public static GameScene getGameScene() { if(singleton==null) singleton=new GameScene(); return singleton; }
public ProcedureSignature (string serviceName, string procedureName, string documentation, IProcedureHandler handler, GameScene gameScene, params string[] attributes) { Name = procedureName; FullyQualifiedName = serviceName + "." + Name; Documentation = DocumentationUtils.ResolveCrefs (documentation); Handler = handler; GameScene = gameScene; Attributes = attributes.ToList (); Parameters = handler.Parameters.Select (x => new ParameterSignature (FullyQualifiedName, x)).ToList (); // Add parameter type attributes for (int position = 0; position < Parameters.Count; position++) Attributes.AddRange (TypeUtils.ParameterTypeAttributes (position, Parameters [position].Type)); var returnType = handler.ReturnType; HasReturnType = (returnType != typeof(void)); if (HasReturnType) { ReturnType = returnType; // Check it's a valid return type if (!TypeUtils.IsAValidType (returnType)) throw new ServiceException (returnType + " is not a valid Procedure return type, " + "in " + FullyQualifiedName); // Add return type attributes Attributes.AddRange (TypeUtils.ReturnTypeAttributes (returnType)); } }
/// <summary> /// 初始化 /// </summary> protected virtual void Init() { if (Global.Instance.scene == SceneType.GameScene) { gs = GameObject.FindGameObjectWithTag(Tags.SceneController).GetComponent<GameScene>(); } }
public WolfEntity(Rectangle rect, Properties properties, GameScene gs) { position.X = rect.X; position.Y = rect.Y; spriteChoice.texture = spritesheet; animState.AnimationName = "alive"; hitbox = new Rectangle (0, 0, rect.Width, rect.Height); spriteChoice.rect = anim.GetRectangle (animState); Visible = true; inverseMass = 5; health = 10; contactDamage = 2; fireDefense = 0; waterDefense = 0; earthDefense = 1; airDefense = 0; this.properties = properties; this.gs = gs; baseline = hitbox.Bottom; seePlayer = false; positionPushTimer = new TimeSpan(0,0,0,0,1000); backtracking = false; }
// CONSTRUCTOR -------------------------------------------------------------------------------------------------------- public PausePanel(GameScene scene) { _scene = scene; if (_initialized == false) { Initialize(); } }
public GateEntity(Rectangle rect, Properties properties, GameScene gs) { position.X = rect.X; position.Y = rect.Y; spriteChoice.texture = gateTex; animState.AnimationName = "closed"; Collidable = true; Visible = true; if (properties.ContainsKey ("any")) { foreach (String identifier in ((String)properties["any"]).Split(',')) { any.Add (identifier); } } if (properties.ContainsKey ("require")) { foreach (String identifier in ((String)properties["require"]).Split(',')) { require.Add (identifier); } } if (properties.ContainsKey ("forbid")) { foreach (String identifier in ((String)properties["forbid"]).Split(',')) { forbid.Add (identifier); } } hitbox = new Rectangle(0,0,100,100); Visible = true; this.gs = gs; }
public Iobject(Iobject copy) { this.obj = copy.obj; this.parent = copy.parent; this.Immidate=copy.Immidate; this.InitScene = copy.InitScene; this.hasCreate = copy.hasCreate; }
public Iobject() { this.obj = null; this.parent = null; this.Immidate = false; this.InitScene = GameScene.LogoScene; this.hasCreate = false; }
public GameScene(GameScene s, uint generatorId = 0) { ShadowObjects = s.ShadowObjects; VisibleObjects = s.VisibleObjects; objects = s.objects; sceneGraph = s.sceneGraph; idgenertor = new IdGenerator(generatorId); }
/// <summary> /// Create a service with the given name. /// </summary> public ServiceSignature (string name) { Name = name; Documentation = String.Empty; Classes = new Dictionary<string, ClassSignature> (); Enumerations = new Dictionary<string, EnumerationSignature> (); Procedures = new Dictionary<string, ProcedureSignature> (); GameScene = GameScene.All; }
public GameState(Game1 gameSystem) { //Add in spawning code. Not yet used. Content = gameSystem.Content; EntitySpawners.Add("flytrap",delegate(Rectangle position) {return new FlytrapEntity(position);}); EntitySpawners.Add ("wolf", delegate(Rectangle position) {return null;}); EntitySpawners.Add ("fireElemental", delegate(Rectangle position) {return null;}); EntitySpawners.Add("torch",delegate(Rectangle position) {return new TorchEntity(position);}); EntitySpawners.Add("Terrain",delegate(Rectangle position) {return new TerrainEntity(position);}); EntitySpawners.Add("boulder",delegate(Rectangle position) {return new BoulderEntity(position);}); EntitySpawners.Add("pit",delegate(Rectangle position) {return new PitEntity(position);}); EntitySpawners.Add("water",delegate(Rectangle position) {return new WaterEntity(position);}); EntitySpawners.Add ("scroll", delegate(Rectangle position) {return null;}); EntitySpawners.Add ("nothing", delegate(Rectangle position) {return null;}); scene = new GameScene (this); this.gamesystem = gameSystem; //Add in level names from a file String line; //Note that this file name is hard coded! System.IO.StreamReader file = new System.IO.StreamReader(Path.Combine(Content.RootDirectory,"level_list.txt")); while((line = file.ReadLine()) != null) { line = line.Trim (); if (line.StartsWith ("#") || line.Equals("")) { //Skip comments and blank lines. continue; } //Cheesy arrow separator probably won't be in