Ejemplo n.º 1
0
 private void HandleClosing()
 {
     if (editLvlEditor.IsLoaded)
     {
         DialogResult dr = MessageBox.Show(
             "Closing the editor makes you lose the unsaved progress of your previous level.\n" +
             "\"Yes\" will save your level, \"No\" will make you lose the unsaved progress, \"Cancel\" will not quit the editor.",
             "Saving current level?",
             MessageBoxButtons.YesNoCancel);
         if (dr == DialogResult.Yes)
         {
             if (editLvlEditor.IsABonusLevel)
             {
                 editLvlEditor.SaveCurLevel(GameApp.CurDir() + @"\BONUSLEVELS");
             }
             else
             {
                 editLvlEditor.SaveCurLevel(GameApp.CurDir() + @"\LEVELS");
             }
         }
         else if (dr == DialogResult.Cancel)
         {
             return;
         }
     }
     Application.Exit();
 }
Ejemplo n.º 2
0
        private static void pickLevel()
        {
            tryFileName = null;

            OpenFileDialog ofd = new OpenFileDialog();

            ofd.AddExtension     = false;
            ofd.DefaultExt       = ".bin";
            ofd.Filter           = "binary files (*.bin) | *.bin";
            ofd.FilterIndex      = 1;
            ofd.ReadOnlyChecked  = true;
            ofd.ValidateNames    = true;
            ofd.Title            = "Pick a level";
            ofd.RestoreDirectory = true;
            ofd.InitialDirectory = GameApp.CurDir() + GameConstraints.OtherPaths.Levels + @"\";
            ofd.Multiselect      = false;


            if (ofd.ShowDialog() == DialogResult.OK)
            {
                string bonDir = GameApp.CurDir() + GameConstraints.OtherPaths.Bonuses + @"\";
                string lvlDir = GameApp.CurDir() + GameConstraints.OtherPaths.Levels + @"\";
                if ((ofd.FileName.StartsWith(bonDir) || ofd.FileName.StartsWith(lvlDir)) && ofd.FileName.EndsWith(".bin"))
                {
                    int lastSlash = ofd.FileName.LastIndexOf(@"\");
                    tryFileName = ofd.FileName.Substring(lastSlash + 1);
                }
                else
                {
                    MessageBox.Show("Il file deve essere in formato .bin e deve stare nei seguenti path:\n- " + bonDir + "\n- " + lvlDir);
                }
            }
        }
Ejemplo n.º 3
0
 private void LoadEntireTheme(string Theme)
 {
     if (Theme != null && Theme != "")
     {
         if (GameConstraints.GameThemes.ThemeLogicDirectories.Contains(Theme))
         {
             int    i         = GameConstraints.GameThemes.ThemeLogicDirectories.IndexOf(Theme);
             string realPath  = GameApp.CurDir() + GameConstraints.GameThemes.ThemePaths.ElementAt <string>(i) + "\\";
             string logicPath = Theme;
             if (!root.ContainsDirectory(logicPath))
             {
                 root.NewDirectory(logicPath);
             }
             loadMediaFiles(logicPath, realPath);
             if (!IsCaching)
             {
                 AddThemeToKeep(Theme);
             }
         }
         else
         {
             throw new Exception(Theme + " theme is not known!");
         }
     }
 }
Ejemplo n.º 4
0
 private void tsmiSaveLevel_Click(object sender, EventArgs e)
 {
     if (editLvlEditor.IsLoaded)
     {
         if (editLvlEditor.IsABonusLevel)
         {
             if (editLvlEditor.SaveCurLevel(GameApp.CurDir() + @"\BONUSLEVELS"))
             {
                 lblMessageViewer.Text = "Bonus level saved.";
             }
             else
             {
                 lblMessageViewer.Text = "Bonus level saving aborted.";
             }
         }
         else
         {
             if (editLvlEditor.SaveCurLevel(GameApp.CurDir() + @"\LEVELS"))
             {
                 lblMessageViewer.Text = "Regular level saved.";
             }
             else
             {
                 lblMessageViewer.Text = "Regular level saving aborted.";
             }
         }
     }
     else
     {
         lblMessageViewer.Text = "Level Save aborted: no levels to save.";
     }
 }
Ejemplo n.º 5
0
 /// <summary>
 /// Carica un file con un dialog che parte dal path specificato.
 /// </summary>
 /// <param name="path">Path da cui partirà il dialog.</param>
 /// <returns></returns>
 public bool LoadNewLevel(string loadPath)
 {
     if (!isLoaded)
     {
         return(LoadLevel(loadPath));
     }
     else
     {
         DialogResult dr = MessageBox.Show(
             "Loading another level makes you lose the unsaved progress of your previous level.\n" +
             "\"Yes\" will save your level, \"No\" will make you lose the unsaved progress, \"Cancel\" will not load another level.",
             "Saving current level?",
             MessageBoxButtons.YesNoCancel);
         if (dr == DialogResult.Yes)
         {
             if (this.IsABonusLevel)
             {
                 SaveLevel(GameApp.CurDir() + @"\BONUSLEVELS");
             }
             else
             {
                 SaveLevel(GameApp.CurDir() + @"\LEVELS");
             }
             return(LoadLevel(loadPath));
         }
         else if (dr == DialogResult.No)
         {
             return(LoadLevel(loadPath));
         }
         else
         {
             return(false);
         }
     }
 }
Ejemplo n.º 6
0
 private void btnSpecificProp7_Click(object sender, EventArgs e)
 {
     if (editLvlEditor.Mode == EditorMode.LvlPropMode)
     {
         OpenFileDialog d = new OpenFileDialog();
         d.AddExtension     = false;
         d.DefaultExt       = ".bin";
         d.Filter           = "binary files (*.bin) | *.bin";
         d.FilterIndex      = 1;
         d.InitialDirectory = GameApp.CurDir() + @"\LEVELS";
         d.RestoreDirectory = true;
         if (d.ShowDialog() == System.Windows.Forms.DialogResult.OK)
         {
             txtSpecificProp7.Text = d.SafeFileName;
         }
         else
         {
             txtSpecificProp7.Text = "";
             R.r("The level has been unbound. It hasn't now any next level.\n");
         }
         PrepareToLvlProp();
     }
     else if (editLvlEditor.Mode == EditorMode.InsertMode || editLvlEditor.Mode == EditorMode.SelectMode)
     {
     }
 }
Ejemplo n.º 7
0
        /// <summary>
        /// Inizializza una schermata iniziale a partire dall'id da attribuire
        /// </summary>
        /// <param name="ID">byte da attribuire alla schermata iniziale</param>
        public BeginScreen(byte ID)
        {
            string ImgPath = GameApp.CurDir() + GameConstraints.BeginScreen.Path;

