private void CreateRenderTargets(GraphicsDevice device) { int stringWidth = (int)(Font().MeasureString(text).X) + 2; // +2 for good Karma. // Create the diffuse texture. int width = margin.X + stringWidth; int height = margin.Y + Font().LineSpacing; if (checkbox) { width += UIGridTextListElement.Checkbox.Width + UIGridTextListElement.Margin.X; } if (BokuGame.RequiresPowerOf2) { width = MyMath.GetNextPowerOfTwo(width); height = MyMath.GetNextPowerOfTwo(height); } diffuse = new RenderTarget2D(device, width, height, false, // Mip levels SurfaceFormat.Color, DepthFormat.None); InGame.GetRT("TextLine", diffuse); RefreshTexture(); }
public void Update(InGame world, int ms) { if (!Paused) { //Break movements into small steps for edge collision. int steps = (int)Speed + 1; DontBeMadTimer -= (double)ms / 1000; for (int step = 0; step != steps; step++) { //Move the ball based on the angle. PositionX += (Math.Cos(Theta) * Speed) / steps; PositionY += (Math.Sin(Theta) * Speed) / steps; //check for collision with the world. if (WorldCollide(world)) return; //check for collision with the paddle. PaddleCollide(world); //Check for collision with bricks. BounceBallOffBricks(world); } }else //If the ball is being held after death, { //roll the Pause Timer. PauseTimer -= (double)ms/1000; //Has the Pause Timer expired? if (PauseTimer <= 0) //The ball is released. Paused = false; } }
protected void CacheLineNumberTexture() { Texture2D texture; const int textureSize = 64; RenderTarget2D rt = UI2D.Shared.RenderTarget64_64; InGame.SetRenderTarget(rt); SpriteBatch batch = UI2D.Shared.SpriteBatch; InGame.Clear(Color.Transparent); // Draw line number string text = lineNumber.ToString(); // Center line number horizontally on rt. Vector2 pos = new Vector2((rt.Width - UI2D.Shared.GetGameFontLineNumbers().MeasureString(text).X) / 2.0f, 0.0f); batch.Begin(); batch.DrawString(UI2D.Shared.GetGameFontLineNumbers(), text, pos, Color.Black); batch.End(); InGame.RestoreRenderTarget(); // Copy rendertarget result into texture. texture = new Texture2D(BokuGame.bokuGame.GraphicsDevice, textureSize, textureSize, false, SurfaceFormat.Color); int[] data = new int[textureSize * textureSize]; rt.GetData <int>(data); texture.SetData <int>(data); rtLineNumber.Add(texture); Debug.Assert(this.lineNumber <= rtLineNumber.Count); }
/// <summary> /// 로비에서 게임화면으로 전환 /// </summary> /// <param name="eGameName">Name of the e game.</param> public void LobbyToGame(eGameList eGameName) { SOUND.I.PlayStop(DEF.SND.lobby_bgm); loadGame = eGameName; Main.I.CurrentView = eView.Game; string prefabGameName = DEF.GetGamePrefabName(loadGame); GameObject obj = BUNDLE.I.LoadAsset <GameObject>(prefabGameName); if (obj) { GameObject go = GameObject.Instantiate(obj); go.name = prefabGameName; go.transform.SetParent(this.gameObject.transform); SOUND.I.LoadAssetBundleAudioClipsPackage(DEF.GetGameBundleName(loadGame)); GameMain = go.gameObject.GetComponent <InGame>(); GameMain.gameId = eGameName; GameMain.Init(); Main.I.AppsFlyerEvent(AFInAppEvents.GAME, AFInAppEvents.GAME_SELECT, eGameName.ToString()); } if (Lobby.I != null) { Lobby.I.LobbyToGame(); } Coins.LobbyToGame(); Game.LobbyToGame(); BroadCast.LobbyToGame(); }
public BussinessLogic(ApplicationDbContext db, IHttpContextAccessor hca) { _db = db; _session = hca.HttpContext.Session; _hca = hca; CurrentGame = LoadGameState(GetUserId()); }
