Beispiel #1
0
        public void StartGame(int slot)
        {
            currentSlot = slot;
            if (slots[currentSlot] != null && slots[currentSlot].success)
            {
                return; //FIXME: Play a negative beep or something.
            }
            else if (slots[currentSlot] == null || !slots[currentSlot].started)
            {
                universe.ClearGameObjects();
                menuState = MenuStateEnum.NONE;
                gameState = GameStateEnum.PLAYING;
                NewGame();
                state.playingState = PlayStateEnum.INTRO;
            }
            else
            {
                universe.ClearGameObjects();
                menuState = MenuStateEnum.NONE;
                gameState = GameStateEnum.PLAYING;
                state     = slots[currentSlot];
                LoadGame();
                state.playingState = PlayStateEnum.PLAY;
            }
            soundtrack.Stop();


            player.transform.position = new Vector2(state.playerState.playerPositionX, state.playerState.playerPositionY);

            SaveGame();

            soundtrack.Play();
        }
Beispiel #2
0
 private void ShowFullMenu(bool animated)
 {
     if (animated)
     {
         UIView.Animate(0.3, 0, UIViewAnimationOptions.BeginFromCurrentState | UIViewAnimationOptions.TransitionCrossDissolve | UIViewAnimationOptions.CurveEaseOut | UIViewAnimationOptions.AllowAnimatedContent, () => {
             for (int i = 0; i < this.itemViews.Count; i++)
             {
                 var itemView         = this.itemViews[i];
                 itemView.TargetFrame = new RectangleF(0, itemView.Bounds.Size.Height * i, itemView.Bounds.Size.Width, itemView.Bounds.Size.Height);
                 itemView.Alpha       = 0.1f;
             }
         }, () => {
             UIView.Animate(0.3, 0, UIViewAnimationOptions.BeginFromCurrentState | UIViewAnimationOptions.TransitionCrossDissolve | UIViewAnimationOptions.CurveEaseOut | UIViewAnimationOptions.AllowAnimatedContent, () => {
                 this.IterateAndShowFullMenu();
             }, () => {
                 this.MenuState = MenuStateEnum.FullMenu;
             });
         });
     }
     else
     {
         this.IterateAndShowFullMenu();
         this.MenuState = MenuStateEnum.FullMenu;
     }
 }
        void ManipulateScale(GameTime gameTime)
        {
            switch (currentState)
            {
            case MenuStateEnum.Maximizing:
                transition.Increase(gameTime);
                break;

            case MenuStateEnum.Minimizing:
                transition.Decrease(gameTime);
                break;
            }
            if (transition.Value == 0.0f)
            {
                if (pendingWindow == null)
                {
                    currentState = MenuStateEnum.Hidden;
                }
                else
                {
                    activeWindow          = pendingWindow;
                    activeWindow.IsActive = true;
                    this.currentState     = MenuStateEnum.Maximizing;
                }
            }
            else if (transition.Value == transition.MaxValue)
            {
                currentState = MenuStateEnum.Focused;
            }
            camera.Zoom = transition.Value;
        }
    public void OnClickMultiPlayerPlay()
    {
        //GameControllerCall
        GameStateHolder.GameMode = GameStateHolder.GameModesEnum.MultiPlayer;