names. //There is no current way to escape it; so avoid putting "==>" in names! String[] separator = { "==>" }; String[] fields = line.Split(separator,StringSplitOptions.RemoveEmptyEntries); if (fields.Length != 2) { Console.Out.WriteLine ("Couldn't parse level list: \"" + line + "\""); } else { //HACK: These two names are special, and must point to a previously set name. if (fields [0].Equals ("TUTORIAL") || fields [0].Equals ("START")) { if (LevelNames.ContainsKey (fields [1])) { LevelNames.Add (fields [0], LevelNames [fields [1]]); } else { Console.Error.WriteLine ("Could not set " + fields [0] + ", " + fields [1] + " was not set."); } } else { LevelNames.Add (fields [0], fields [1]); } } } file.Close(); //TODO: Verify "TUTORIAL" and "START" are set, fail appropriately if they are not. }
// CONSTRUCTOR ------------------------------------------------------------------------------------------- public GameSceneHud( GameScene scene ) { _scene = scene; if (_initialized == false) { Initialize(); } #if DEBUG Console.WriteLine(GetType().ToString() + " created" ); #endif }
/// <summary> /// Create a service signature from a C# type annotated with the KRPCService attribute /// </summary> /// <param name="type">Type.</param> public ServiceSignature (Type type) { TypeUtils.ValidateKRPCService (type); Name = TypeUtils.GetServiceName (type); Documentation = DocumentationUtils.ResolveCrefs (type.GetDocumentation ()); Classes = new Dictionary<string, ClassSignature> (); Enumerations = new Dictionary<string, EnumerationSignature> (); Procedures = new Dictionary<string, ProcedureSignature> (); GameScene = TypeUtils.GetServiceGameScene (type); }
public Iobject(Transform parentTrans,GameObject pobj ,GameScene pscene,bool isImmidate =false) { this.obj = pobj; this.parent = parentTrans; this.Immidate= isImmidate; this.InitScene = pscene; this.hasCreate = false; if(isImmidate && parent != null) obj.transform.parent = this.parent; }
/// <summary> /// Initializes a new instance of the <see cref="Client.Common.Views.Effects.EffectLayer"/> class. /// </summary> /// <param name="gameScene">Game scene.</param> public EffectLayer(GameScene gameScene) : base() { m_gameScene = gameScene; Position = m_gameScene.WorldLayerHex.Position; Schedule(Testupdate); // AddHealthbar(); // m_healthbar = new Healthbar(); // m_healthbar.AnchorPoint = CCPoint.AnchorMiddle; // AddChild(m_healthbar); }
public void GameEnd(bool win) { if (win) { currentScene = GameScene.Win; Application.LoadLevel("WinScene"); } else { currentScene = GameScene.GameOver; Application.LoadLevel("GameOver"); } }
public ScrollEntity(Rectangle rect, Properties properties, GameScene gameScene) { position.X = rect.X; position.Y = rect.Y; spriteChoice.texture = texture; spriteChoice.rect = texture.Bounds; hitbox = texture.Bounds; this.properties = properties; this.gameScene = gameScene; Visible = true; }
public InvaderGrid(GameScene scene, Vector2 position,Vector2 screenSize,int fireSpeed) { m_Scene = scene; m_Position = position; m_InitialPosition = position; m_ScreenSize = screenSize; m_Count = 64; m_InvaderRows = new List<InvaderBase>(); m_ExplosionSample = new Explosion(new Vector2()); float height = m_Position.Y; for (int rowNumber = 0; rowNumber < 5; rowNumber++) { if (rowNumber == 0) //Invader 1 row { for (int i = 0; i < 16; i++) { Invader1 invader = new Invader1(new Vector2(m_Position.X + i * (Invader1.InvaderWidth + 2), height),fireSpeed); invader.Dead +=new InvaderDeadEventHandler(invader_Dead); m_InvaderRows.Add(invader); } height += Invader1.InvaderHeight + 8; } if (rowNumber == 1 || rowNumber == 2) { for (int i = 0; i < 12; i++) { Invader2 invader = new Invader2(new Vector2(m_Position.X + i * (Invader2.InvaderWidth + 2), height),fireSpeed); invader.Dead += new InvaderDeadEventHandler(invader_Dead); m_InvaderRows.Add(invader); } height += Invader2.InvaderHeight + 8; } if (rowNumber == 3 || rowNumber == 4) { for (int i = 0; i < 12; i++) { Invader3 invader = new Invader3(new Vector2(m_Position.X + i * (Invader3.InvaderWidth + 2), height),fireSpeed); invader.Dead +=new InvaderDeadEventHandler(invader_Dead); m_InvaderRows.Add(invader); } height += Invader3.InvaderHeight + 8; } } }
/// <summary> /// Initializes a new instance of the <see cref="Client.Common.Views.HUD.HUDLayer"/> class. /// </summary> /// <param name="gameScene">Game scene.</param> public HUDLayer(GameScene gameScene) : base() { m_gameScene = gameScene; m_gps = new Button( "radars2-standard", "radars2-touched", new Action(BackToGPS)); m_gps.AnchorPoint = CCPoint.AnchorLowerLeft; AddChild(m_gps); m_debug = new Button( "debug-standard", "debug-touched", new Action(StartDebug)); m_debug.AnchorPoint = CCPoint.AnchorLowerLeft; AddChild(m_debug); m_energyRessource = new EnergyResource(); m_energyRessource.AnchorPoint = CCPoint.AnchorUpperLeft; AddChild(m_energyRessource); m_scrapResource = new ScrapResource(Constants.ClientConstants.SCRAP, CCColor3B.Orange); m_scrapResource.AnchorPoint = CCPoint.AnchorUpperLeft; AddChild(m_scrapResource); m_plutoniumResource = new PlutoniumResource(Constants.ClientConstants.PLUTONIUM, CCColor3B.Green); m_plutoniumResource.AnchorPoint = CCPoint.AnchorUpperLeft; AddChild(m_plutoniumResource); m_populationResource = new PopulationResource(Constants.ClientConstants.POPULATION, CCColor3B.White); m_populationResource.AnchorPoint = CCPoint.AnchorUpperLeft; AddChild(m_populationResource); m_techologyResource = new TechnologyResource(Constants.ClientConstants.TECHNOLOGY, CCColor3B.Blue); m_techologyResource.AnchorPoint = CCPoint.AnchorUpperLeft; AddChild(m_techologyResource); m_question = new Button( "question-standard", "question-touched", new Action(DeveloperFunction)); m_question.AnchorPoint = CCPoint.AnchorLowerLeft; AddChild(m_question); m_question.Visible = false; }