            this.ConstructorsMutualPart(ImgPath + @"\Background.bmp", ID);
            this.loadAudio(ImgPath + @"\loop.mp3");
        }
Ejemplo n.º 8
0
 /// <summary>
 /// Restituisce un menù di pausa che sarà collegato al contenitore di scene.
 /// </summary>
 /// <param name="sc">Contenitore di scene da collegare al menù di pausa.</param>
 public PauseMenu(SceneContainer sc)
 {
     curPath = GameApp.CurDir() + GameConstraints.PauseMenu.Path;
     curName = GameConstraints.PauseMenu.LogicDir;
     GameMenuMutualPart(sc);
     ItemsSetup();
     updateText();
     LoadAndGatherResources();
 }
Ejemplo n.º 9
0
 private void tsmiOpenBonus_Click(object sender, EventArgs e)
 {
     if (editLvlEditor.LoadNewLevel(GameApp.CurDir() + @"\BONUSLEVELS"))
     {
         lblMessageViewer.Text = "Bonus level loaded: editor ready.";
     }
     else
     {
         lblMessageViewer.Text = "Bonus level loading aborted.";
     }
 }
Ejemplo n.º 10
0
        private void GameScreenLoading()
        {
            ResourceDirectory root    = this.container.getResourceDirectory;
            string            itsPath = GameApp.CurDir() + GameConstraints.GameScreen.Path;
            string            itsName = GameConstraints.GameScreen.LogicDir;

            root.NewDirectory(itsName);
            loadMediaFiles(itsName, itsPath + @"\");
            game = new GameScreen(container);
            container.addScene(GameConstraints.GameScreen.ID, game);
        }
Ejemplo n.º 11
0
 private void tsmiNewLevel_Click(object sender, EventArgs e)
 {
     if (editLvlEditor.NewKulaLevel(GameApp.CurDir()))
     {
         lblMessageViewer.Text = "New level created: editor ready.";
     }
     else
     {
         lblMessageViewer.Text = "New level creation aborted.";
     }
 }
Ejemplo n.º 12
0
        private void ConstructorsMutualPart(SceneContainer sc)
        {
            Container = sc;
            ResourceDirectory root    = sc.getResourceDirectory;
            string            itsPath = GameApp.CurDir() + GameConstraints.LoadingScreen.Path;
            string            itsName = GameConstraints.LoadingScreen.LogicDir;

            root.NewDirectory(itsName);
            loadMediaFiles(itsName, itsPath + @"\");

            remainingLoadingLevels = 10;
            timer    = new Stopwatch();
            layers   = new List <Bitmap>();
            loader   = new BackgroundWorker();
            isActive = false;

            loader.DoWork             += loader_DoWork;
            loader.RunWorkerCompleted += loader_RunWorkerCompleted;
            ImageResourceItem a = (ImageResourceItem)Container.getResourceDirectory.GetFile(GameConstraints.LoadingScreen.LogicDir, "Background.bmp");

            if (a != null)
            {
                Bitmap img = a.Content;
                layers.Add(GameApp.ResizeImg(img, 800, 600));
            }

