private void ResetGame()
        {
            // Create a single text object
            GameObjects.Clear();

            GameObjects.Add(new TextObject(this, Fonts["Kootenay"], new Vector2(20, 100), "No name entered, click or tap the screen..."));
        }
Example #2
0
 public void ResetMission()
 {
     Players.Clear();
     AirFields.Clear();
     GameObjects.Clear();
     Areas.Clear();
 }
Example #3
0
 /// <summary>
 /// End and clear components of this scene.
 /// </summary>
 public virtual void Restart()
 {
     End();
     GameObjects.Clear();
     Components.Clear();
     DrawableComponents.Clear();
 }
Example #4
0
        /// <summary>
        /// When <see cref="AIMSteeringBehaviour.PrepareEvaluation"/> is called, this method is used in order to
        /// transfer the data from <see cref="Target"/> or <see cref="TargetPosition"/> to <see
        /// cref="AIMPerceptBehaviour{T}.GameObjects"/>.
        /// </summary>
        public override void PrepareEvaluation()
        {
            if (FilteredEnvironments.Count != 0)
            {
                FilteredEnvironments.Clear();
            }

            if (GameObjects.Count == 1)
            {
                GameObjects[0] = Target;
            }
            else
            {
                GameObjects.Clear();
                GameObjects.Add(Target);
            }

            base.PrepareEvaluation();

            if (Target == null)
            {
                PerceptBehaviour.Percepts[0].Position     = TargetPosition;
                PerceptBehaviour.Percepts[0].Active       = true;
                PerceptBehaviour.Percepts[0].Significance = 1f;
            }
        }
Example #5
0
        //-------------------------------------------------------------------------------------
        // Game functions


        /// <summary>
        /// Reset the game to its initial state
        /// </summary>
        private void ResetGame()
        {
            string rockTextureName;

            // Remove any existing objects
            GameObjects.Clear();

            // Add some stars
            for (int i = 0; i < 50; i++)
            {
                GameObjects.Add(new StarObject(this, Textures["Star"]));
            }

            // Add some space rocks
            for (int i = 0; i < 5; i++)
            {
                rockTextureName = "Rock" + GameHelper.RandomNext(1, 4).ToString();
                GameObjects.Add(new RockObject(this, Textures[rockTextureName], 2, 0.5f, 2.0f));
            }

            // Add the player ship
            _playerShip = new SpaceshipObject(this, Textures["Spaceship"], new Vector2(GraphicsDevice.Viewport.Bounds.Width / 2, GraphicsDevice.Viewport.Bounds.Height / 2));
            GameObjects.Add(_playerShip);

            // Add a benchmark object
            //GameObjects.Add(new BenchmarkObject(this, Fonts["Miramonte"], new Vector2(0, 40), Color.White));

            // Look for pinch and drag textures
            TouchPanel.EnabledGestures = GestureType.Pinch;
        }
Example #6
0
        /// <summary>
        /// 重設場景
        /// </summary>
        public void Reset()
        {
            IsStart     = false;
            IsEnding    = false;
            PlayingInfo = new ScenePlayingInfo(SceneInfo.SceneID, Level, SceneInfo.GetPlayingTimeLimit(Level));
            SceneSlow   = 1F;
            GameObjects.Clear();
            EffectObjects.Clear();
            Waves.Clear();
            SetWave();

            int maxWave = 0;

            foreach (WaveLine wave in Waves)
            {
                maxWave = Math.Max(maxWave, wave.Length);
            }
            WaveNo.Limit              = maxWave;
            WaveNo.Value              = 0;
            WaveCounter.Value         = 0;
            MenuCooldownCounter.Value = MenuCooldownCounter.Limit;

            Padding padding = Global.DefaultMainRectanglePadding;

            MainRectangle = new Rectangle(padding.Left, padding.Top, Width - padding.Horizontal, Height - padding.Vertical);
        }
Example #7
0
        private void ResetGame()
        {
            GameObjects.Clear();

            _borderBlocks = new EnemyObject[17];

            for (int i = 0; i < 17; ++i)
            {
                _borderBlocks[i] = new EnemyObject(this, Textures["_borderBlocksGraphics"], 62 * i + 800, _copter, _speed);
                GameObjects.Add(_borderBlocks[i]);
            }

            _midBlock  = new MidEnemyObject(this, Textures["_midBlocksGraphics"], 850, _copter, _speed);
            _midBlock2 = new MidEnemyObject(this, Textures["_midBlocksGraphics"], 850 + 600, _copter, _speed);
            GameObjects.Add(_midBlock);
            GameObjects.Add(_midBlock2);

