBitmap, loader.LoadBitmapFromFile(@"Textures\button.png"));
            context.NewNinePartsBitmap(panelBitmap, loader.LoadBitmapFromFile(@"Textures\button.png"), 15, 121, 15, 46);
            context.NewSolidBrush(whiteBrush, new RawColor4(1f, 1f, 1f, 1f));
            context.NewSolidBrush(text1background, new RawColor4(0.6f, 0.1f, 0.2f, 1f));
            context.NewSolidBrush(text2background, new RawColor4(0.2f, 0.4f, 0.8f, 1f));
            context.NewSolidBrush(text3background, new RawColor4(0.5f, 0.4f, 0.3f, 1f));
            context.NewTextFormat(textFormat);

            _ui = new UIMultiElementsContainer(Vector2.Zero, new Vector2(screenWidth, screenHeight));

            _panel = new UISequentialContainer(Vector2.Zero, new Vector2(200, 200))
            {
                MainAxis  = UISequentialContainer.Alignment.Center,
                CrossAxis = UISequentialContainer.Alignment.Center,
                //Background = new TextureBackground(panelBitmap)
                Background = new NinePartsTextureBackground(panelBitmap)
            };
            _ui.Add(_panel);

            _text1 = new UIText("X", new Vector2(120, 16), textFormat, whiteBrush)
            {
                Background = new ColorBackground(text1background)
            };
            _text2 = new UIText("Y", new Vector2(120, 16), textFormat, whiteBrush)
            {
                Background = new ColorBackground(text2background)
            };
            _text3 = new UIText("Z", new Vector2(120, 16), textFormat, whiteBrush)
            {
                Background = new ColorBackground(text3background)
            };
            UIElement text4 = new UIText("Click Me!", new Vector2(120, 16), textFormat, whiteBrush);
            UIElement m     = new UIMarginContainer(_text1, 2f);

            UIButton button = new UIButton(text4)
            {
                ReleasedBackground = new ColorBackground(text1background), PressedBackground = new ColorBackground(text2background)
            };

            button.OnClicked += () =>
            {
                MainMenuScene menu = new MainMenuScene();
                Game.ChangeScene(menu);
            };

            _panel.Add(m);
            _panel.Add(_text2);
            _panel.Add(_text3);
            _panel.Add(button);

            _text1.OnClicked += () =>
            {
                Transition transition = new SmoothTransition(_go.Rotation.X, _go.Rotation.X + MathUtil.TwoPi, 2);
                transition.Process += value => _go.SetRotationX(value);
                transition.Process += value => _go.SetRotationY(value);
                transition.Process += value => _go.SetRotationZ(value);
            };
            _text2.OnClicked += () =>
            {
                Transition transition = new SmoothTransition(_go.Rotation.Y, _go.Rotation.Y + MathUtil.TwoPi, 2);
                transition.Process += value => _go.SetRotationY(value);

                //_voice.Stop();
                //_voice.Play();

                _voice2.Stop();
                _voice2.Play();
            };
            _text3.OnClicked += () =>
            {
                Transition transition = new SmoothTransition(_go.Rotation.Z, _go.Rotation.Z + MathUtil.TwoPi, 2);
                transition.Process += value => _go.SetRotationZ(value);

                _voice.Play();
                //_voice2.Play();
            };
            _text1.IsClickable = true;
            _text2.IsClickable = true;
            _text3.IsClickable = true;