} // end of TextLine c'tor /// <summary> /// Renders the text string into the texture. /// </summary> private void RefreshTexture() { InGame.SetRenderTarget(diffuse); InGame.Clear(Color.Transparent); Point position = UIGridTextListElement.Margin; // Render the checkbox if needed. if (checkbox) { ScreenSpaceQuad quad = ScreenSpaceQuad.GetInstance(); Vector2 size = new Vector2(40.0f, 40.0f); quad.Render(UIGridTextListElement.Checkbox, new Vector2(position.X, position.Y), size, @"TexturedRegularAlpha"); position.X += (int)size.X; } // Render the text. SpriteBatch batch = UI2D.Shared.SpriteBatch; batch.Begin(); TextHelper.DrawStringWithShadow(Font, batch, position.X, position.Y, text, Color.White, Color.Black, false); batch.End(); // Restore backbuffer. InGame.RestoreRenderTarget(); Size = new Vector2(diffuse.Width, diffuse.Height); } // end of TextLine RefreshTexture()
internal static bool Prefix(ref InGame __instance) { Console.WriteLine("Victory! Your time was: " + timer + " seconds!"); round = defaultRound; timer = 0; return(true); }
public void StartGame() { //GameAnalytics.NewProgressionEvent(GAProgressionStatus.Start, "game"); foreach (CharecterSelection item in charecterSelection) { //item.charecter.SetActive(false); item.charecter.transform.localScale = Vector3.zero; item.charecter.transform.GetChild(0).transform.GetChild(0).GetComponent <StopObjectFromRotating>().enabled = false; } int indexofCurrectCharecter = PlayerPrefs.GetInt("CurrentActiveCharecter", 0); charecterSelection[indexofCurrectCharecter].charecter.transform.DOScale(1, 0.5f); charecterSelection[indexofCurrectCharecter].charecter.transform.GetChild(0).transform.GetChild(0).GetComponent <StopObjectFromRotating>().enabled = true; Player.instance.degree = charecterSelection[indexofCurrectCharecter].directions; gameStarted = true; camPosition = GameCam.transform.position; orthoSize = GameCam.fieldOfView; camScaleValue = GameCam.transform.localScale.x; BgScaleValue = BG.transform.localScale.x; print(BgScaleValue); MainMenu.SetActive(false); powerupFillImage.fillAmount = 0; Time.timeScale = 1; InGame.SetActive(true); StartCoroutine(Spawn(TimeGap)); }
public void SetUp(InGame gameMode) { coinEvent.AddListener(gameMode.CoinCollected); dieEvent.AddListener(gameMode.GameOver); damageEvent.AddListener(gameMode.DamageTaken); target = gameMode.PlayerTarget.transform; }
public void Continue() { gameStarted = true; StopAllCoroutines(); continueButton.SetActive(false); slider.transform.DOLocalMoveX(sliderStartingX, 0.5f); CancelInvoke("DeActivateSlowMotion"); UIPop.instance.Continue(); StopAllCoroutines(); powerupFillImage.fillAmount = 0; GameOver.SetActive(false); InGame.SetActive(true); foreach (GameObject item in createdPuzzel) { ReassignSpawnedCount(item.transform.GetChild(0).GetComponent <Puzzle>().indexofpuzzle); enemyCount += 1; Destroy(item); } DeActivateSlowMotion(); createdPuzzel.Clear(); Player.instance.isDead = false; Player.instance.puzzle.transform.DORotate(new Vector3(0, 0, 0), 0.1f).OnComplete(() => { Player.instance.isReady = true; Player.instance.currentAngle = 0; Player.instance.UpdateStatuesofPlayer(); Player.instance.isClose = false; gameOver = false; }); StartCoroutine(Spawn(TimeGap)); OnIdleAnimation(); DeactivareContinue(); }
private void Awake() { instance = this; init = new Init(this); inGame = new InGame(this); stateMachine = new StateMachine <GameLogic>(init); }
public void gameStart() { Time.timeScale = 1; JoyStick.SetActive(true); HP.SetActive(true); Panel.SetActive(false); InGame.SetActive(true); }
/// <summary> /// (Cross-Game compatible) Get's all Bloons on the map /// </summary> /// <param name="inGame"></param> /// <returns></returns> public static List <Bloon> GetBloons(this InGame inGame) { #if BloonsTD6 return(inGame.GetFactory <Bloon>().all.ToList()); #elif BloonsAT return(inGame.GetSimulation().bloonManager.GetBloons().ToList()); #endif }
