void Start() { GM = GameManager.Instance; currentArea = GM.getCurrentGameLevel(); for (int xIndex=0; xIndex<GameLevel.EDGE_SIZE_X; xIndex++) { for (int zIndex=0; zIndex<GameLevel.EDGE_SIZE_Z; zIndex++) { Vector3 targetPoint = new Vector3(xIndex, -0.5f, zIndex); GameField field = currentArea.getField(xIndex, zIndex); string className = field.GetType().Name; switch (className) { case "GrassGameField": Instantiate(CubeForFloor, targetPoint, Quaternion.identity); break; case "StoneGameField": Instantiate(CubeForStoneFloor, targetPoint, Quaternion.identity); break; case "WaterGameField": Instantiate(CubeForWater, targetPoint, Quaternion.identity); break; default: Debug.LogError("Cannot instantiate field for type " + className); break; } } } //Instantiate(altar, new Vector3(5, 0, 18), Quaternion.identity); }
private void btnCreate_Click(object sender, EventArgs e) { bool passed = false; if (imagePath == string.Empty || txtLevelName.Text == string.Empty) { MessageBox.Show("You must select a file and fill out a Level Name"); } else if (bground.Width != this.nudWidth.Value || bground.Height != this.nudHeight.Value) { DialogResult dialogResult = MessageBox.Show("The resolution you specified is different then that of the image, Are you sure you want to resize?", "Confirm", MessageBoxButtons.YesNo); if (dialogResult == DialogResult.Yes) { this.bground = new Bitmap(this.bground, new Size((int)this.nudWidth.Value, (int)this.nudHeight.Value)); MessageBox.Show("New Width, Height : " + this.bground.Size); passed = true; } } else { passed = true; } if(passed) { GameLevel tmpLevel = new GameLevel(this.bground, this.txtLevelName.Text); this.aNewLevel = tmpLevel; this.DialogResult = DialogResult.OK; } }
public Game(string name1, string name2) { this.level = Game.GetLevel(); this.cellCollection = new ObservableCollection<CellControl>(); this.nameOfPlayer1 = name1; this.nameOfPlayer2 = name2; }
public void OnLevelStart(GameLevel level) { modifiers = new List<GameObject>(); foreach(GameObject modifierprototype in level.gameModeModifiers) { modifiers.Add(Instantiate<GameObject>(modifierprototype)); } }
/// <summary> /// Initializes a new instance of the <see cref="ServerResult" /> class. /// </summary> /// <param name="level">The level this server is running.</param> /// <param name="gameMode">The game mode this server is running.</param> /// <param name="gamePreset">The game preset this server is running.</param> /// <param name="url">The URL to the server on BattleLog.</param> public ServerResult(GameLevel level, GameMode gameMode, GamePreset gamePreset, string url) { Level = level; GameMode = gameMode; GamePreset = gamePreset; Url = url; }
/// <summary> /// Setup the level. /// </summary> /// <param name="level">Level.</param> public void SetupLevel (GameLevel level) { Array.Clear (EmaGrid, 0, Constants.EMA_MAX_ROWS * Constants.EMA_MAX_COLUMNS); BallsRemaining = level.BallCount; EmaCollected = 0; Level = level; }
private DrugAffector(GameLevel level) : base() { duration = GameConst.DRUG_DURATION_MS[(int)level]; targets = GameObject.FindObjectsOfType<Pawn>().ToList(); syncBeahavior = SyncBeahavior.I; }
public void Initialize(int spookPrototypeIndex, GameLevel level) { BaseInitialize(spookPrototypeIndex, level); avatar.Initialize(this); state = AIState.FirstWalk; NextAction(); }
public void NextLevel() { if (_gameLevel == GameLevel.First) { _gameLevel = GameLevel.Second; } LoadLevel(); }
// 按键 //public void SetGameEasy() //{ // level = GameLevel.Easy; // // 界面对应有什么变化吗? //} //public void SetGameDiff() //{ // level = GameLevel.Difficult; //} // 单选框 public void SetGameEasy(bool value) { if (value) { level = GameLevel.Easy; // 界面对应有什么变化吗? } }