public override GameScene MakeScene() { //System.Windows.Forms.MessageBox.Show(Name); GameScene Menu = new GameScene(Name, Content.Load<Texture2D>(@"Images\Menu"), sprBatch); ButtonObject New_game = new ButtonObject(Content.Load<Texture2D>(@"Images\New_game")); New_game.Position = new Vector2(676, 200); New_game.Pressed += new EventHandler(New_game_Pressed); ButtonObject Exit = new ButtonObject(Content.Load<Texture2D>(@"Images\Exit")); Exit.Position = new Vector2(356, 3); Exit.Pressed += new EventHandler(Exit_Pressed); Menu.AddObject(Exit); Menu.AddObject(New_game); return Menu; }
/// <param name="gameScene">ゲーム場面</param> /// <param name="gameTime">ゲーム内部の時間</param> public GameInfo(GameScene gameScene, GameTime gameTime) { this.IsRunning = gameScene.IsRunning; this.HasFinished = gameScene.HasFinished; this.LimitTime = gameScene.LimitTime; this.CurrentTime = gameScene.CurrentTime; this.GameTime = gameTime; ManagerSet managerSet = gameScene.ManagerSet; AttackManager attackManager = managerSet.AttackManager; AttackInfos = attackManager.Info; Field field = managerSet.Field; FieldInfo = field.Info; PlayerManager playerManager = managerSet.PlayerManager; PlayerInfos = playerManager.Info; }
public ProcedureSignature(string serviceName, string procedureName, string documentation, IProcedureHandler handler, GameScene gameScene, params string[] attributes) { Name = procedureName; FullyQualifiedName = serviceName + "." + Name; Documentation = DocumentationUtils.ResolveCrefs (documentation); Handler = handler; GameScene = gameScene; Attributes = attributes.ToList (); Parameters = handler.Parameters.Select (x => new ParameterSignature (FullyQualifiedName, x)).ToList (); // Add parameter type attributes for (int position = 0; position < Parameters.Count; position++) Attributes.AddRange (TypeUtils.ParameterTypeAttributes (position, Parameters [position].Type)); // Create builders for the parameter types that are message types ParameterBuilders = Parameters .Select (x => { try { return ProtocolBuffers.IsAMessageType (x.Type) ? ProtocolBuffers.BuilderForMessageType (x.Type) : null; } catch (ArgumentException) { throw new ServiceException ("Failed to instantiate a message builder for parameter type " + x.Type.Name); } }).ToArray (); HasReturnType = (handler.ReturnType != typeof(void)); if (HasReturnType) { ReturnType = handler.ReturnType; // Check it's a valid return type if (!TypeUtils.IsAValidType (ReturnType)) { throw new ServiceException ( ReturnType + " is not a valid Procedure return type, " + "in " + FullyQualifiedName); } // Add return type attributes Attributes.AddRange (TypeUtils.ReturnTypeAttributes (ReturnType)); // Create a builder if it's a message type if (ProtocolBuffers.IsAMessageType (ReturnType)) { try { ReturnBuilder = ProtocolBuffers.BuilderForMessageType (ReturnType); } catch (ArgumentException) { throw new ServiceException ("Failed to instantiate a message builder for return type " + ReturnType.Name); } } } }
public void OnClick(string buttonName) { switch (buttonName) { case "Start": currentScene = GameScene.Game; loading = true; Application.LoadLevel("Level1"); break; case "Restart": currentScene = GameScene.Game; loading = true; Application.LoadLevel("Level1"); break; case "Quit": Application.Quit(); break; default: break; } }
private void Awake() { if (Global.Instance.scene == SceneType.GameScene) { this.CardName = GameObject.Find("CardInfo/Name/Label").GetComponent<UILabel>(); this.CardType = GameObject.Find("CardInfo/Type/Label").GetComponent<UILabel>(); this.CardRarity = GameObject.Find("CardInfo/Rarity/Label").GetComponent<UILabel>(); this.CardOwner = GameObject.Find("CardInfo/Owner/Label").GetComponent<UILabel>(); this.CardDes = GameObject.Find("CardInfo/Description/Label").GetComponent<UILabel>(); this.CardSkillList = GameObject.Find("SkillList/Grid").GetComponent<UIGrid>(); this.CardDesPanel = GameObject.Find("GamePanel/CardDes").GetComponent<UIPanel>(); this.CardName.text = ""; this.CardType.text = ""; this.CardRarity.text = ""; this.CardOwner.text = ""; this.CardDes.text = ""; this.gameSceneManager = GameObject.FindGameObjectWithTag(Tags.SceneController).GetComponent<GameScene>(); ClearSkillButton(); } }
public override void execute() { Room room = mReceiver as Room; GameScene gameScene = mGameSceneManager.getCurScene(); if (gameScene.getSceneType() != GAME_SCENE_TYPE.GST_MAHJONG) { return; } // 重新计算客户端位置 CharacterData data = mCharacter.getCharacterData(); CharacterData myselfData = mCharacterManager.getMyself().getCharacterData(); data.mPosition = GameUtility.serverPositionToClientPosition(data.mServerPosition, myselfData.mServerPosition); // 通知房间有玩家加入本局麻将 room.notifyPlayerJoin(mCharacter); // 只能在麻将场景的等待流程才能通知加入 if (gameScene.atProcedure(PROCEDURE_TYPE.PT_MAHJONG_WAITING)) { ScriptAllCharacterInfo allInfo = mLayoutManager.getScript(LAYOUT_TYPE.LT_ALL_CHARACTER_INFO) as ScriptAllCharacterInfo; allInfo.notifyCharacterJoin(mCharacter); } }