            _copter = new CopterObject(this, Textures["_copterGraphics"], _borderBlocks, _midBlock, _midBlock2);
            GameObjects.Add(_copter);

            _smoke = new SmokeObject[20];
            for (int i = 0; i < 20; ++i)
            {
                _smoke[i] = new SmokeObject(this, Textures["_smokeGraphics"], _copter, -195 + i * 10, _speed);
                GameObjects.Add(_smoke[i]);
            }

            _wings = new WingsObject(this, Textures["_wingsGraphics1"], _copter);
            GameObjects.Add(_wings);
        }
Example #8
0
        private void FromWorldMap(Stream dat)
        {
            var map = new Wmap(GameServer.Manager.GameData);

            Map        = map;
            entityInc  = 0;
            entityInc += Map.Load(dat, 0);

            int w = Map.Width, h = Map.Height;

            Obstacles = new byte[w, h];
            for (var y = 0; y < h; y++)
            {
                for (var x = 0; x < w; x++)
                {
                    try
                    {
                        var tile = Map[x, y];
                        if (GameServer.Manager.GameData.Tiles[tile.TileId].NoWalk)
                        {
                            Obstacles[x, y] = 3;
                        }
                        if (GameServer.Manager.GameData.ObjectDescs.TryGetValue(tile.ObjType, out ObjectDesc desc))
                        {
                            if (desc.Class == "Wall" ||
                                desc.Class == "ConnectedWall" ||
                                desc.Class == "CaveWall")
                            {
                                Obstacles[x, y] = 2;
                            }
                            else if (desc.OccupySquare || desc.EnemyOccupySquare)
                            {
                                Obstacles[x, y] = 1;
                            }
                        }
                    }
                    catch (Exception e)
                    {
                        Log.Error(e.ToString());
                    }
                }
            }
            EnemiesCollision = new CollisionMap <Entity>(0, w, h);
            PlayersCollision = new CollisionMap <Entity>(1, w, h);

            Projectiles.Clear();
            GameObjects.Clear();
            Enemies.Clear();
            Players.Clear();
            Entities.Clear();
            foreach (var i in Map.InstantiateEntities(GameServer.Manager))
            {
                if (i.ObjectDesc != null &&
                    (i.ObjectDesc.OccupySquare || i.ObjectDesc.EnemyOccupySquare))
                {
                    Obstacles[(int)(i.X - 0.5), (int)(i.Y - 0.5)] = 2;
                }
                EnterWorld(i);
            }
        }
Example #9
0
        /// <summary>
        /// Reset the game
        /// </summary>
        private void ResetGame()
        {
            // Clear any existing objects
            GameObjects.Clear();

            // Add a cube
            GameObjects.Add(new CubeObject(this));
        }
Example #10
0
        /// <summary>
        /// Reset the game
        /// </summary>
        private void ResetGame()
        {
            // Clear any existing objects
            GameObjects.Clear();

            // Add an object
            GameObjects.Add(new CubeObject(this, new Vector3(0, 0.75f, 0), Textures["Marble"], 0.3f, 0.3f));
            GameObjects.Add(new CylinderObject(this, new Vector3(0, -0.75f, 0), null, 1.0f, 0.0f));
        }
Example #11
0
        /// <summary>
        /// Reset the game
        /// </summary>
        private void ResetGame()
        {
            // Clear any existing objects
            GameObjects.Clear();

            // Add an object
            GameObjects.Add(new SquareObject(this, Vector3.Zero, Textures["Ground"], Textures["Lights"]));
            //GameObjects.Add(new SquareObject(this, Vector3.Zero, Textures["MoireTexture1"], Textures["MoireTexture2"]));
        }
Example #12
0
        /// <summary>
        /// Reset the game
        /// </summary>
        private void ResetGame()
        {
            // Clear any existing objects
            GameObjects.Clear();

            // Add some new game objects
            GameObjects.Add(new TexturedSquareObject(this, new Vector3(0, 0.6f, 0), Textures["Grapes"], 2.0f));
            GameObjects.Add(new TexturedSquareObject(this, new Vector3(0, -0.6f, 0), Textures["Strawberry"], 2.0f));
        }
Example #13
0
 /// <summary>
 /// 停止游戏释放资源
 /// </summary>
 public void Stop()
 {
     isRuning = false;
     lock (GameObjects)
     {
         GameObjects.Clear();
     }
     buffer.Dispose();
     bufferGraphics.Dispose();
 }
Example #14
0
        /// <summary>
        /// Reset the game to its default state
        /// </summary>
        private void ResetGame()
        {
            GameObjects.Clear();