private void OnEnable() { Current = this; if (persistableObjects == null) { persistableObjects = new PersistableObject[0]; } }
private void OnEnable() { Current = this; if (levelObjects == null) { levelObjects = new GameLevelObject[0]; } }
public override void HandleLeave(GameLevel gameLevel, SkyPlayer player) { if (gameLevel.GetGamePlayerCount() <= 2) { //Not enough players for the game to continue! gameLevel.UpdateGameState(new BuildBattlePodiumState(null)); } }
public TowerBase GetTower(GameLevelTime time, GameLevel gameLevel, TowerSettings towerSettings) { return(_container .With("gameLevelTime").EqualTo(time) .With("gameLevel").EqualTo(gameLevel) .With("settings").EqualTo(towerSettings) .GetInstance <TowerBase>()); }
public void Initialize(int spookPrototypeIndex, GameLevel level, JsonNPC jsonNPC) { BaseInitialize(spookPrototypeIndex, level); avatar.Initialize(this, jsonNPC.Avatar); state = jsonNPC.State; NextAction(); }
protected override void OnTriggerEnter(Collider collider) { if (collider.tag == "Player") { GameLevel.CollectStar(value); CreateEffect(); } }
void Awake() { GameLevelMaker.InitLevels(); GameLevel gameLevel = GameLevelMaker.GetLevel(0); ScrollingObject.SetScrollSpeeds(gameLevel); RandomObjectPool.SetSpawnTimes(gameLevel); }
public void Init() { m_levelData = new GameLevel(); m_levelData.LoadFromSource(new Level1()); m_snake = GameObject.Find("SnakeObject").GetComponent<Snake>(); m_headZ = 0; m_goldNum = 0; }
/// <summary> /// Initialization of a new game /// </summary> /// <param name="currentLevel">game level to start with</param> private void StartNewGame(GameLevel currentLevel) { mineSweeper = new MineSweeperBLT(); mineSweeper.StartGame(currentLevel); InitiateButtons(); DrawButtons(); gameOver = false; }
public void ReturnToSongSelectionScreen() { SongSelectionScreen selectionScreen = new SongSelectionScreen(songs.ToArray(), skin, graphics.GraphicsDevice); selectionScreen.SongSelected += new SongSelectionScreen.SongSelectedEventHandler(SongSelected); selectionScreen.ExitGame += delegate() { this.Exit(); }; level = null; currentScreen = selectionScreen; }
public void LevelEndedPlayerLost(GameLevel gameLevel) { // Again a fugly way of doing this. // Re-initialize current game pahse. int currentIndex = _gamePhases.Values.ToList().IndexOf(_activeGamePhase); ChangeActiveGamePhase(_gamePhases.Keys.ToList()[currentIndex]); }
public override void Render(GBitmap screen) { screen.Fill(175, 0, 0, 0); Modes mode = GameLevel.GetMode(); int colWidth = 195; int nameColSx = screen.ScreenWidth / 2 - colWidth / 2; int killsColSx = nameColSx + 100; int deathsColSx = killsColSx + 50; int yo = 20; GFont.WriteXCenter(screen, "statistics", 2, yo); yo += 40; if (mode == Modes.Deathmatch) { RenderColTitle(screen, ref yo, nameColSx, killsColSx, deathsColSx); foreach (Player player in Players) { RenderPlayer(screen, ref yo, player.Name, player.Kills, player.Deaths, nameColSx, killsColSx, deathsColSx); } } else { int xo = -(screen.ScreenWidth - colWidth) / 4 - 15; int col2Yo = yo; GFont.Write(screen, "team of blu", 1, nameColSx + xo, yo); yo += 20; RenderColTitle(screen, ref yo, nameColSx + xo, killsColSx + xo, deathsColSx + xo); foreach (Player player in Players) { if (player.Team == Teams.Blu) { RenderPlayer(screen, ref yo, player.Name, player.Kills, player.Deaths, nameColSx + xo, killsColSx + xo, deathsColSx + xo); } } xo = -1 * xo; yo = col2Yo; GFont.Write(screen, "team of red", 1, nameColSx + xo, yo); yo += 20; RenderColTitle(screen, ref yo, nameColSx + xo, killsColSx + xo, deathsColSx + xo); foreach (Player player in Players) { if (player.Team == Teams.Red) { RenderPlayer(screen, ref yo, player.Name, player.Kills, player.Deaths, nameColSx + xo, killsColSx + xo, deathsColSx + xo); } } } }