private void Start() { PivotScene = GameScene.HomeMenu; var isAnySceneLoaded = false; foreach (GameScene scene in Enum.GetValues(typeof(GameScene))) { if (!scene.IsLoaded()) { continue; } isAnySceneLoaded = true; SceneManager.SetActiveScene(scene.GetScene()); } if (!isAnySceneLoaded) { StartCoroutine(LoadSceneAsync(GameScene.HomeMenu)); } DataManager.OnGameDataUpdated += GameDataUpdated; }
protected override void OnThrow(int cell) { var enemy = Actor.FindChar(cell); if (enemy == null || enemy == CurUser) { if (Level.flamable[cell]) { GameScene.Add(Blob.Seed(cell, 4, typeof(Fire))); } else { base.OnThrow(cell); } } else { if (!CurUser.Shoot(enemy, this)) { Dungeon.Level.Drop(this, cell).Sprite.Drop(); } } }
public Boundary(Vector3 from, Vector3 to, GameObject p, GameScene parent, int damage = 10) { Parent = parent.Root; AddComponent(new BoundaryCollision(p, from, to, damage)); pos1 = new GameObject(); pos2 = new GameObject(); pos1.Parent = parent.Root; pos2.Parent = parent.Root; pos1.SceneNode.Position += from.Y * Vector3.Up; pos1.SceneNode.Position -= from.X * Vector3.Left; pos2.SceneNode.Position += to.Y * Vector3.Up; pos2.SceneNode.Position -= to.X * Vector3.Left; pos1.SceneNode.PositionZ = 1.5f; pos2.SceneNode.PositionZ = 1.5f; //pos1.AddComponent(new StaticBody(new BoxInfo(new Vector3(5, 5, 5)))); //pos2.AddComponent(new StaticBody(new BoxInfo(new Vector3(5, 5, 5)))); }
public static void KillGame() { if (PersonPot.Control != null) { PersonPot.Control.ClearAll(); } //ManagerReport.FinishAllReports("NewMap"); ClassContainer.Destroy(); BuildsContainer.Destroy(); PersonObjectContainer.Destroy(); MeshBatchContainer.Destroy(); gameScene.QuestManager.ResetNewGame(); gameScene.Destroy(); gameScene = null; InputMain.Destroy(); GameController.ResumenInventory1.GameInventory.Delete(); }
public cTurret(GameScene scene, Vector2f pos) : base(scene, pos) { this.Bounds.SetDims(new Vector2f(16, 16)); this.Bounds.SetPosByCenter(pos); gun = new cMachineGun(this, 6, "turret-bullet"); gunFacingDirection = new Vector2f(0.0f, -1.0f); shape = new RectangleShape(new Vector2f(Bounds.dims.X, Bounds.dims.Y)); shape.Origin = new Vector2f(Bounds.halfDims.X, Bounds.halfDims.Y); shape.FillColor = Color.Green; shape.Position = new Vector2f(pos.X, pos.Y); shape.Scale = new Vector2f(1.0f, 1.0f); light = new cLight(); light.Pos = this.Bounds.center; light.Radius = 100.0f; light.LinearizeFactor = 0.8f; light.Bleed = 8.0f; light.Color = new Color(20, 184, 87); this.Scene.LightMap.AddStaticLight(light); }
public override void Update(double totalMS, double frameMS) { base.Update(totalMS, frameMS); if (Time.Ticks > _time_to_update) { _time_to_update = Time.Ticks + 100; _sb.Clear(); GameScene scene = Client.Game.GetScene <GameScene>(); if (IsMinimized && scene != null) { _sb.AppendFormat(DEBUG_STRING_0, CUOEnviroment.CurrentRefreshRate, 0, 0, !World.InGame ? 1f : scene.Scale, scene.RenderedObjectsCount); _sb.AppendLine($"- CUO version: {CUOEnviroment.Version}, Client version: {Settings.GlobalSettings.ClientVersion}"); //_sb.AppendFormat(DEBUG_STRING_1, Engine.DebugInfo.MobilesRendered, Engine.DebugInfo.ItemsRendered, Engine.DebugInfo.StaticsRendered, Engine.DebugInfo.MultiRendered, Engine.DebugInfo.LandsRendered, Engine.DebugInfo.EffectsRendered); _sb.AppendFormat(DEBUG_STRING_2, World.InGame ? $"{World.Player.X}, {World.Player.Y}, {World.Player.Z}" : "0xFFFF, 0xFFFF, 0", Mouse.Position, SelectedObject.Object is GameObject gobj ? $"{gobj.X}, {gobj.Y}, {gobj.Z}" : "0xFFFF, 0xFFFF, 0"); _sb.AppendFormat(DEBUG_STRING_3, ReadObject(SelectedObject.Object)); } else if (scene != null && scene.ScalePos != 5) { _sb.AppendFormat(DEBUG_STRING_SMALL, CUOEnviroment.CurrentRefreshRate, !World.InGame ? 1f : scene.Scale); } else { _sb.AppendFormat(DEBUG_STRING_SMALL_NO_ZOOM, CUOEnviroment.CurrentRefreshRate); } var size = Fonts.Bold.MeasureString(_sb.ToString()); _trans.Width = Width = (int)(size.X + 20); _trans.Height = Height = (int)(size.Y + 20); WantUpdateSize = true; } }
public MacroCollectionControl(string name, int w, int h) { CanMove = true; _scrollArea = new ScrollArea(0, 50, w, h, true); Add(_scrollArea); GameScene scene = CUOEnviroment.Client.GetScene <GameScene>(); foreach (Macro macro in scene.Macros.GetAllMacros()) { if (macro.Name == name) { Macro = macro; break; } } if (Macro == null) { Macro = Macro.CreateEmptyMacro(name); scene.Macros.AppendMacro(Macro); CreateCombobox(Macro.FirstNode); } else { MacroObject o = Macro.FirstNode; while (o != null) { CreateCombobox(o); o = o.Right; } } }
protected override void CreateChildren() { _btnWait = new Tool(0, 7, 20, 24); _btnWait.ClickAction = (button) => Dungeon.Hero.Rest(false); _btnWait.LongClickAction = (button) => { Dungeon.Hero.Rest(true); return(true); }; Add(_btnWait); _btnSearch = new Tool(20, 7, 20, 24); _btnSearch.ClickAction = (button) => Dungeon.Hero.Search(true); Add(_btnSearch); _btnInfo = new Tool(40, 7, 21, 24); _btnInfo.ClickAction = (button) => GameScene.SelectCell(Informer); Add(_btnInfo); _btnResume = new Tool(61, 7, 21, 24); _btnResume.ClickAction = (button) => Dungeon.Hero.Resume(); Add(_btnResume); _btnInventory = new Tool(82, 7, 23, 24); _btnInventory.ClickAction = (button) => GameScene.Show(new WndBag(Dungeon.Hero.Belongings.Backpack, null, WndBag.Mode.ALL, null)); _btnInventory.LongClickAction = (button) => { GameScene.Show(new WndCatalogus()); return(true); }; //Override protected void createChildren() { base.createChildren(); gold = new GoldIndicator(); Add(gold); }; Override protected void layout() { base.layout(); gold.Fill(this); }; Add(_btnInventory); Add(_btnQuick = new QuickslotTool(105, 7, 22, 24)); Add(_pickedUp = new PickedUpItem()); }