        MenuState = MenuStateEnum.MultiPlayerPlay;
        UpdateUI();
    }
 public void SwapWindow(string window)
 {
     if (menuWindows.ContainsKey(window))
     {
         pendingWindow     = menuWindows[window];
         this.currentState = MenuStateEnum.Minimizing;
     }
 }
		public SlideMenu (List<MenuItem> items)
		{
			this.items = items;
			this.UserInteractionEnabled = true;
			this.itemViews = new List<MenuItemView>();
			this.MenuState = MenuStateEnum.IconMenu;
			this.SetupLayout();
			this.ShowIconMenu (false);
		}
 public MainWindowViewModel()
 {
     _game = new Game();
     _game.Message += MessageHandler;
     _menuState = MenuStateEnum.Combat;
     _game.Play();
     _outputString = new StringBuilder();
     WriteToOutputString("Hello, Welcome to Dungeons and Dragons");
 }
Beispiel #8
0
 public SlideMenu(List <MenuItem> items)
 {
     this.items = items;
     this.UserInteractionEnabled = true;
     this.itemViews = new List <MenuItemView>();
     this.MenuState = MenuStateEnum.IconMenu;
     this.SetupLayout();
     this.ShowIconMenu(false);
 }
Beispiel #9
0
 public MainWindowViewModel()
 {
     _game          = new Game();
     _game.Message += MessageHandler;
     _menuState     = MenuStateEnum.Combat;
     _game.Play();
     _outputString = new StringBuilder();
     WriteToOutputString("Hello, Welcome to Dungeons and Dragons");
 }
 public void OnClickGetInfoMultiPlayer()
 {
     if (PanelMultiPlayer.transform.Find("IN_Name").GetComponent <InputField> ().text.Length > 0 && PanelMultiPlayer.transform.Find("IN_Age").GetComponent <InputField> ().text.Length > 0)
     {
         MenuState = MenuStateEnum.MultiPlayerControllerDetectionPhase;
         UpdateUI();
     }
     else
     {
         StartCoroutine(SetStatusBarText("INFO: Please input your name and age!"));
     }
 }
 public void DrawCredits()
 {
     if (InputManager.Instance.GetKeyboardButtonDown(Microsoft.Xna.Framework.Input.Keys.Enter) || InputManager.Instance.GetGamePadButtonDown(Microsoft.Xna.Framework.Input.Buttons.A))
     {
         this.menuState = MenuStateEnum.MainMenu;
     }
     GUIManager.Instance.DrawText(this.font, "BACK", this.backPos, Color.Yellow);
     GUIManager.Instance.DrawText(this.font, "$", this.creditsDollarOnePos, this.normalColor);
     GUIManager.Instance.DrawText(this.font, "$", this.creditsDollarTwoPos, this.normalColor);
     for (int i = 0; i < 6; ++i)
     {
         GUIManager.Instance.DrawText(this.font, this.names[i], this.firstNamePos + new Vector2(0.0f, i * 0.033f), this.normalColor, 0.55f);
     }
 }
 public void OnClickGetInfoSinglePlayer()
 {
     if (PanelSinglePlayer.transform.Find("IN_Name").GetComponent <InputField> ().text.Length > 0 && PanelSinglePlayer.transform.Find("IN_Age").GetComponent <InputField> ().text.Length > 0)
     {
         MenuState = MenuStateEnum.SinglePlayerControllerDetectionPhase;
         UpdateUI();
         PlayerStateHolder.PlayerType = PlayerStateHolder.PlayerEnum.FirstPlayer;
         PlayerStateHolder.PlayerName = PanelSinglePlayer.transform.Find("IN_Name").GetComponent <InputField> ().text;
         PlayerStateHolder.PlayerAge  = int.Parse(PanelSinglePlayer.transform.Find("IN_Age").GetComponent <InputField> ().text);
     }
     else
     {
         StartCoroutine(SetStatusBarText("INFO: Please input your name and age!"));
     }
 }
Beispiel #13
0
 private void ShowIconMenu(bool animated)
 {
     if (animated)
     {
         UIView.Animate(0.3, 0, UIViewAnimationOptions.BeginFromCurrentState | UIViewAnimationOptions.TransitionCrossDissolve | UIViewAnimationOptions.CurveEaseOut | UIViewAnimationOptions.AllowAnimatedContent, () => {
             this.IterateAndShowIcons();
         }, () => {
             this.MenuState = MenuStateEnum.IconMenu;
         });
     }
     else
     {
         this.IterateAndShowIcons();
         this.MenuState = MenuStateEnum.IconMenu;
     }
 }
Beispiel #14
0
        public void ActionHandler(object sender, PlayerActionEventArgs args)
        {
            if (SelectedCharacter == null)
            {
                WriteToOutputString("Please Select a target to attack.");
            }
            else
            {
                _game.PlayerAction(args.Action, SelectedCharacter);
            }