            // Add 50 new balloons
            for (int i = 0; i < 50; i++)
            {
                GameObjects.Add(new BalloonObject(this, Textures["Balloon"]));
            }
        }
Example #15
0
        /// <summary>
        /// Reset the game
        /// </summary>
        private void ResetGame()
        {
            // Clear any existing objects
            GameObjects.Clear();

            // Add a cube using each of the new rendering techniques
            GameObjects.Add(new VertexBufferCubeObject(this, new Vector3(0, 1.5f, 0)));
            GameObjects.Add(new IndexedCubeObject(this, new Vector3(0, 0, 0)));
            GameObjects.Add(new VertexAndIndexBufferCubeObject(this, new Vector3(0, -1.5f, 0)));
        }
        /// <summary>
        /// Reset the game
        /// </summary>
        private void ResetGame()
        {
            // Clear any existing objects
            GameObjects.Clear();

            // Add some objects
            for (int i = 0; i < 3; i++)
            {
                GameObjects.Add(new CubeObject(this, new Vector3(i - 0.5f, 0, -i * 3), Textures["CubeTexture"]));
            }
        }
Example #17
0
        /// <summary>
        /// Reset the game to its initial state
        /// </summary>
        private void ResetGame()
        {
            // Remove any existing objects
            GameObjects.Clear();

            // Add 10 balls
            for (int i = 0; i < 10; i++)
            {
                GameObjects.Add(new BallObject(this, Textures["Ball"]));
            }
        }
        /// <summary>
        /// Reset the game
        /// </summary>
        private void ResetGame()
        {
            // Clear any existing objects
            GameObjects.Clear();

            // Add some new game objects
            for (int i = 0; i < 100; i++)
            {
                GameObjects.Add(new CubeObject(this));
            }
        }
 public void Clear()
 {
     lock (GameObjects)
     {
         GameObjects.Clear();
         if (MainThreadInvoker.Instance != null)
         {
             MainThreadInvoker.Enqueue(() => ObservationsPool?.DespawnAllActiveObjects());
         }
     }
 }
        /// <summary>
        /// Reset the game
        /// </summary>
        private void ResetGame()
        {
            // Clear any existing objects
            GameObjects.Clear();

            // Add some new game objects
            for (int i = 0; i < 100; i++)
            {
                GameObjects.Add(new TexturedSquareObject(this, Textures["Box"]));
            }
        }
Example #21
0
        /// <summary>
        /// Reset the game
        /// </summary>
        private void ResetGame()
        {
            ImportedObject house;

            // Clear any existing objects
            GameObjects.Clear();

            // Add an object
            house          = new ImportedObject(this, Vector3.Zero, Models["House"]);
            house.Position = new Vector3(0, 0, -5);
            GameObjects.Add(house);
        }
Example #22
0
        /// <summary>
        /// Reset the game
        /// </summary>
        private void ResetGame()
        {
            // Clear any existing objects
            GameObjects.Clear();

            // Add two intersecting cubes
            GameObjects.Add(new CubeObject(this, new Vector3(-1, 0, -8), new Vector3(2), true));
            GameObjects.Add(new CubeObject(this, new Vector3(1, 0, -8), new Vector3(2), true));

            // Add a large scaled cube as a "floor"
            GameObjects.Add(new CubeObject(this, new Vector3(0, -1, -8), new Vector3(8, 0.1f, 8), false));
        }
Example #23
0
 public virtual void Dispose()
 {
     Map.Dispose();
     Players.Clear();
     Enemies.Clear();
     Quests.Clear();
     Projectiles.Clear();
     GameObjects.Clear();
     Timers.Clear();
     EnemiesCollision = null;
     PlayersCollision = null;
 }
Example #24
0
        public void clear()
        {
            GameObjects.Clear();

            for (int i = 0; i < Nodes.Count(); i++)
            {
                if (Nodes[i] == null)
                {
                    continue;
                }
                Nodes[i].clear();
                Nodes[i] = null;
            }
        }
Example #25
0
        private void ResetGame()
        {
            // Create a single text object
            GameObjects.Clear();

            // Add a text object to display the accelerometer vector
            _accText             = new TextObject(this, Fonts["Kootenay"], new Vector2(20, 100), "Accelerometer data:");
            _accText.SpriteColor = Color.DarkBlue;
            GameObjects.Add(_accText);

            // Add a ball to roll around the screen
            _accBall        = new BallObject(this, new Vector2(240, 400), Textures["ShinyBall"]);
            _accBall.Origin = new Vector2(_accBall.SpriteTexture.Width, _accBall.SpriteTexture.Height) / 2;
            GameObjects.Add(_accBall);
        }
Example #26
0
        /// <summary>
        /// Reset the game
        /// </summary>
        private void ResetGame()
        {
            // Clear any existing objects
            GameObjects.Clear();