public void statusCheckTick(object sender, EventArgs e) { //Process[] pname = Process.GetProcesses(); /* * Process[] pname = Process.GetProcessesByName("pythonw"); * if (pname.Length > 0) * { * pySSSMQStatus2.Text = "PySSSMQ-Server: RUNNING"; * } * else * { * pySSSMQStatus2.Text = "PySSSMQ-Server: NOT RUNNING"; * }*/ if (krpc != null) { GameScene Scn = krpc.CurrentGameScene; string scene = Scn.ToString(); gameScene.Text = "GAME SCENE: " + scene; if (streamCollection != null) { streamCollection.setGameScene(Scn); } } // AGC STATUS CHECK if (agc.isRunning()) { AGCStatus.Text = "AGC: RUNNING"; } else { AGCStatus.Text = "AGC: NOT RUNNING"; } }
protected override void OnMouseUp(int x, int y, MouseButton button) { if (button != MouseButton.Left) { return; } GameScene gs = Engine.SceneManager.GetScene <GameScene>(); if (!gs.IsHoldingItem || !gs.IsMouseOverUI) { return; } if (Item.Layer == Layer.Backpack || !Item.OnGround || Item.Distance < Constants.DRAG_ITEMS_DISTANCE) { SelectedObject.Object = Item; gs.DropHeldItemToContainer(Item, x, y); } else { gs.Audio.PlaySound(0x0051); } }
public override void Interact() { Sprite.TurnTo(pos, Dungeon.Hero.pos); if (Quest.Given) { var tokens = Dungeon.Hero.Belongings.GetItem <DwarfToken>(); if (tokens != null && (tokens.Quantity() >= 8 || (!Quest.Alternative && tokens.Quantity() >= 6))) { GameScene.Show(new WndImp(this, tokens)); } else { Tell(Quest.Alternative ? TxtMonks2 : TxtGolems2, Dungeon.Hero.ClassName()); } } else { Tell(Quest.Alternative ? TxtMonks1 : TxtGolems1); Quest.Given = true; Quest.IsCompleted = false; Journal.Add(Journal.Feature.IMP); } }
public void loadNewScene() { GameScene old = currentScene; switch (currentState) { case State.MAIN_MENU: currentScene = new MainMenu(this); break; case State.CAR_BUILDER: currentScene = new CarBuilder(this); break; case State.GAME: currentScene = new CarGame(this); break; } requestedChangeState = false; currentScene.Load(); old.Destroy(); }
private void Form1_Load(object sender, EventArgs e) { mainGameEnginePanel = new MainGameEnginePanel(this, gamePanelSize, new Point(0, 0)); gameManager = new GameManager(this, mainGameEnginePanel); WallGameObject wall1 = new WallGameObject(gameManager, new Point(0, 0)); List <WallGameObject> walls = CreateStartupWalls(); GameScene gameScene1 = new GameScene(walls.ToList <GameObject>()); gameManager.AddScene(gameScene1); player = new Player(gameManager, new Point(100, 100)); gameManager.AddGameObjectToScene(player, 0); UiManager gameUi1 = new UiManager(); gameManager.AddUi(gameUi1); gameManager.Tick += GameManager_Tick; ConnectionStateLabel.Text = "Not connected"; }
public override void Execute(Hero hero, string action) { if (action.Equals(AcDisenchant)) { if (hero.Belongings.Weapon == this) { DisenchantEquipped = true; hero.Belongings.Weapon = null; UpdateQuickslot(); } else { DisenchantEquipped = false; Detach(hero.Belongings.Backpack); } CurUser = hero; GameScene.SelectItem(itemSelector, WndBag.Mode.WAND, TxtSelectWand); } else { base.Execute(hero, action); } }
//创建新单位CreateHaloEntity public void CreateSceneItem(GameScene gs, Protomsg.SceneItemDatas data) { // var clientitem = ExcelManager.Instance.GetItemManager().GetItemByID(data.TypeID); if (clientitem == null) { return; } GameObject hero = (GameObject)(GameObject.Instantiate(Resources.Load("Item/prefabs/itemprefabs"))); hero.transform.parent = gs.transform; hero.transform.localPosition = new Vector3(data.X, 0.1f, data.Y); //Material mat = Resources.Load<Material>("Item/itemMa"); //mat.mainTexture = Resources.Load<Texture>(clientitem.SceneItem); //hero.GetComponent<MeshRenderer>().materials[0] = mat; hero.transform.Find("words").GetComponent <ItemName>().LoadName(clientitem.Name); //hero.GetComponent<> m_SceneItems[data.ID] = hero; }
protected internal override bool AffectHero(Hero hero) { Sample.Instance.Play(Assets.SND_DRINK); Emitter.Parent.Add(new Identification(DungeonTilemap.TileCenterToWorld(Pos))); hero.Belongings.Observe(); for (var i = 0; i < Level.Length; i++) { var terr = Dungeon.Level.map[i]; if ((Terrain.Flags[terr] & Terrain.SECRET) == 0) { continue; } Level.Set(i, Terrain.discover(terr)); GameScene.UpdateMap(i); if (Dungeon.Visible[i]) { GameScene.DiscoverTile(i, terr); } } Buff.Affect <Awareness>(hero, Awareness.Duration); Dungeon.Observe(); Dungeon.Hero.Interrupt(); GLog.Positive(TXT_PROCCED); Journal.Remove(Journal.Feature.WELL_OF_AWARENESS); return(true); }
public virtual void Add(State state) { switch (state) { case State.Burning: Burning = Emitter(); Burning.Pour(FlameParticle.Factory, 0.06f); if (Visible) { Sample.Instance.Play(Assets.SND_BURNING); } break; case State.Levitating: Levitation = Emitter(); Levitation.Pour(Speck.Factory(Speck.JET), 0.02f); break; case State.Invisible: PotionOfInvisibility.Melt(Ch); break; case State.Paralysed: paused = true; break; case State.Frozen: IceBlock = IceBlock.Freeze(this); paused = true; break; case State.Illuminated: GameScene.Effect(Halo = new TorchHalo(this)); break; } }
