public GameManager(float width, float height) { float backgroundWidth = width; float backgroundHeight = height; float backgroundScale = backgroundWidth / 100f; Background = new GameBackground(0, 0, 100f, backgroundHeight / backgroundScale, backgroundScale); float topBarWidth = backgroundWidth; float topBarHeight = backgroundWidth * 0.12f; float topBarScale = topBarWidth / 100f; TopBar = new GameTopBar(0, 0, 100f, topBarHeight / topBarScale, topBarScale); float gameWidth = backgroundWidth; float gameHeight = (backgroundWidth * 4) / 3; float gameScale = gameWidth / 100f; State = new GameState(0, topBarHeight, 100f, gameHeight / gameScale, gameScale); float menuWidth = backgroundWidth; float menuHeight = backgroundHeight - topBarHeight - gameHeight; float menuScale = menuWidth / 100f; Menu = new GameMenu(0, topBarHeight + gameHeight, 100f, menuHeight / menuScale, menuScale); Overlay = new GameOverlay(0, 0, 100f, backgroundHeight / backgroundScale, backgroundScale); }
protected override void OnAddToStageComplete() { base.OnAddToStageComplete(); gameOverlay = SmuckGame.GameOverlay; gameOverlay.Activate(); isLevelOver = false; summaryPosted = false; winningPlayer = -1; SetGoals(9, 4); LaneInit(); LevelInit(); gameOverlay.SetLevel(LevelKind, levelNumber); if (defaultShader != null) { ((DesaturationShader)defaultShader).level = 1f; } for (int i = 0; i < screen.inputManagers.Length; i++) { if (screen.inputManagers[i] != null && screen.inputManagers[i].PlayerJoinState == PlayerJoinState.Joined) { CreatePlayer(i); } } firstUpdate = true; }
private PwnieHax(LocalProcess process) : base(process, process.CreateMemoryInterface(WinAPI.ProcessAccessFlags.All, true)) { //Initialize & set up low-level keyboard hook keyboard = new KeyboardHook(); keyboard.Hook(); keyboard.KeyUp += (o, e) => { OnKeyUp(e.Key); }; keyboard.KeyDown += (o, e) => { OnKeyDown(e.Key); }; mouse = new MouseHook(); mouse.Hook(); mouse.MouseEvent += Mouse_MouseEvent; //Initialize & set up overlay Overlay = new GameOverlay(this, "PwnieHax"); Overlay.Drawing += Overlay_Drawing; Overlay.DrawOnlyWhenInForeground = false; Overlay.RegisterHooks(keyboard, mouse); MainForm = Overlay; // performanceLabel = new SuperiorHackBase.Graphics.Controls.Label() { Text = "- FPS\n- read\n- write", AutoSize = true, BackColor = BrushDescription.Transparent, ForeColor = BrushDescription.White, Location = new Vector2(4, 4), Font = new FontDescription("Courier New", 12f) }; Overlay.RootControl.AddChild(performanceLabel); fps = new RoundRobinBuffer(60); }
private void Start() { _gameOverlay = GetComponent <GameOverlay>(); _holdingWith = transform .GetComponentsInChildren <Transform>() .First(trans => trans.name == "CameraHolder"); }
protected override void Start() { base.Start(); _holdingState = GetComponent <PlayerHoldingState>(); _animationSwitcher = GetComponent <AnimationSwitcher>(); _gameOverlay = GetComponent <GameOverlay>(); }
protected override void Start() { base.Start(); _holdingState = this.GetComponent <PlayerHoldingState>(); _animationSwitcher = GetComponent <AnimationSwitcher>(); _audioController = GetComponent <AudioController>(); _playerOverlay = this.GetComponent <GameOverlay>(); }
protected override void Start() { base.Start(); timeLeft = movementTimeLimit; // Set the time that the user has to move to the movementTimeLimit _holdingState = GetComponent <PlayerHoldingState>(); _frozenState = GetComponent <PlayerFrozenState>(); _animationSwitcher = GetComponent <AnimationSwitcher>(); _audioController = GetComponent <AudioController>(); _gameOverlay = GetComponent <GameOverlay>(); _holdingState.MaxRunWithBallTime = movementTimeLimit; }
public void CheckOverlay() { if (overlayWindow == null && Config.GetInstance().Settings_EnableOverlay) { // turn on overlayWindow = new GameOverlay(); overlayWindow.Show(); } else if (overlayWindow != null && !Config.GetInstance().Settings_EnableOverlay) { // turn off overlayWindow.Close(); overlayWindow = null; } }