            // Add the ground
            GameObjects.Add(new GroundObject(this, Textures["Ground"]));

            // Add the fairy
            GameObjects.Add(new FairyObject(this, Textures["Fairy"], MathHelper.ToRadians(2.0f)));
            GameObjects.Add(new FairyObject(this, Textures["Fairy"], MathHelper.ToRadians(-3.0f)));

            // Add the camera to the game
            Camera = new CameraObject(this);
        }
Example #27
0
 private bool disposedValue = false; // 偵測多餘的呼叫
 protected override void Dispose(bool disposing)
 {
     if (!disposedValue)
     {
         if (disposing)
         {
             EffectObjects.Clear();
             GameObjects.Clear();
             UIObjects.Clear();
             RoundTimer.Enabled = false;
             RoundTimer.Dispose();
         }
         disposedValue = true;
     }
     base.Dispose(disposing);
 }
Example #28
0
        /// <summary>
        /// Set the initial game state
        /// </summary>
        private void ResetGame()
        {
            Vector2 position;
            SelectableSpriteObject selectableObj;

            GameObjects.Clear();

            // Add some randomly positioned box objects
            for (int i = 0; i < 20; i++)
            {
                // Randomize the position
                position = new Vector2(GameHelper.RandomNext(GraphicsDevice.Viewport.Bounds.Width), GameHelper.RandomNext(GraphicsDevice.Viewport.Bounds.Height));
                // Create a new object
                selectableObj = new SelectableSpriteObject(this, position, Textures["Box"]);
                // Set the origin
                selectableObj.Origin = new Vector2(selectableObj.SpriteTexture.Width / 2, selectableObj.SpriteTexture.Height / 2);
                // Randomize the angle and scale
                selectableObj.Angle = MathHelper.ToRadians(GameHelper.RandomNext(360));
                selectableObj.Scale = new Vector2(GameHelper.RandomNext(0.5f, 2.0f), GameHelper.RandomNext(0.5f, 2.0f));
                // Set the hit test mode
                selectableObj.AutoHitTestMode = SpriteObject.AutoHitTestModes.Rectangle;
                // Add to the game
                GameObjects.Add(selectableObj);
            }

            // Add some randomly positioned circle objects
            for (int i = 0; i < 20; i++)
            {
                // Randomize the position
                position = new Vector2(GameHelper.RandomNext(GraphicsDevice.Viewport.Bounds.Width), GameHelper.RandomNext(GraphicsDevice.Viewport.Bounds.Height));
                // Create a new object
                selectableObj = new SelectableSpriteObject(this, position, Textures["Circle"]);
                // Set the origin
                selectableObj.Origin = new Vector2(selectableObj.SpriteTexture.Width / 2, selectableObj.SpriteTexture.Height / 2);
                // Randomize the angle and scale
                selectableObj.Angle = MathHelper.ToRadians(GameHelper.RandomNext(360));
                selectableObj.Scale = new Vector2(GameHelper.RandomNext(0.5f, 2.0f), GameHelper.RandomNext(0.5f, 2.0f));
                // Set the hit test mode
                selectableObj.AutoHitTestMode = SpriteObject.AutoHitTestModes.Ellipse;
                // Add to the game
                GameObjects.Add(selectableObj);
            }

            // Look for Tap and Hold gestures
            TouchPanel.EnabledGestures = GestureType.FreeDrag | GestureType.Flick | GestureType.Hold;
        }
        /// <summary>
        /// Reset the game
        /// </summary>
        private void ResetGame()
        {
            // Clear any existing objects
            GameObjects.Clear();

            // Add the ground
            GameObjects.Add(new GroundObject(this, Textures["Grass"]));

            // Add some houses
            for (int i = 0; i < 4; i++)
            {
                GameObjects.Add(new MatrixModelObject(this, new Vector3(-3, 0, i * 3 - 6), Models["House"]));
                GameObjects.Add(new MatrixModelObject(this, new Vector3(3, 0, i * 3 - 6), Models["House"]));
            }

            // Add the camera to the game
            Camera = new CameraObject(this);
        }
Example #30
0
        public override void Activate()
        {
            base.Activate();

            // Clear any existing game objects
            GameObjects.Clear();

            // Did the player's score qualify?
            if (_game.HighScores.GetTable("Normal").ScoreQualifies(GetLatestScore()))
            {
                // Yes, so display the input dialog
                GameHelper.BeginShowKeyboardInput(_game._graphics, KeyboardInputCallback, "High score achieved", "Please enter your name", SettingsManager.GetValue("PlayerName", ""));
            }
            else
            {
                // Show the highscores now. No score added so nothing to highlight
                ResetHighscoreTableDisplay(null);
            }
        }