// Start is called before the first frame update void Start() { My_aniT = GetComponent <Animator>(); shoo = GameObject.Find("shoot").GetComponent <shoot>(); ig = GameObject.Find("inGameManager").GetComponent <InGame>(); atk = killrange.GetComponent <attackrange>(); r2d = GetComponent <Rigidbody2D>(); }
/// <summary> /// (Cross-Game compatible) Get's the UnityToSimulation for this game /// </summary> /// <param name="inGame"></param> /// <returns></returns> public static UnityToSimulation GetUnityToSimulation(this InGame inGame) { #if BloonsTD6 return(inGame.bridge); #elif BloonsAT return(inGame.Simulation); #endif }
internal static void Prefix(InGame __instance) { IGameInstance gameInstance = NGameInstance.GetGame(); int currentRound = __instance.bridge.simulation.GetSpawnedRound(); var o = new GameEvents.RoundEndEvent(gameInstance, currentRound); //Create RoundEndEvent instance EventRegistry.instance.DispatchEvent(ref o); //Dispatch it }
/// <summary> /// (Cross-Game compatible) Get's all AbilityToSimulations currently in the game /// </summary> /// <param name="inGame"></param> /// <returns></returns> public static List <AbilityToSimulation> GetAbilities(this InGame inGame) { #if BloonsTD6 return(inGame.GetUnityToSimulation()?.GetAllAbilities(false)?.ToList()); #elif BloonsAT return(inGame.GetUnityToSimulation()?.GetAllAbilities()?.ToList()); #endif }
// Start is called before the first frame update void Start() { My_aniT = GetComponent <Animator>(); ig = GameObject.Find("inGameManager").GetComponent <InGame>(); atk = killrange.GetComponent <attackrange>(); r2d = GetComponent <Rigidbody2D>(); currenTime = coolingTime; }
void Awake() { _instance = this; Menu.SetActive(false); Levels.SetActive(false); InGame.SetActive(false); Staff.SetActive(false); Back.SetActive(false); }
/// <summary> /// (Cross-Game compatible) Returns the difficulty of this game /// </summary> /// <param name="inGame"></param> /// <returns></returns> public static Difficulty GetDifficulty(this InGame inGame) { #if BloonsTD6 return((Difficulty)Enum.Parse(typeof(Difficulty), inGame.SelectedDifficulty)); #elif BloonsAT var difficulty = inGame.Simulation.GetDifficulty(); return((Difficulty)Enum.Parse(typeof(Difficulty), difficulty.ToString())); #endif }
/// <summary> /// Spawn bloons in game /// </summary> /// <param name="inGame"></param> /// <param name="round"></param> public static void SpawnBloons(this InGame inGame, int round) { GameModel model = inGame.GetGameModel(); int index = (round < 100) ? round - 1 : round - 100; Il2CppReferenceArray <BloonEmissionModel> emissions = (round < 100) ? model.GetRoundSet().rounds[index].emissions : model.freeplayGroups[index].bloonEmissions; inGame.SpawnBloons(emissions); }
} // TwitchedOrientation() public void RenderToTexture() { dirty = false; GraphicsDevice device = BokuGame.bokuGame.GraphicsDevice; InGame.SetRenderTarget(rt); InGame.Clear(Color.Black); ScreenSpaceQuad quad = ScreenSpaceQuad.GetInstance(); // Render the thumbnail. if (Thumbnail != null) { // Figure out how much of the thumbnail to crop off since the tiles are square. int crop = (Thumbnail.Width - Thumbnail.Height) / 2; try { quad.Render(Thumbnail, new Vector2(-crop, 0.0f), new Vector2(rt.Width + crop, rt.Height), @"TexturedNoAlpha"); } catch { // At this point what has probably happened is that the thumbnail data has been lost or corrupted // so we need to force it to reload and