/// <summary> /// Updates the view for new level. /// </summary> /// <param name="level">Level.</param> public void UpdateViewForNewLevel (GameLevel level, GameState state) { ClearRemainingEma (); LayoutEmaGrid (level.Layout, state); context.UIComponents.LevelText.text = string.Format (context.ConfigurableSettings.MessageLevelPattern, level.LevelDesignation); context.UIComponents.ScoreText.text = string.Format (context.ConfigurableSettings.MessageScorePattern, 0, level.EmaCount); context.UIComponents.BallsText.text = string.Format (context.ConfigurableSettings.MessageBallPattern, level.BallCount, level.BallCount); UpdateAtmosphere (state); }
/// <summary> /// Замена конструктора, процедура инициализации компонента /// </summary> /// <param name="parEntGameObject">Родительский игровой объект</param> /// <param name="parStartLevel">Стартовый уровень для начала игры</param> public new GameSessionControllerComponent Init(GameObject parEntGameObject, GameLevel parStartLevel) { base.Init(parEntGameObject, false, true); Console.WriteLine("Starting game session..."); _actualPlayer = new Player(parEntGameObject.LinkedAppModel.GetPlayersManager().Player1, 0, LIVES_COUNT_START); //StartLevel(startLevel); _startingLevel = parStartLevel; return(this); }
public Entry Get(GameLevel level, GameResult result) { if (Entries.TryGetValue(new Origin(level, result), out Entry e)) { return e; } return null; }
public override void EnterState(GameLevel gameController) { base.EnterState(gameController); foreach (SkyPlayer existingPlayer in gameController.GetPlayers()) { existingPlayer.UpdateGameMode(GameMode.Adventure, true); } }
public void NextLevel() { Console.Clear(); if (Level == GameLevel.FIRST) { Level = GameLevel.SECOND; } LoadLevel(); }
public Entry Get(GameLevel level, GameResult result) { if (this.Entries.TryGetValue(new Origin(level, result), out Entry e)) { return(e); } return(null); }
public void Init(int zoneNumber, int levelNum, GameLevel level) { Init($"{levelNum + 1}", () => { currentLevel.SelectLevel(level, zoneNumber, levelNum); isLevelStart.Value = true; Message.Publish(new StartDemoLevelRequested()); }, level, true); }
private void UpdateLevelCheck() { GameLevel newLevel = GameLevelMaker.GetLevel(score); if (!newLevel.Equals(gameLevel)) { UpdateLevelStuff(newLevel); } }
private void InitGame() { if (GameLevel.GetMode() == Modes.Deathmatch) { TeamNotSelected = false; } this.PausePopUp = new Pause(Input); StartPlaying(); }
void OnEnable() { CurrentLevel = this; if (persistentObjects == null) { persistentObjects = new PersistableObject[0]; } }
/// <summary> /// 移除已注册的关卡 /// </summary> /// <param name="path">文件路径</param> public void RemoveLevel(string path) { GameLevel level = FindLevel(path); if (level != null) { gameLevels.Remove(level); } }
private void Start() { audio = GetComponent <AudioController>(); audio.Play(); levelComp = GetComponent <GameLevel>(); level = PlayerPrefs.GetInt("level", 0); GenerateLevel(); }
void RemoveLevel() { if (level) { level.StopGameLevel(); Destroy(level); level = null; } }
public static string GetGameLevelAssetFileDirectory(GameLevel level) { GameLevelToolkitWindow toolkit = GameLevelToolkitWindow.GetRefreshedToolkitWindow(); string projectDirectory = GameLevelToolkitWindow.GetProjectPathStringWithSlash(); string gameLevelDirectory = "Assets/" + projectDirectory + "Resources/" + SceneAndResourceFolderName.folderNameValue + "/" + "Existing " + SceneAndResourceFolderName.folderNameValue + "/" + level.name + ".asset"; return(gameLevelDirectory); }
void PickUpAllPyramids() { GameLevel gameLevel = (GameLevel)target; foreach (Pyramid pyramid in gameLevel.pyramids) { pyramid.PickUp(); } }