            SoundResourceItem s = (SoundResourceItem)Container.getResourceDirectory.GetFile(GameConstraints.LoadingScreen.LogicDir, "loop.mp3");

            bgMusic = s.Content;

            table =
                (LoadResourceItem)sc.getResourceDirectory.GetFile
                (
                    GameConstraints.OtherPaths.MetadataLogicDir,
                    GameConstraints.OtherPaths.LoaderResourceName
                );
            table.IsBatchLoading = true;
            table.IsCaching      = false;
            table.SetNextNormalLevelToLoad(FileNames.FirstLevelFilename);

            foreach (string bonLvl in FileNames.AllBonusLevelsFileName)
            {
                table.SetNextBonusLevelToLoad(bonLvl);
                table.ProcessBonusLevel();
            }

            loader_DoWork(null, null);
            table.IsCaching = true;
            progress        = 0;
        }
Ejemplo n.º 13
0
 /// <summary>
 /// Imposta il filename del prossimo livello bonus da caricare.
 /// </summary>
 /// <param name="name">Filename del prossimo livello bonus da caricare</param>
 public void SetNextBonusLevelToLoad(string name)
 {
     if (name == null)
     {
         return;
     }
     else
     {
         nextBonusToLoad = new ResourceInfo(
             GameConstraints.OtherPaths.BonusLevelsDir,
             name,
             GameApp.CurDir() + GameConstraints.OtherPaths.Bonuses + "\\" + name
             );
     }
 }
Ejemplo n.º 14
0
        /// <summary>
        /// Crea un menù principale di gioco a partire dal contenitore di scene
        /// </summary>
        /// <param name="sc">Contenitore di scene a cui collegare la scena corrente</param>
        public GameMainMenu(SceneContainer sc)
        {
            curPath = GameApp.CurDir() + GameConstraints.GameMainMenu.Path;
            curName = GameConstraints.GameMainMenu.LogicDir;
            GameMenuMutualPart(sc);
            ItemsSetup();
            updateText();
            LoadAndGatherResources();
            LoadingScreenSetup();
            GameScreenLoading();
            PauseMenuLoading();
            ResourceDirectory      root = this.container.getResourceDirectory;
            HighScoresResourceItem hsri = (HighScoresResourceItem)root.GetFile(GameConstraints.OtherPaths.MetadataLogicDir, FileNames.HighscoresFileName);

            tabellone = hsri.Content;
        }
Ejemplo n.º 15
0
        //Costruttori

        /// <summary>
        /// Resitituisce un livello utilizzando i due file utili per definirlo. Inoltre va specificato se il livello è un bonus o no.
        /// (Se è bonus, i files vengono cercati in «CurrentDir»\BONUSLEVELS, altrimenti in «CurrentDir»\LEVELS)
        /// </summary>
        /// <param name="filesname">Nome dei due file da cercare, estensione esclusa. (I due file devono quindi avere lo stesso nome)</param>
        /// <param name="isBonus">True se e solo se il livello è un bonus</param>
        public KulaLevel(string filesname, bool isBonus)
        {
            string gameDir = GameApp.CurDir();
            string folder;

            if (isBonus)
            {
                folder = GameConstraints.OtherPaths.Bonuses + "\\";
            }
            else
            {
                folder = GameConstraints.OtherPaths.Levels + "\\";
            }
            string filename = gameDir + folder + filesname;