/// <summary> /// basic update with adition of droping land mines when reaching target and deciding wether to shot at player /// </summary> /// <param name="playerPos">The player position.</param> ///<seealso cref="Tank.Update(Vector2)"/> public override bool Update(Vector2 playerPos) { //drop landmine if reached target if (BasePosition == target) { //drop landmine GameScene.AddLandMine(new RedMine(BasePosition - Dimensions / 2f)); //calculate new target positon target = SetTarget(); } //if this tank can see player shoot and follow him if ((BasePosition - playerPos).LengthSquared() <= Math.Pow(viewRange, 2)) { //turn on cannon and call Tank update with player as target Cannon.Active = true; return(Update(target, playerPos)); } //turn cannon off and call Tank update with the random point(target) as the target Cannon.Active = false; return(base.Update(target)); }
protected internal override void OnZap(int cell) { for (var i = 1; i < Ballistica.Distance - 1; i++) { var p = Ballistica.Trace[i]; var c1 = Dungeon.Level.map[p]; if (c1 == Terrain.EMPTY || c1 == Terrain.EMBERS || c1 == Terrain.EMPTY_DECO) { levels.Level.Set(p, Terrain.GRASS); } } var c = Dungeon.Level.map[cell]; if (c == Terrain.EMPTY || c == Terrain.EMBERS || c == Terrain.EMPTY_DECO || c == Terrain.GRASS || c == Terrain.HIGH_GRASS) { GameScene.Add(Blob.Seed(cell, (Level + 2) * 20, typeof(Regrowth))); } else { GLog.Information("nothing happened"); } }
/// <summary> /// Is here bz the rotation on the reverse Route needs to be corrected again /// </summary> void DefineInversedRouteRot() { if (_routePoins[0].InverseWasSet)//means was setup already once { return; } GameScene.dummyBlue.transform.position = _routePoins[_currentRoutePoint].Point; _routePoins[0].InverseWasSet = true;//only the first one is marked as bool for (int i = _currentRoutePoint; i > 0; i--) { //so it doesnt tilt when going up or down the brdige hill //im putting in the same height on Y as the next point var nexPos = new Vector3(_routePoins[i].Point.x, _routePoins[i - 1].Point.y, _routePoins[i].Point.z); GameScene.dummyBlue.transform.position = nexPos; GameScene.dummyBlue.transform.LookAt(_routePoins[i - 1].Point); _routePoins[i].QuaterniRotationInv = GameScene.dummyBlue.transform.rotation; } GameScene.ResetDummyBlue(); //PersonPot.Control.RoutesCache1.AddReplaceRoute(_currTheRoute); }
public void Collect(Point position) { bool collected = false; for (int i = 0; i < Diamonds.Count; i++) { if (Diamonds[i].Position == position) { Diamonds.RemoveAt(i); data[position.X, position.Y].Type = TileType.Floor; collected = true; SoundManager.PlaySound("Diamond"); break; } } if (collected) { if (Diamonds.Count == 0) { SceneManager sceneManager = GameCore.Instance.SceneManager; if (!string.IsNullOrWhiteSpace(NextLevel)) { GameScene gameScene = sceneManager.GetScene <GameScene>(); gameScene.CurrentLevel = NextLevel; sceneManager.SetScene <GameScene>(); } else { sceneManager.SetScene <CompletionScene>(); } } UpdateDistances(); } }
/// <summary> /// /// </summary> protected override void Initialize() { base.Initialize(); Scene.setDefaultDesignResolution(Screen.monitorWidth, Screen.monitorHeight, Scene.SceneResolutionPolicy.NoBorder); StartScreenUIScene startSceneUI = new StartScreenUIScene(); TestScene2 gameScene = new TestScene2(Core.graphicsDevice); SettingsUI settings = new SettingsUI(); GameScene testGameScene = new GameScene(); MainSceneManager mainManager = new MainSceneManager(gameScene, startSceneUI, false); startSceneUI.attachManager(mainManager); this.sceneManager = mainManager; Screen.isFullscreen = true; }
/// <summary> /// Initialize to implement per main type. /// </summary> override public void Initialize() { // create a new empty scene GameScene scene = new GameScene(); // Init ui InitUI(scene); // create camera InitCamera(scene); // Init background and music InitAmbience(scene); // create meteors and explosions prototype InitAsteroids(scene); InitExplosions(); // create the player InitPlayer(scene); // set to default top-down controls Managers.GameInput.SetDefaultTopDownControls(); // add diagnostic data paragraph to scene var diagnosticData = new GeonBit.UI.Entities.Paragraph("", GeonBit.UI.Entities.Anchor.BottomLeft, offset: Vector2.One * 10f, scale: 0.7f); diagnosticData.BeforeDraw = (GeonBit.UI.Entities.Entity entity) => { diagnosticData.Text = Managers.Diagnostic.GetReportString(); }; scene.UserInterface.AddEntity(diagnosticData); // load our scene (eg make it active) scene.Load(); }
public override void execute() { GameScene gameScene = mReceiver as GameScene; // 准备时间必须大于0 SceneProcedure curProcedure = gameScene.getCurSceneProcedure(); if (mPrepareTime <= 0.0f) { UnityUtility.logError("preapare time must be larger than 0!"); } // 正在准备跳转时,不允许再次准备跳转 else if (curProcedure.isPreparingExit()) { UnityUtility.logError("procedure is preparing to exit, can not prepare again!"); } else { gameScene.prepareChangeProcedure(mProcedure, mPrepareTime, mIntent); if (mFrameLogSystem != null) { mFrameLogSystem.logProcedure("准备进入流程 : " + mProcedure.ToString()); } } }