private void MainForm_Load(object sender, EventArgs e) { Process[] p = Process.GetProcessesByName("csgo"); if (p.Length != 0) { bufferByte.Initialize("csgo"); Globals.Client = bufferByte.GetModuleAddress("client.dll"); Globals.Engine = bufferByte.GetModuleAddress("engine.dll"); GameOverlay.InıtOverlay(); } else { MessageBox.Show("Please, open CSGO", "CSGOESP", MessageBoxButtons.OK, MessageBoxIcon.Information); Environment.Exit(0); } }
public override void Removed(EventArgs e) { base.RemovedFromStage(e); foreach (SmuckPlayer p in players) { if (p != null) { this.RemoveChild(p); p.body = null; } } for (int i = 0; i < lanes.Length; i++) { for (int j = 0; i < lanes[i].vehicles.Count; j++) { if (lanes[i].vehicles[j] != null && this.Contains(lanes[i].vehicles[j])) { RemoveChild(lanes[i].vehicles[j]); } lanes[i].vehicles[j] = null; lanes[i].vehicles.Clear(); } lanes[i] = null; } lanes = null; vehicle = null; for (int i = 0; i < deadIcons.Count; i++) { RemoveChild(deadIcons[i]); } deadIcons.Clear(); if (starParticles != null) { RemoveChild(starParticles); } gameOverlay = null; }
public void DisableOverlay() { GameOverlay.Hide(); }
public void EnableOverlay() { GameOverlay.Show(); }
/*** Script Methods ***/ // Use this for initialization void Start() { /*** Init. Game System ***/ // Default camera zoom Camera.main.orthographicSize = Globals.MinCameraSize + (Globals.MaxCameraSize - Globals.MinCameraSize) / 2.0f; // Instantiate all game-level objects SManager = gameObject.AddComponent(typeof(SpriteManager)) as SpriteManager; ProjManager = gameObject.AddComponent(typeof(ProjectileManager)) as ProjectileManager; ShipManager = gameObject.AddComponent(typeof(ShipsManager)) as ShipsManager; SceneManager = gameObject.AddComponent(typeof(SceneryManager)) as SceneryManager; ResManager = gameObject.AddComponent(typeof(ResourceManager)) as ResourceManager; BuildingManager = gameObject.AddComponent(typeof(BuildingManager)) as BuildingManager; AManager = gameObject.AddComponent(typeof(AudioManager)) as AudioManager; SongManager = gameObject.AddComponent(typeof(AudioSystem)) as AudioSystem; OverlayView = gameObject.AddComponent(typeof(GameOverlay)) as GameOverlay; ContextMenuView = gameObject.AddComponent(typeof(GameContextMenu)) as GameContextMenu; /*** Background System ***/ // Allocate the background sprites BackgroundSprites = new Sprite[BackgroundLayerCount]; for(int i = 0; i < BackgroundLayerCount; i++) { // Alloc and retain Sprite Background = new Sprite("Textures/BGLayer" + i); BackgroundSprites[i] = Background; // Make the sprite geometry as big as the max camera, and center it on the camera BackgroundSprites[i].SetGeometrySize(new Vector2(Globals.MaxCameraSize, Globals.MaxCameraSize) * 2.5f * Camera.main.aspect); BackgroundSprites[i].SetPosition(-BackgroundSprites[i].GetGeometrySize() / 2.0f); BackgroundSprites[i].SetDepth(Globals.BackgroundDepth - i); // Each layet is closer to the camera // Register sprite SManager.AddSprite(Background); } /*** Add Scene Elements & Load Enemey Spawn List ***/ // Load the level gen. (note that we finish loading in the "OnLevelWasLoaded" because // of a Unity3D-specific design issue LevelLoaded = false; LevelGen = new LevelManager(TargetLevel); /*** TESTING: Add temp ships ***/ // Create a few ships destroyers bottom right for(int i = 0; i < 6; i++) { int x = UnityEngine.Random.Range(-500, 500); int y = UnityEngine.Random.Range(-500, 500); BaseShip Friendly = null; if(i == 0) Friendly = new CarrierShip(); else if(i == 1) Friendly = new DestroyerShip(); else Friendly = new FighterShip(); Friendly.SetPos(new Vector2(x, y)); ShipManager.ShipsList.Add(Friendly); } }
//Lives UI private void SetUpLives() { gameOverlay = FindObjectOfType <GameOverlay>(); }
private void InitGameOverlay() { _gameOverlay = FindObjectOfType <GameOverlay>(); _gameOverlay?.Init(); }