            switch (args.Action)
            {
            case PlayerActionEnum.Attack:
                if (SelectedCharacter == null)
                {
                    WriteToOutputString("Please Select a target to attack.");
                }
                else
                {
                    _game.PlayerAction(args.Action, SelectedCharacter);
                }
                break;

            case PlayerActionEnum.FullAttack:
                if (SelectedCharacter == null)
                {
                    WriteToOutputString("Please Select a target to attack.");
                }
                else
                {
                    _game.PlayerAction(args.Action, SelectedCharacter);
                }
                break;

            case PlayerActionEnum.EndTurn:
                _game.PlayerAction(args.Action, SelectedCharacter);
                break;

            case PlayerActionEnum.DisplayItems:
                _previousState = MenuState;
                MenuState      = MenuStateEnum.Items;
                break;
            }
        }
        public MenuHandler(ContentManager Content, GraphicsDevice graphicsDevice, MapHandlerScene mapHandler, PuzzleEngineAlpha.Level.TileMap tileMap, ResolutionHandler resolutionHandler, GameSceneDirector sceneDirector)
        {
            this.graphicsDevice = graphicsDevice;
            menuWindows         = new Dictionary <string, IScene>();
            menuWindows.Add("mainMenu", new MainMenu(Content, this, sceneDirector));
            menuWindows.Add("loadMap", new LoadMapMenu(graphicsDevice, Content, this, mapHandler, tileMap));
            menuWindows.Add("settings", new SettingsMenu(Content, this, resolutionHandler));

            activeWindow = menuWindows["mainMenu"];
            IsActive     = false;
            currentState = new MenuStateEnum();
            currentState = MenuStateEnum.Hidden;
            transition   = new PuzzleEngineAlpha.Animations.SmoothTransition(0.0f, 0.011f, 0.0f, 1.0f);

            this.camera = new PuzzleEngineAlpha.Camera.Camera(Vector2.Zero, new Vector2(ResolutionHandler.WindowWidth, ResolutionHandler.WindowHeight), new Vector2(ResolutionHandler.WindowWidth, PuzzleEngineAlpha.Resolution.ResolutionHandler.WindowHeight));
            camera.Zoom = transition.Value;
            ResolutionHandler.Changed += ResetSizes;
        }
Beispiel #16
0
        /// <summary>
        /// Handling keys for menu navigation.
        /// </summary>
        /// <param name="keyboard"> Game's KeyboardState.</param>
        public static void KeysHandler(KeyboardState keyboard)
        {
            KeyboardState newKeyboardState = keyboard;

            if (newKeyboardState.IsKeyDown(Keys.Up) && oldKeyboardState.IsKeyUp(Keys.Up))
            {
                menuState--;
                if (menuState < 0)
                {
                    menuState = 0;
                }
            }
            else if (newKeyboardState.IsKeyDown(Keys.Down) && oldKeyboardState.IsKeyUp(Keys.Down))
            {
                menuState++;
                if (menuState == (MenuStateEnum)3)
                {
                    menuState = MenuStateEnum.exit;
                }
            }
            else if (keyboard.IsKeyDown(Keys.Enter))
            {
                switch (menuState)
                {
                case MenuStateEnum.newGame:
                    MenuFlags.isMenuActive = false;

                    break;

                case MenuStateEnum.ranking:
                    Ranking.isRankingActive = true;
                    break;

                case MenuStateEnum.exit:
                    MenuFlags.exitFlag = true;
                    break;