            tryLoadLevel(filename);
        }
Ejemplo n.º 16
0
 /// <summary>
 /// Salva lo stato del tabellone dei punteggi alti nella memoria secondaria: se ciò ha successo viene restituito true
 /// </summary>
 /// <returns></returns>
 public bool SaveHighscores()
 {
     //Prima, sistemo il tabellone
     while (records.Count > length)
     {
         records.Remove(records.Max);
     }
     try
     {
         Stream          saver = File.Create(GameApp.CurDir() + "\\" + FileNames.HighscoresFileName); //Preparo lo stream dove scrivere
         BinaryFormatter serz  = new BinaryFormatter();                                               //Preparo il serializzatore
         serz.Serialize(saver, this);                                                                 //Scrivo l'oggetto serializzato nel file
         saver.Close();
         saver.Dispose();
     }
     catch (Exception e)
     {
         MessageBox.Show("Sembrano esserci problemi nel salvataggio, infatti l'eccezione scaturita dice: \n" + e.ToString());
         return(false);
     }
     return(true);
 }
Ejemplo n.º 17
0
        /// <summary>
        /// Restituisce un oggetto tabellone dalla memoria secondaria: se non ci fosse il file, viene restiuito un nuovo oggetto
        /// </summary>
        /// <returns></returns>
        public static Highscores LoadHighscores()
        {
            Highscores ret        = null;
            string     scoretable = GameApp.CurDir() + "\\" + FileNames.HighscoresFileName;

            if (File.Exists(scoretable))
            {
                try
                {
                    Stream          loader = File.OpenRead(scoretable);
                    BinaryFormatter deserz = new BinaryFormatter();
                    ret = (Highscores)deserz.Deserialize(loader);
                    loader.Close();
                    loader.Dispose();
                    return(ret);
                }
                catch (Exception e)
                {
                    MessageBox.Show("Sembrano esserci problemi nel caricamento, infatti l'eccezione scaturita dice: \n" + e.ToString());
                }
            }
            return(new Highscores());
        }
Ejemplo n.º 18
0
 /// <summary>
 /// Imposta il filename del successivo livello da caricare.
 /// </summary>
 /// <param name="name">Stringa che rappresenta il filename del livello successivo da caricare.</param>
 public void SetNextNormalLevelToLoad(string name)
 {
     if (name == null)
     {
         return;
     }
     else if (IsCaching)
     {
         nextNormalToLoad = new ResourceInfo(
             GameConstraints.OtherPaths.CachedLevelsDir,
             name,
             GameApp.CurDir() + GameConstraints.OtherPaths.Levels + "\\" + name
             );
     }
     else if (!IsCaching)
     {
         nextNormalToLoad = new ResourceInfo(
             GameConstraints.OtherPaths.PermanentLevelsDir,
             name,
             GameApp.CurDir() + GameConstraints.OtherPaths.Levels + "\\" + name
             );
     }
 }
Ejemplo n.º 19
0
        /// <summary>
        /// Gestisce la scelta di un item del menù
        /// </summary>
        /// <param name="chosen">Menuitem scelto</param>
        protected override void HandleChoice(MenuItem chosen)
        {
            base.HandleChoice(chosen);
            if (chosen != null)
            {
                string dscr = chosen.description;
                switch (dscr)
                {
                case ("Back"):
                {
                    this.AscendMenu();
                    break;
                }

                case ("FPS Ceiling"):
                {
                    this.container.ChangeFPSCap((byte)chosen.int32Value.Value);
                    break;
                }

                case ("Music"):
                {
                    this.container.VolumeMusic = chosen.int32Value.Value;
                    if (bgMusic != null)
                    {
                        bgMusic.PlayLooping(this.container.VolumeMusic);
                    }
                    break;
                }

                case ("Sound Effects"):
                {
                    this.container.VolumeFX = chosen.int32Value.Value;
                    if (selectSound != null)
                    {
                        selectSound.SetVolume(this.container.VolumeFX);
                    }
                    break;
                }

                case ("Try Level"):
                {
                    //TOCHECK
                    Thread t = new Thread(pickLevel);         //Creo un thread in sta, sarà lui a gestirmi il dialog
                    t.SetApartmentState(ApartmentState.STA);
                    t.Start();
                    t.Join();
                    string lvl = tryFileName;
                    if (lvl != null)
                    {
                        game.NewGame(lvl, true);
                        this.Container.changeScene(GameConstraints.GameScreen.ID);
                    }
                    break;
                }

                case ("Level Editor"):
                {
                    ProcessStartInfo psi = new ProcessStartInfo();
                    psi.FileName       = GameApp.CurDir() + "\\LvlEditor.exe";
                    psi.WindowStyle    = ProcessWindowStyle.Normal;
                    psi.CreateNoWindow = false;
                    MessageBox.Show("Now starting the level editor: the game is now shutting down.");
                    System.Diagnostics.Process.Start(psi);
                    Application.Exit();
                    break;
                }

                case ("New Game"):
                {
                    game.NewGame();
                    this.container.changeScene(GameConstraints.GameScreen.ID);
                    break;
                }

                case ("High Scores"):
                {
                    tabellone.ShowHighscores();
                    break;
                }
                }
            }
        }