void Awake() { if (_instance == null) { _instance = this; DontDestroyOnLoad(this); //_dotaScene = UIUtil.GetChildByName<Transform>(gameObject, "DotaScene").gameObject; //_townScene = UIUtil.GetChildByName<Transform>(gameObject, "TownScene").gameObject; //_townScene.AddComponent<TouchWatcher>(); //_townScene.AddComponent<HollUI>(); //CameraDrag dragger = _townScene.AddComponent<CameraDrag>(); //Layout_CameraControl layout_control = UIUtil.GetChildByName<Layout_CameraControl>(gameObject, "Main Camera Delegate"); //CameraControl control = layout_control.gameObject.AddComponent<CameraControl>(); //control.layout = layout_control; //control.dragger = dragger; } else { Destroy(this); } }
public override int Proc(Armor armor, Character attacker, Character defender, int damage) { var level = Math.Max(0, armor.level); if (pdsharp.utils.Random.Int(level / 2 + 6) < 5) { return(damage); } var respawnPoints = new List <int>(); for (var i = 0; i < Level.NEIGHBOURS8.Length; i++) { var p = defender.pos + Level.NEIGHBOURS8[i]; if (Actor.FindChar(p) == null && (Level.passable[p] || Level.avoid[p])) { respawnPoints.Add(p); } } if (respawnPoints.Count <= 0) { return(damage); } var mob = new MirrorImage(); mob.Duplicate((Hero)defender); GameScene.Add(mob); WandOfBlink.Appear(mob, pdsharp.utils.Random.Element(respawnPoints)); defender.Damage(pdsharp.utils.Random.IntRange(1, defender.HT / 6), this); //attacker CheckOwner(defender); return(damage); }
/// <summary> /// 创建一个基础的Region对象 /// </summary> /// <param name="scene"></param> /// <param name="regionX"></param> /// <param name="regionY"></param> /// <returns></returns> public static Region Create(GameScene scene, int regionX, int regionY) { Region region = new Region(); region.scene = scene; region.tiles = new Tile[scene.terrainConfig.tileCountPerRegion]; region.regionX = regionX; region.regionY = regionY; region.regionDataPath = string.Concat(new object[] { "Scenes/", scene.sceneID, "/", regionX, "_", regionY, "/Region" }); region.actualX = (float)(regionX * scene.terrainConfig.regionSize); region.actualY = (float)(regionY * scene.terrainConfig.regionSize); region.postion = Vector3.zero; region.postion.x = region.actualX; region.postion.y = 0f; region.postion.z = region.actualY; int num = Mathf.FloorToInt((float)scene.terrainConfig.tileCountPerSide * 0.5f); for (int i = 0; i < scene.terrainConfig.tileCountPerSide; i++) { for (int j = 0; j < scene.terrainConfig.tileCountPerSide; j++) { Tile tile = Tile.Create(region, i - num, j - num); region.tiles[j * scene.terrainConfig.tileCountPerSide + i] = tile; } } return(region); }
protected override void LoadContent() { if (!TextureManager.ContainsTexture("merchant")) { TextureManager.AddTexture("merchant", GameRef.Content.Load <Texture2D>(@"Backgrounds\merchant-overlay")); } if (!TextureManager.ContainsTexture("scene-background")) { TextureManager.AddTexture("scene-background", GameRef.Content.Load <Texture2D>(@"Scenes\scenebackground")); } _merchantFont = GameRef.Content.Load <SpriteFont>(@"Fonts\Sansation_Light"); _sceneFont = GameRef.Content.Load <SpriteFont>(@"Fonts\Sansation_Light"); _selected = GameRef.Content.Load <Texture2D>(@"Misc\selected"); if (GameScene.Selected == null) { GameScene.Load(GameRef); } base.LoadContent(); }
private void ReceiveMail(S.ReceiveMail p) { NewMail = false; NewMailCounter = 0; User.Mail.Clear(); User.Mail = p.Mail.OrderByDescending(e => !e.Locked).ThenByDescending(e => e.DateSent).ToList(); foreach (ClientMail mail in User.Mail) { foreach (UserItem itm in mail.Items) { GameScene.Bind(itm); } } //display new mail received if (User.Mail.Any(e => e.Opened == false)) { NewMail = true; } GameScene.Scene.MailListDialog.UpdateInterface(); }
protected void ShowScene(GameScene scene) { _activeScene.Hide(); _activeScene = scene; scene.Show(); }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. _spriteBatch = new SpriteBatch(_graphics.GraphicsDevice); Services.AddService(typeof(SpriteBatch), _spriteBatch); _audio = new AudioLibrary(); _audio.LoadContent(this.Content); Services.AddService(typeof(AudioLibrary), _audio); helpBackgroundTexture = Content.Load<Texture2D>("helpbackground"); helpForegroundTexture = Content.Load<Texture2D>("helpforeground"); _helpScene = new HelpScene(this, helpBackgroundTexture, helpForegroundTexture); Components.Add(_helpScene); // Create the Start scene smallFont = Content.Load<SpriteFont>("menuSmall"); largeFont = Content.Load<SpriteFont>("menuLarge"); startBackgroundTexture = Content.Load<Texture2D>("startBackground"); startElementsTexture = Content.Load<Texture2D>("startSceneElements"); _startScene = new StartScene(this, smallFont, largeFont, startBackgroundTexture, startElementsTexture); Components.Add(_startScene); _creditScene = new CreditScene(this, smallFont, largeFont, startBackgroundTexture, startElementsTexture); Components.Add(_creditScene); actionElementsTexture = Content.Load<Texture2D>("rockrainenhanced"); actionBackgroundTexture = Content.Load<Texture2D>("spacebackground"); scoreFont = Content.Load<SpriteFont>("score"); scoreFont = Content.Load<SpriteFont>("score"); //_actionScene = new ActionScene(this, actionElementsTexture, actionBackgroundTexture, _scoreFont); //Components.Add(_actionScene); _joinScene = new JoinScene(this, largeFont, menuControllers); Components.Add(_joinScene); _startScene.Show(); _activeScene = _startScene; }