                default:
                    break;
                }
            }
            oldKeyboardState = newKeyboardState;
        }
 public void GoInactive()
 {
     currentState  = MenuStateEnum.Minimizing;
     pendingWindow = null;
 }
 public void OnClickPlay()
 {
     MenuState = MenuStateEnum.Play;
     UpdateUI();
 }
 public void Start()
 {
     MenuState = MenuStateEnum.Init;
     BackgroundMusic.volume       = PlayerPrefs.GetFloat("BackgroundMusic", 1);
     PlayerStateHolder.PlayerHand = PlayerStateHolder.PlayerHandEnum.LeftHand;
 }
 public void OnClickNoExit()
 {
     MenuState = MenuStateEnum.Init;
     UpdateUI();
 }
 public void OnClickSaveAndExitSettings()
 {
     PlayerPrefs.SetFloat("BackgroundMusic", BackgroundMusic.volume);
     MenuState = MenuStateEnum.Init;
     UpdateUI();
 }
        public void ActionHandler(object sender, PlayerActionEventArgs args)
        {
            if (SelectedCharacter == null)
            {
                WriteToOutputString("Please Select a target to attack.");
            }
            else
            {
                _game.PlayerAction(args.Action, SelectedCharacter);
            }

            switch (args.Action)
            {
                case PlayerActionEnum.Attack:
                    if (SelectedCharacter == null)
                    {
                        WriteToOutputString("Please Select a target to attack.");
                    }
                    else
                    {
                        _game.PlayerAction(args.Action, SelectedCharacter);
                    }
                    break;
                case PlayerActionEnum.FullAttack:
                    if (SelectedCharacter == null)
                    {
                        WriteToOutputString("Please Select a target to attack.");
                    }
                    else
                    {
                        _game.PlayerAction(args.Action, SelectedCharacter);
                    }
                    break;
                case PlayerActionEnum.EndTurn:
                    _game.PlayerAction(args.Action, SelectedCharacter);
                    break;
                case PlayerActionEnum.DisplayItems:
                    _previousState = MenuState;
                    MenuState = MenuStateEnum.Items;
                    break;
            }
        }
		private void ShowFullMenu (bool animated)
		{
			if (animated) {
				UIView.Animate(0.3, 0, UIViewAnimationOptions.BeginFromCurrentState|UIViewAnimationOptions.TransitionCrossDissolve|UIViewAnimationOptions.CurveEaseOut|UIViewAnimationOptions.AllowAnimatedContent, () => {
					for (int i = 0; i < this.itemViews.Count; i++) {
						var itemView = this.itemViews[i];
						itemView.TargetFrame = new RectangleF (0, itemView.Bounds.Size.Height * i, itemView.Bounds.Size.Width, itemView.Bounds.Size.Height); 
						itemView.Alpha = 0.1f;
					}
				}, () => {
					UIView.Animate(0.3, 0, UIViewAnimationOptions.BeginFromCurrentState|UIViewAnimationOptions.TransitionCrossDissolve|UIViewAnimationOptions.CurveEaseOut|UIViewAnimationOptions.AllowAnimatedContent, () => {
						this.IterateAndShowFullMenu();
					}, () => {
						this.MenuState = MenuStateEnum.FullMenu;
					}); 
				}); 
			} else {
				this.IterateAndShowFullMenu();
				this.MenuState = MenuStateEnum.FullMenu;
			}
		}
        public void DrawMainMenu()
        {
            if (InputManager.Instance.GetKeyboardButtonDown(Microsoft.Xna.Framework.Input.Keys.S) || InputManager.Instance.GetGamePadButtonDown(Microsoft.Xna.Framework.Input.Buttons.DPadDown) || InputManager.Instance.GetGamePadButtonDown(Microsoft.Xna.Framework.Input.Buttons.LeftThumbstickDown) || InputManager.Instance.GetKeyboardButtonDown(Microsoft.Xna.Framework.Input.Keys.Down))
            {
                if (currentOption < 3)
                {
                    currentOption += 1;
                }
                else
                {
                    currentOption = 0;
                }