then set the dirty flag on this element so the rt is redone. // Note: for now setting dirty to true is commented out since it won't cause the thumbnail texture to // reload and just causes perf to die. Probably related to bug #2221 //dirty = true; } } // Render the title. { const int kTextMargin = 10; const int kTextPosY = 150; string title = TextHelper.AddEllipsis(Font, Title, rt.Width - kTextMargin * 2); Vector2 titleSize = Font().MeasureString(title); // Render the title background. quad.Render( new Vector4(0, 0, 0, 0.25f), new Vector2(0, kTextPosY), new Vector2(rt.Width, titleSize.Y)); // Render the title text. SpriteBatch batch = UI2D.Shared.SpriteBatch; batch.Begin(); TextHelper.DrawString(Font, title, new Vector2((rt.Width - titleSize.X) / 2f, kTextPosY), textColor); batch.End(); } InGame.RestoreRenderTarget(); } // end of UIGridLevelElement RenderToTexture()
/// <summary> /// (Cross-Game compatible) Gets all objects of type T. Does this by returning all objects created by the Factory of type T /// </summary> /// <typeparam name="T">The type of items you want</typeparam> public static List <T> GetAllObjectsOfType <T>(this InGame inGame) where T : RootObject, new() { var factory = inGame.GetMainFactory()?.GetFactory <T>(); #if BloonsTD6 return(factory?.all?.ToList()); #elif BloonsAT return(factory?.active?.ToList()); #endif }
public InGame LoadGameState(string key) { InGame result = _session.Get <InGame>(key); if (typeof(InGame).IsClass && result == null) { result = (InGame)Activator.CreateInstance(typeof(InGame)); } return(result); }
private void CreateRenderTargets(GraphicsDevice device) { // Create the diffuse texture. diffuse = new RenderTarget2D(device, w, h, false, SurfaceFormat.Color, DepthFormat.None); InGame.GetRT("UIGridModularPictureListElement", diffuse); // Refresh the texture. dirty = true; RefreshTexture(); }
/// <summary> /// Get the game object that owns all InGame UI elements /// </summary> /// <param name="inGame"></param> /// <returns></returns> public static GameObject GetInGameUI(this InGame inGame) { Scene scene = SceneManager.GetSceneByName("InGameUi"); Il2CppReferenceArray <GameObject> rootGameObjects = scene.GetRootGameObjects(); const int uiIndex = 1; GameObject ui = rootGameObjects[uiIndex]; return(ui); }
} // end of UnloadContent() public static void DeviceReset(GraphicsDevice device) { // Recreate rendertarget. InGame.RelRT("TutorialRT", rt); BokuGame.Release(ref rt); CreateRenderTarget(); modalDisplay.DeviceReset(device); } // end of DeviceReset()
/// <summary> /// (Cross-Game compatible) Get all TowerToSimulations /// </summary> /// <param name="inGame"></param> /// /// <param name="name">Optionally only get Towers whose TowerModel name is this paramater</param> /// <returns></returns> public static List <TowerToSimulation> GetAllTowerToSim(this InGame inGame, string name = null) { var towerToSims = inGame.GetUnityToSimulation()?.GetAllTowers()?.ToList(); if (!string.IsNullOrEmpty(name)) { towerToSims = towerToSims?.FindAll(tower => tower.Def.name == name); } return(towerToSims); }
public void Calculate() { InGame inGame2 = inGame.GetComponent <InGame>(); int x = 1; if (isTWo) { x = 2; } inGame2.calculate(x); }
private void CreateRenderTargets(GraphicsDevice device) { const int dpi = 96; int w = (int)(dpi * 2.0f); int h = (int)(dpi * 2.0f); rt = new RenderTarget2D(device, w, h, false, SurfaceFormat.Color, DepthFormat.None); InGame.GetRT("UIGridLevelElement", rt); dirty = true; // Ensure a refresh of the texture. }