            return(_ui);
        }
Beispiel #19
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        protected override void LoadGameContent()
        {
            // UI text generated with: https://fontmeme.com/pixel-fonts/
            // font: KA1
            // base color: 2A2A57
            // selected color: FF0000
            Assets.LoadTexture("HUDNewGameBase", "UI/new_game_base");
            Assets.LoadTexture("HUDNewGameSelected", "UI/new_game_selected");
            Assets.LoadTexture("HUDSettingsBase", "UI/settings_base");
            Assets.LoadTexture("HUDSettingsSelected", "UI/settings_selected");
            Assets.LoadTexture("HUDQuitBase", "UI/quit_base");
            Assets.LoadTexture("HUDQuitSelected", "UI/quit_selected");
            Assets.LoadTexture("HUDContinueBase", "UI/continue_base");
            Assets.LoadTexture("HUDContinueSelected", "UI/continue_selected");
            Assets.LoadTexture("HUDVideoSettingsBase", "UI/video_base");
            Assets.LoadTexture("HUDVideoSettingsSelected", "UI/video_selected");
            Assets.LoadTexture("HUDAudioSettingsBase", "UI/audio_base");
            Assets.LoadTexture("HUDAudioSettingsSelected", "UI/audio_selected");
            Assets.LoadTexture("HUDBackBase", "UI/back_base");
            Assets.LoadTexture("HUDBackSelected", "UI/back_selected");
            Assets.LoadTexture("HUDResolutionLabel", "UI/resolution");
            Assets.LoadTexture("HUDFPSLimitLabel", "UI/fps_limit");
            Assets.LoadTexture("HUDVsyncLabel", "UI/vsync");
            Assets.LoadTexture("HUDWindowModeLabel", "UI/window_mode");
            Assets.LoadTexture("HUD30", "UI/30");
            Assets.LoadTexture("HUD60", "UI/60");
            Assets.LoadTexture("HUD120", "UI/120");
            Assets.LoadTexture("HUDUnlimited", "UI/unlimited");
            Assets.LoadTexture("HUD720p", "UI/720p");
            Assets.LoadTexture("HUD1080p", "UI/1080p");
            Assets.LoadTexture("HUD1440p", "UI/1440p");
            Assets.LoadTexture("HUD4K", "UI/4k");
            Assets.LoadTexture("HUDOn", "UI/on");
            Assets.LoadTexture("HUDOff", "UI/off");
            Assets.LoadTexture("HUDApplyBase", "UI/apply_base");
            Assets.LoadTexture("HUDApplySelected", "UI/apply_selected");
            Assets.LoadTexture("HUDCancelBase", "UI/cancel_base");
            Assets.LoadTexture("HUDCancelSelected", "UI/cancel_selected");
            Assets.LoadTexture("HUDWindowed", "UI/windowed");
            Assets.LoadTexture("HUDFullscreen", "UI/fullscreen");
            Assets.LoadTexture("HUDArrowRightBase", "UI/arrow_right_base");
            Assets.LoadTexture("HUDArrowRightSelected", "UI/arrow_right_selected");
            Assets.LoadTexture("HUDArrowLeftBase", "UI/arrow_right_base", flipHorizontal: true);
            Assets.LoadTexture("HUDArrowLeftSelected", "UI/arrow_right_selected", flipHorizontal: true);
            Assets.LoadTexture("HUDLoading", "UI/loading");
            Assets.LoadTexture("HUDWinningBase", "UI/winning");
            Assets.LoadTexture("HUDWinningSelected", "UI/winning_selected");
            Assets.LoadTexture("HUDRestartBase", "UI/restart");
            Assets.LoadTexture("HUDWRestartSelected", "UI/restart_selected");
            Assets.LoadTexture("HUDLost", "UI/wasted");

            Assets.LoadTexture("HeroIdle", "Hero/Sprites/left_idle");
            Assets.LoadTexture("HeroRun", "Hero/Sprites/run_left");
            Assets.LoadTexture("HeroRunBackwards", "Hero/Sprites/run_backwards_left");
            Assets.LoadTexture("Jetpacking", "Hero/Sprites/jatpack_on");
            Assets.LoadTexture("Kick", "Hero/Sprites/kick_jetpack_off");
            Assets.LoadTexture("KickJetpacking", "Hero/Sprites/kick_jetpack_on");

            Assets.LoadTexture("HandgunBulletPoint", "Hero/Sprites/handgun_bullet_point");
            Assets.LoadTexture("HandgunBulletShell", "Hero/Sprites/handgun_bullet_shell");
            Assets.LoadTexture("ShotgunShell", "Hero/Sprites/shotgun_shelll");

            Assets.LoadTexture("Gun", "Hero/Sprites/handgun_left");
            Assets.LoadTexture("Machinegun", "Hero/Sprites/machine_gun_left");
            Assets.LoadTexture("Shotgun", "Hero/Sprites/shotgun");