private PlayerInfo playerInfo;//玩家信息集合 public GameManager(GameScene gameSceneManager) { this.gameClient = GameClient.Instance; this.gameSceneManager = gameSceneManager; this.playerInfo = Global.Instance.playerInfo; }
public override void OnExit() { base.OnExit(); HitMeButton.ButtonUpAction -= HandleHitMeButtonButtonUpAction; PauseButton.ButtonUpAction -= HandlePauseButtonButtonUpAction; QualityManager.MatchScoreDetected -= HandleQualityManagerMatchScoreDetected; QualityManager.FailedMatchDetected -= HandleQualityManagerFailedMatchDetected; CardManager.Instance.NoMatchesPossibleDetected -= HandleCardManagerInstanceNoMatchesPossibleDetected; GameScene.LevelChangeDetected -= HandleGameSceneLevelChangeDetected; GroupCrystallonEntity.BreakDetected -= HandleGroupCrystallonEntityBreakDetected; PausePanel.QuitButtonPressDetected -= HandlePausePanelQuitButtonPressDetected; PausePanel.ResetButtonPressDetected -= HandlePausePanelResetButtonPressDetected; CubeCrystallonEntity.CubeCompleteDetected -= HandleCubeCrystallonEntityCubeCompleteDetected; CardManager.Instance.CardSpawned -= HandleCardManagerInstanceCardSpawned; if(GameScene.currentLevel == 999) { GameTimer.BarEmptied -= HandleGameTimerBarEmptied; GameTimer.BarFilled -= HandleGameTimerBarFilled; if (BonusBar != null) { BonusBar.BarFilled -= HandleBonusBarBarFilled; BonusBar.BarEmptied -= HandleBonusBarBarEmptied; } (_nextLevelPanel as InfiniteModeEndPanel).RetryDetected -= HandlePausePanelResetButtonPressDetected; (_nextLevelPanel as InfiniteModeEndPanel).QuitDetected -= Handle_nextLevelPanelQuitButtonPressDetected; } else { (_nextLevelPanel as NextLevelPanel).ReplayDetected -= HandlePausePanelResetButtonPressDetected; (_nextLevelPanel as NextLevelPanel).NextLevelDetected -= Handle_nextLevelPanelButtonButtonUpAction; (_nextLevelPanel as NextLevelPanel).QuitDetected -= Handle_nextLevelPanelQuitButtonPressDetected; (_nextLevelPanel as NextLevelPanel).LevelSelectDetected -= Handle_nextLevelPanelLevelSelectDetected; } _nextLevelPanel = null; HitMeButton = null; PauseButton = null; pausePanel = null; levelTitle = null; _messagePanel = null; _scene = null; #if METRICS if(ExitCode == LevelExitCode.NULL){ DataStorage.CollectMetrics(); } DataStorage.RemoveMetric("Goal"); DataStorage.RemoveMetric("Score"); DataStorage.RemoveMetric("Time"); DataStorage.RemoveMetric("No-Match Time"); DataStorage.RemoveMetric("Met-Goal Time"); DataStorage.RemoveMetric("Breaks"); DataStorage.RemoveMetric("Hit Me"); DataStorage.RemoveMetric("Exit Code"); #endif }
// Use this for initialization void Start() { shipExplodeAnim = GetComponent<Animator>(); gameScene = FindObjectOfType<GameScene>(); sfxManager = FindObjectOfType<SFXManager>(); wave = gameScene.GetWave(); difficulty = PlayerPrefsManager.GetDifficulty(); DetermineHealth(); string gameMode = PlayerPrefsManager.GetGameMode(); { if(gameMode == "Boss") { repeatFireRate = 2.0f - (0.1f * wave); } else { repeatFireRate = 2.0f - (0.01f * wave); } } InvokeRepeating("NextDestination",0f,1.0f); InvokeRepeating("EnemyFire",0f,repeatFireRate); scoreManager = GameObject.FindObjectOfType<ScoreManager>(); }
public override void Enter() { models = new Models(Program.Instance.content, Program.Instance.Device); var interfaceManager = Program.Instance.InterfaceManager; interfaceManager.Add(new WorldSceneControl(interfaceManager, Program.Instance.content) { Scene = GameScene = new GameScene(Program.Instance), Size = ((Control)interfaceManager.Root).Size }); GameScene.Camera = new LookatCamera(Program.Instance); HUD = new Client.Interface.HUD(interfaceManager) { Position = new Vector3(0, 0, 10) }; interfaceManager.Add(HUD); Console.WriteLine("Client inited"); Program.Instance.KeyDown += new System.Windows.Forms.KeyEventHandler(OnKeyDown); Program.Instance.KeyUp += new System.Windows.Forms.KeyEventHandler(OnKeyUp); Server.Log.Output += new Action<string>((s) => Console.WriteLine(s)); var m = Program.Instance.Map; worldwidth = m.Width; worldheight = m.Height; motionSimulation = new Common.Motion.Simulation(0, 0, m.Width, m.Height, (x, y) => { return Common.Math.GetHeight(m.Heightmap, m.Width, m.Height, new SlimDX.Vector3(x, y, 0)); }); foreach (Common.Entities.Prop prop in m.PropEntities) { GameScene.Add(new WorldEntity() { Model = models.GetModel(m.PropClasses[prop.Class].Model), Translation = prop.Position, Rotation = Quaternion.RotationAxis(Vector3.UnitZ, prop.Rotation), Scale = new Vector3(prop.Scale, prop.Scale, prop.Scale), Name = prop.Name, }); motionSimulation.CreateStatic(prop.Position, prop.Rotation, prop.Scale, m.PropClasses[prop.Class].CollisionRadius); } SlimDX.Direct3D9.Mesh ground_mesh = Ground.CreateMesh(Program.Instance.Device, m); ground_mesh.ComputeNormals(); GameScene.View.content.Register("groundmesh", ground_mesh); terrainTexture = Program.Instance.content.Get<Texture>("ground.jpg"); //terrainTexture = Program.Instance.content.Get<Texture>("robber1.png"); GameScene.Add(new WorldEntity() { Model = new Model() { XMesh = ground_mesh, Texture = terrainTexture, IsBillboard = false, Effect = Program.Instance.content.Get<SlimDX.Direct3D9.Effect>("ground.fx") } }); GameState.InitTextures(); }