/// <summary> /// (Cross-Game compatible) Get every Tower that has been created through the Tower Factory /// </summary> /// <param name="inGame"></param> /// <param name="name">Optionally only get Towers whose TowerModel name is this paramater</param> /// <returns></returns> public static List <Tower> GetTowers(this InGame inGame, string name = null) { var towers = inGame.GetAllObjectsOfType <Tower>(); if (!string.IsNullOrEmpty(name)) { towers = towers?.FindAll(tower => tower.towerModel.name == name); } return(towers); }
void Awake() { uiMgr = GameObject.FindObjectOfType<UIManager>(); inGame = GameObject.FindObjectOfType<InGame>(); Quaternion mapRotation = Quaternion.Euler(-30, 0, 0); GameObject temp = new GameObject(); dirVec = Vector3.one; temp.transform.rotation = mapRotation; dirVec = temp.transform.forward * -1; Destroy(temp); forwardVec = transform.forward; }
public void Update(InGame world, Microsoft.Xna.Framework.Input.KeyboardState ks) { //Checking for input. if (ks.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Left) && (ks.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Right))) { } else if ((ks.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Left)) && (PositionX > 0)) { PositionX -= Speed; //The paddle can't go off the left side of the screen. if (PositionX < 0) PositionX = 0; } else if ((ks.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Right))&& (PositionX < Breakout.StageWidth - Width)) { PositionX += Speed; //The paddle can't go beyond the right side of the stage. if (PositionX > Breakout.StageWidth - Width) //If we try, We are set next to the edge. PositionX = Breakout.StageWidth - Width; } }
void Awake() { uiMgr = GameObject.FindObjectOfType<UIManager>(); gameMgr = GameObject.FindObjectOfType<GameManager>(); inGame = GameObject.FindObjectOfType<InGame>(); objectsParent = GameObject.Find("Objects Parent"); parentCenter = objectsParent.transform.position; parentCenter.x = 0; prefabList = new List<Player>(Resources.LoadAll<Player>("Object/Character")); prefabList.Sort(); // Sort by Player's IComparable implement originalColors = new Color[prefabList.Count][]; int i = 0; foreach (Player eachPrefab in prefabList) { Vector3 createPos = new Vector3(); float angle = 20 * i * Mathf.Deg2Rad; createPos.x = parentCenter.x + Mathf.Sin(angle) * characterCircleRad; createPos.z = parentCenter.z - Mathf.Cos(angle) * characterCircleRad / 2; GameObject newCharacter = Instantiate(eachPrefab.gameObject); newCharacter.transform.localPosition = createPos; newCharacter.transform.SetParent(objectsParent.transform, false); Destroy(newCharacter.GetComponent<Player>()); Destroy(newCharacter.GetComponent<Rigidbody>()); Renderer[] renderers = newCharacter.GetComponentsInChildren<Renderer>(); originalColors[i] = new Color[renderers.Length]; for (int j = 0; j < renderers.Length; j++) originalColors[i][j] = renderers[j].material.color; characterList.Add(newCharacter); i++; } }
void convertCustomProperties( SerializableDictionary old, InGame.CustomProperties @new ) { old.ForEach( pair => @new.Add( pair.Key, new InGame.CustomProperty( pair.Value.name, pair.Value.value, pair.Value.type, pair.Value.description ) ) ) ; }
public void Update(InGame world, KeyboardState ks) { }
/// <summary> /// Create the handler /// </summary> /// <param name="Scene"></param> public ClearTunnelHandler(InGame.Components.Scene Scene) { this.helper = new Marker(MarkerType.Info, new Microsoft.Xna.Framework.Point()); this.scene = Scene; }