                if (currentOption == 1)
                {
                    currentOption += 1;
                }

                this.currentDollarYPos = this.dollarInitialYPos + 0.06f * this.currentOption;
            }

            if (InputManager.Instance.GetKeyboardButtonDown(Microsoft.Xna.Framework.Input.Keys.W) || InputManager.Instance.GetGamePadButtonDown(Microsoft.Xna.Framework.Input.Buttons.DPadUp) || InputManager.Instance.GetGamePadButtonDown(Microsoft.Xna.Framework.Input.Buttons.LeftThumbstickUp) || InputManager.Instance.GetKeyboardButtonDown(Microsoft.Xna.Framework.Input.Keys.Up))
            {
                if (currentOption > 0)
                {
                    currentOption -= 1;
                }
                else
                {
                    currentOption = 3;
                }

                if (currentOption == 1)
                {
                    currentOption -= 1;
                }

                this.currentDollarYPos = this.dollarInitialYPos + 0.06f * this.currentOption;
            }


            GUIManager.Instance.DrawText(this.font, "NEW GAME", this.newGamePos, this.currentOption == 0 ? this.activeColor : this.normalColor);
            GUIManager.Instance.DrawText(this.font, "CONTINUE", this.continuePos, Color.Gray);
            GUIManager.Instance.DrawText(this.font, "CREDITS", this.creditsPos, this.currentOption == 2 ? this.activeColor : this.normalColor);
            GUIManager.Instance.DrawText(this.font, "EXIT", this.exitPos, this.currentOption == 3 ? this.activeColor : this.normalColor);
            GUIManager.Instance.DrawText(this.font, "$", new Vector2(this.dollarOneXPos, this.currentDollarYPos), this.normalColor);
            GUIManager.Instance.DrawText(this.font, "$", new Vector2(this.dollarTwoXPos, this.currentDollarYPos), this.normalColor);

            if (InputManager.Instance.GetKeyboardButtonDown(Microsoft.Xna.Framework.Input.Keys.Enter) || InputManager.Instance.GetGamePadButtonDown(Microsoft.Xna.Framework.Input.Buttons.A))
            {
                switch (this.currentOption)
                {
                case 0:
                    SaveManager.Instance.XmlPath = "../../../../TrashSoupContent/Scenes/loading.xml";
                    welcomeCue.Stop(AudioStopOptions.Immediate);
                    bgCue.Stop(AudioStopOptions.Immediate);
                    SaveManager.Instance.LoadFileAction();
                    break;

                case 1:
                    SaveManager.Instance.XmlPath = "../../../../TrashSoupContent/Scenes/loading.xml";
                    SaveManager.Instance.LoadFileAction();
                    break;

                case 2:
                    this.menuState = MenuStateEnum.Credits;
                    break;

                case 3:
                    TrashSoupGame.Instance.Exit();
                    break;
                }
            }
        }
 public void OnClickSettings()
 {
     MenuState = MenuStateEnum.Settings;
     UpdateUI();
     GameObject.Find("SLDR_BackgroundMusic").GetComponent <Slider> ().value = BackgroundMusic.volume;
 }
		private void ShowIconMenu(bool animated)
		{
			if (animated) {
				UIView.Animate(0.3, 0, UIViewAnimationOptions.BeginFromCurrentState|UIViewAnimationOptions.TransitionCrossDissolve|UIViewAnimationOptions.CurveEaseOut|UIViewAnimationOptions.AllowAnimatedContent, () => {
					this.IterateAndShowIcons();
				}, () => {
					this.MenuState = MenuStateEnum.IconMenu;
				}); 
			} else {
				this.IterateAndShowIcons();
				this.MenuState = MenuStateEnum.IconMenu;
			}

		}