public override void LeaveState(GameLevel gameLevel) { foreach (Entity entity in _spawnedEntities) { entity.DespawnEntity(); } _spawnedEntities.Clear(); }
// Use this for initialization void Start() { CreateMap(Map1); doorActive = false; Instance = this; gameLevel = GameLevel.level1; gameState = GameState.inPlay; characterSprite = playerController.GetComponentInChildren <SpriteRenderer> (); }
/// <summary> /// Changes the current level /// </summary> /// <param name="level">the level we want to change to</param> public void ChangeLevel(GameLevel level) { currentLevel = level; currentLevel.Initialize(); GameLevel temp = (GameLevel)currentLevel; temp.InitializeCam(viewport); currentLevel.LoadContent(); }
//retrieve data by finding the matching element in the level save data list public static LevelSaveData GetLevelData(GameLevel level) { GlobalSaveData globalSaveData = GameManager.instance.globalSaveData; List <LevelSaveData> levelSaveDataList = new List <LevelSaveData>(globalSaveData.levelSaveData); LevelSaveData data = levelSaveDataList.Where(obj => obj.dataName == level.levelName).SingleOrDefault(); return(data); }
private void DuplicateLevel() { if (HasNewLocationNameAssigned() == true) { Debug.LogError("Has No New Location Name Assigned"); return; } if (gameLevelToCreateDuplicateOf == null) { Debug.LogError("Location Required to Duplicate"); return; } GameLevelToolkitWindow toolkit = GameLevelToolkitWindow.GetRefreshedToolkitWindow(); string projectPathName = GameLevelToolkitWindow.GetProjectPathStringWithSlash(); //Check if there is a location already existing with that name. GameLevel existingGameLevel = (GameLevel)AssetDatabase.LoadAssetAtPath("Assets/" + projectPathName + "Resources/" + SceneAndResourceFolderName.folderNameValue + "/" + newGameLevelName + "/" + newGameLevelName + ".asset", typeof(GameLevel)); if (existingGameLevel != null) { Debug.LogError("Location With Same Name Already Exists"); return; } //Create the Location Resource GameLevel gameLevelResource = GameLevelData.CreateInstance <GameLevel>(); AssetDatabase.CreateAsset(GameLevel.CreateInstance <GameLevel>(), "Assets/" + projectPathName + "Resources/" + SceneAndResourceFolderName.folderNameValue + "/" + "Existing " + SceneAndResourceFolderName.folderNameValue + "/" + newGameLevelName + ".asset"); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); GameLevel createdGameLevel = (GameLevel)AssetDatabase.LoadAssetAtPath("Assets/" + projectPathName + "Resources/" + SceneAndResourceFolderName.folderNameValue + "/" + "Existing " + SceneAndResourceFolderName.folderNameValue + "/" + newGameLevelName + ".asset", typeof(GameLevel)); createdGameLevel.gameLevelName = newGameLevelName; createdGameLevel.assignedScenesDirectory = "Assets/" + projectPathName + "Scenes/" + SceneAndResourceFolderName.folderNameValue + "/" + newGameLevelName; createdGameLevel.levelDependencies = gameLevelToCreateDuplicateOf.levelDependencies; createdGameLevel.assignedScenes = gameLevelToCreateDuplicateOf.assignedScenes; GameLevelToolkitWindow.GetGameLevelsData().gameLevelsCreatedByUser.Add(createdGameLevel); //Create the Scene Directory string scenesFolder = AssetDatabase.CreateFolder("Assets/" + projectPathName + "Scenes/" + SceneAndResourceFolderName.folderNameValue, newGameLevelName); //Copy the Existing Scenes for (int i = 0; i < gameLevelToCreateDuplicateOf.assignedScenes.Count; i++) { string sceneToCopy = gameLevelToCreateDuplicateOf.assignedScenesDirectory + "/" + gameLevelToCreateDuplicateOf.gameLevelName + "_" + gameLevelToCreateDuplicateOf.assignedScenes[i] + ".unity"; string destination = createdGameLevel.assignedScenesDirectory + "/" + newGameLevelName + "_" + gameLevelToCreateDuplicateOf.assignedScenes[i] + ".unity"; FileUtil.CopyFileOrDirectory(sceneToCopy, destination); } EditorUtility.SetDirty(createdGameLevel); EditorUtility.SetDirty(toolkit.gameLevelsData); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); }