public static void Update(int ms, Microsoft.Xna.Framework.Input.KeyboardState ks, GamePadState[] gs) { SlimDX.DirectInput.JoystickState[] joyStates = ControllerManager.GetState(); for (int i = 0; i != 4; i++) { if (Inputs[i] is KeyboardInput) ((KeyboardInput)Inputs[i]).Update(ks); } State newState; switch (GState) { case State.Title: newState = Title.Update(ms,ks); if (newState == State.CharSelect) { GState = State.CharSelect; CharSelect = new CharSelect(); } break; case State.CharSelect: newState = CharSelect.Update(ms); if (newState == State.InGame) { GState = State.InGame; InGame = new InGame(CharSelect.CharacterSelect); } break; case State.InGame: newState = InGame.Update(ms); if (newState == State.Title) { } break; } }
//GameObject player; void Start() { grid = GetComponent<MapGeneration>(); ingame = GetComponent<InGame> (); seeker = Vector3.zero;//player.transform.position; }
void BallOut(InGame world) { if (BallsLeft > 0) //Number of balls avaliable is lessened BallsLeft--; else Dead = true; //Game Over! //Remove a ball from the list world.OutOfBounds.AddLast(this); }
void BounceBallOffBricks(InGame world) { foreach (Brick br in world.Bricks) { //See if the ball is touching any of the bricks. if ((br.BrickLive) && InGame.Collide((int)PositionX, (int)PositionY, Size, Size, br.PositionX, br.PositionY, br.Width, br.Height)) { //Now check if the collision is on the top or bottom, if ((TopCollide(br)) || BottomCollide(br)) //If so, then reflect the Y direction of the ball. FlipThetaY(); //Otherwise, it can be assumed it hit on one of the sides, else //and we can reflect the X direction. FlipThetaX(); //Get points switch (br.BrickType) { case ("normal"): Points++; break; case ("blue"): Points += 2; break; } //Kill the brick. br.BrickLive = false; //Play the hit sound. SoundManager.Play("hit.wav"); //Reset the fun stuff. DontBeMadTimer = DontBeMadTimerDefault; //It is assumed you can only hit one brick at a time. //This SHOULD be looked into, but I probably won't. return; } } }
void PaddleCollide(InGame world) { if (InGame.Collide((int)PositionX, (int)PositionY + Size - 1, Size, 1, (int)world.Player.PositionX, world.Player.PositionY, world.Player.Width, 1) && Math.Sin(Theta) > 0) { Theta = (((PositionX + (Size / 2) + -world.Player.PositionX) / (world.Player.Width)) + -1) * MaxReflect; DontBeMadTimer = DontBeMadTimerDefault; } }
bool WorldCollide(InGame world) { //check for vertical world collision if ((PositionX <= 0) || (PositionX + Size >= Breakout.StageWidth)) //Hit a side! Reflect the x direction of the ball. FlipThetaX(); //check for horizontal world collision if (PositionY <= 0) //Hit the top! Reflect the y direction of the ball. FlipThetaY(); else if (PositionY > Breakout.BaseHeight) //if the ball is off the borrom, then it dies. BallOut(world); return PositionY > Breakout.BaseHeight; }
protected override void AD2Logic(int ms, KeyboardState keyboardState, GamePadState[] gamePadState) { //Kill the program if escape is pressed. if (keyboardState.IsKeyDown(Keys.Escape)) Exit(); State newState; //See what state the game is in. switch (GameState) { //Title screen! case State.Title: newState = T.Update(keyboardState); //If the title screen says move on to the game, if (newState == State.InGame) { //Kill title screen sounds, SoundManager.Stop(); //and let the games begin! GameState = State.InGame; Game = new InGame(); } break; //Playing the Game! case State.InGame: newState = Game.Update(ms, keyboardState); //Check to see if the Game's state has returned to the title screen if (newState == State.Title) { //Kill the game's sounds. SoundManager.Stop(); //Go back to the title screen. GameState = State.Title; T = new Title(); } break; } }