            Assets.LoadTexture("Spikes", "Enivornment/Traps/spikes");
            Assets.LoadTexture("Saw", "Enivornment/Traps/saw");
            Assets.LoadTexture("Keycard", "Enivornment/Items/key");
            Assets.LoadTexture("Door", "Enivornment/Items/door");

            Assets.LoadTexture("HandgunAmmo", "Enivornment/Items/pistol_ammo");
            Assets.LoadTexture("MachineGunAmmo", "Enivornment/Items/machine_gun_ammo");
            Assets.LoadTexture("ShotgunAmmo", "Enivornment/Items/shotgun_ammo");
            Assets.LoadTexture("FuelCan", "Enivornment/Items/fuel_can");

            Assets.LoadTexture("Lava", "Enivornment/Tilesheets/lava");

            Assets.LoadTexture("MountedGun", "Enivornment/Traps/mounted_gun");

            Assets.LoadTexture("IntroText", "Text/intro");
            Assets.LoadTexture("KickText", "Text/kick_tutorial");
            Assets.LoadTexture("ControlsText", "Text/controls_tutorial");
            Assets.LoadTexture("SpartaText", "Text/sparta");

            Assets.LoadTexture("FuelAmmoText", "Text/fuel_ammo_pickup");

            Assets.LoadTexture("EnemyRun", "Enemies/enemy_run_left");
            Assets.LoadTexture("EnemyIdle", "Enemies/left_idle");

            Assets.LoadTexture("UIHealth", "Hero/Sprites/UI_health");

            AudioEngine.AddSound("AmmoPickup", "Audio/ammo_pickup");
            AudioEngine.AddSound("FuelPickup", "Audio/fuel_pickup");
            AudioEngine.AddSound("HandgunShot", "Audio/handgun_shot");
            AudioEngine.AddSound("HealthPickup", "Audio/health_pickup");
            AudioEngine.AddSound("HeroJump", "Audio/hero_jump");
            AudioEngine.AddSound("KeyPickup", "Audio/key_pickup");
            AudioEngine.AddSound("MachineGunShot", "Audio/machine_gun_shot");
            AudioEngine.AddSound("MountedGunExplode", "Audio/mounted_gun_explode");
            AudioEngine.AddSound("MountedGunShoot", "Audio/mounted_gun_shoot");
            AudioEngine.AddSound("ShotgunShot", "Audio/shotgun_shot");
            AudioEngine.AddSound("Kick", "Audio/kick");
            AudioEngine.AddSound("HeroHurt", "Audio/hurt");
            AudioEngine.AddSound("EnemyDie", "Audio/enemy_die");
            AudioEngine.AddSound("DoorOpen", "Audio/door_open");
            AudioEngine.AddSound("Jetpack", "Audio/jetpack", true);
            AudioEngine.AddSound("Music", "Audio/8-bit (1)", true);

            MapSerializer mapSerializer = new LDTKJsonMapParser();

            world = mapSerializer.Load("D:/GameDev/MonoGame/lurum_dare_48/lurum_dare_48/lurum_dare_48/Maps/ld_48_world.json");

            MainMenuScene      mainMenuScene  = new MainMenuScene();
            PauseMenuScene     pauseMenuScene = new PauseMenuScene();
            Level1Scene        level1         = new Level1Scene(world, font);
            SettingsScene      settings       = new SettingsScene();
            VideoSettingsScene videoSettings  = new VideoSettingsScene();
            LoadingScreenScene loadingScreen  = new LoadingScreenScene();
            EndGameScene       endGameScene   = new EndGameScene();
            LoseGameScreen     loseGameScreen = new LoseGameScreen();

            SceneManager.AddScene(mainMenuScene);
            SceneManager.AddScene(settings);
            SceneManager.AddScene(pauseMenuScene);
            SceneManager.AddScene(level1);
            SceneManager.AddScene(videoSettings);
            SceneManager.AddScene(loadingScreen);
            SceneManager.AddScene(endGameScene);
            SceneManager.AddScene(loseGameScreen);

            SceneManager.LoadScene(mainMenuScene);
            SceneManager.SetLoadingScene(loadingScreen);
        }
Beispiel #20
0
 /// <summary>
 /// スタートボタンを押したときの処理
 /// </summary>
 public void OnStartButton()
 {
     MainMenuScene.ChangeScene();
 }