public override void TakeHit(XSonic.Characters.Sonic hitter, GameLevel level, out bool blocking) { // create life mushroom and deactivate blocking = true; active = false; LifeMushroom temp = new LifeMushroom(new Vector2(this.Location.X, this.Location.Y + 48), new Vector2(48, 48)); temp.ParentLevel = level; level.AddObjects.Add(temp); }
private int typeOfDrawing; //0: Col & vision, 1: Col only, 2: vision only, 3: Hunter Spawn, 4: Supernatural Spawn, 5: Item Spawn, 6: Portal #endregion Fields #region Constructors public NewLevel(GameLevel tmpLevel) { InitializeComponent(); this.fdOpen.InitialDirectory = Application.StartupPath + "\\data\\"; this.currentLevel = tmpLevel; initializeGameArea(); initializeBoxes(); t = new Thread(update); startThreading(); }
public override void TakeHit(Sonic hitter, GameLevel level, out bool blocking) { blocking = true; hitter.Coins++; active = false; MovingAnchoredAnimation maa = new MovingAnchoredAnimation(3.0f, new Point[] { new Point((int)this.Location.X, (int)this.Location.Y+48), new Point((int)this.Location.X, (int)this.Location.Y + 144) }, 16, 0, 3, 0, 48, 48, Coin.SpinCoin, true); (XSonicGame.CurrentGame.Services.GetService(typeof(AnimationManager)) as AnimationManager).Add(maa); (XSonicGame.CurrentGame.Services.GetService(typeof(AudioManager)) as AudioManager).PlaySound("coins"); }
private GameLevel ChangeLevel() { _totalPointsCollected += _pointsCollectedThisLevel; _pointsCollectedThisLevel = 0; Array values = Enum.GetValues(typeof(GameLevel)); Random random = new Random(); _currentLevel = (GameLevel)values.GetValue(random.Next(values.Length)); return _currentLevel; }
public void BuildGameMap(Player player, GameLevel level) { this.level = level; BuildMap(null); CentreCamera(); BuildContent(null); BuildPlayerAvatar(player, null); BuildNPC(level); BuildAffector(null); }
public void BuildGameMap(Player player, JsonSavedGame savedGame) { this.level = savedGame.Level; BuildMap(savedGame.Map); CentreCamera(); BuildContent(savedGame.Map); BuildPlayerAvatar(player, savedGame.Player); BuildNPC(level, savedGame.NPCList); BuildAffector(savedGame.Map.DrugAffect); }
private void OnEnd_Level(GameLevel level) { switch (level) { case GameLevel.menu: break; case GameLevel.playLevel: break; } }
/// <summary> /// This method helps to decide, whether the player gained a new record on a given level. /// </summary> /// <param name="level">The game was played on this level.</param> /// <param name="time">The gameplay time.</param> /// <returns>True, if on the given level the time is a new record.</returns> public bool IsNewRecord(GameLevel level, int time) { if (this.results.ContainsKey(level) && this.results[level].Item1 < time) { return false; } else { return true; } }
//! Function to spawn a level private void SpawnLevel(GameLevel newLevel) { // If there is currently a level in play then destroy it if (currentLevel != null) { Destroy(currentLevel); } // Instantiate the desired level prefab currentLevel = Instantiate(LevelPrefabs[(int)newLevel], transform.position, transform.rotation) as 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 a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Load textures Block.Texture = Content.Load<Texture2D>("BlockTexture"); Bat.Texture = Content.Load<Texture2D>("BatTexture"); Ball.Texture = Content.Load<Texture2D>("BallTexture"); gameLevel = new GameLevel(spriteBatch.GraphicsDevice.PresentationParameters.BackBufferWidth, spriteBatch.GraphicsDevice.PresentationParameters.BackBufferHeight); // ToDo: Read screen dimensions }
public SudokuTable(GameLevel difficulty, uint tableNumPlayer) { m_gameStarted = false; m_gameEnded = false; m_tableID = LASTTABLEID++; m_tableNumPlayer = tableNumPlayer; m_difficultyLevel = difficulty; SudokuGeneratorIF generator = SudokuFactory.getInstance().createGenerator(difficulty); m_sudokuGrid = generator.generate(); m_players = new Dictionary<uint, PlayerTable>(); }
private void OnStart_Level(GameLevel level) { switch (level) { case GameLevel.menu: currentPlayLevel = 0; SceneManager.LoadScene(MENU_LEVEL); break; case GameLevel.playLevel: if (!GoToNextPlayLevel()) { currentPlayLevel = 0; GoToNextPlayLevel(); } break; } }
public void LoadGameLevel(GameLevel level) { mGameLevel = level; switch (level) { case(GameLevel.kMenu): Application.LoadLevel("MenuLevel"); break; case(GameLevel.kLevel1): Application.LoadLevel("PowerOverwhelming_mp4_level1"); break; case(GameLevel.kLevel2): Application.LoadLevel("PowerOverwhelming_mp4_level2"); break; } }
/// <summary> /// If parameters define a new record, then it will be added to the top list. /// </summary> /// <param name="level">The game was played on this level.</param> /// <param name="time">The gameplay time.</param> /// <param name="recordHolderName">The player's name, who gained the new record.</param> /// <returns>True if parameters defined a new record and it has been added to the top list.</returns> public bool AddNewRecord(GameLevel level, int time, string recordHolderName) { if (this.IsNewRecord(level, time)) { var newRecord = new Tuple<int, string>(time, recordHolderName); // Remove old record. this.results.Remove(level); this.results.Add(level, newRecord); return true; } else { return false; } }
// public Map(int rows, int columns) // { // rowNum = rows; // columnNum = columns; // mapGrid = new GameObject[rowNum,columnNum]; // } void Start() { gameLevel = GameLevel.level0; rowNum = gameLevel.rowNum; columnNum = gameLevel.columnNum; mapGrid = new GameObject[rowNum,columnNum]; for (int rowIndex=0;rowIndex<rowNum-1 ;rowIndex++ ) { for (int columnIndex=0;columnIndex<columnNum-1 ;columnIndex++ ) { //���ɵ�ͼ���� GameObject temp = (GameObject)Instantiate((GameObject)ground); temp.transform.parent = goundController.transform; temp.transform.localPosition = new Vector3(i*2f,j*2f,0f) + offset; if(i%2==0) temp.transform.localRotation = Quaternion.AngleAxis (90f,Vector3.forward); } } }
public void StartSong(GameLevel level) { switch (level) { case GameLevel.Jazz: _activeAudioSource = _jazzAudioSource; break; case GameLevel.Classic: _activeAudioSource = _classicalAudioSource; break; case GameLevel.Electronic: _activeAudioSource = _electronicAudioSource; break; case GameLevel.Metal: _activeAudioSource = _metalAudioSource; break; } _activeAudioSource.Play(); _songPlaying = true; _remainingTime = 30f; }
public void createTable(PlayerObserver player, GameLevel difficulty, uint numberPlayer) { lock (tableLock) { uint playerID = player.ThisPlayer.PlayerID; foreach (var item in m_tables) { if (item.Value.isPlayerJoinedThisTable(playerID)) { // informer le joueur qu'il ne peut joindre 2 table en même temps player.SocketClient.sendPacket(new PDError(0, "Impossible de joindre 2 table en même temps")); return; } } SudokuTable st = new SudokuTable(difficulty, numberPlayer); m_tables.Add(st.TableID, st); st.jointTable(player); TableInserted(st); } }
public GameLevelStructure(GameLevel difficulty) { this.Level = difficulty; switch (this.Level) { case GameLevel.Easy: this.GameBoardSize = 10; this.NumOfMines = 10; break; case GameLevel.Medium: this.GameBoardSize = 20; this.NumOfMines = 50; break; case GameLevel.Hard: this.GameBoardSize = 30; this.NumOfMines = 100; break; default: throw new System.ArgumentOutOfRangeException( "difficulty", "Unknown difficulty"); } }