Example #1
0
 /// <summary>
 /// The human client will take on the race of the first 'opponent' in the gamesettings file.
 /// </summary>
 /// <param name="race">Race to play</param>
 public HumanClient(GameSettings gameSettings, GameSpeed speed = GameSpeed.Faster, ILogger log = null)
 {
     _settings = gameSettings;
     _client   = new GameClient(_settings, log);
     _speed    = speed;
     _log      = log;
 }
        public static float GameloopsPerSecond(GameSpeed speed)
        {
            switch (speed)
            {
            case GameSpeed.Slower:
                return(9.6f);

            case GameSpeed.Slow:
                return(12.8f);

            case GameSpeed.Normal:
                return(16f);

            case GameSpeed.Fast:
                return(19.2f);

            case GameSpeed.Faster:
                return(22.4f);

            case GameSpeed.MaximumSpeed:
                return(float.MaxValue);

            default:
                throw new System.NotImplementedException();
            }
        }
Example #3
0
        private Int32 _wallsCount; // lerakott falak száma

        #endregion Fields

        #region Constructors

        public RobotGameModel()
        {
            _gameSpeed = GameSpeed.Fast;
            _gameSize = GameSize.Small;
            _gameActive = false;
            _first = false;
        }
Example #4
0
    void Awake()
    {
        gameSpeed          = GameObject.Find("Game Speed").GetComponent <GameSpeed>();
        selectionMenuImage = selectionMenu.GetComponent <Image>();
        distanceToMove     = selectionMenuImage.rectTransform.rect.width / 6;

        Color color = selectionMenuImage.color;

        color.a = 0;
        selectionMenuImage.color = color;

        StartCoroutine(FadeIn());

        foreach (Transform child1 in selectionMenu.transform)
        {
            child1.GetComponent <Image>().color = color;
            foreach (Transform child2 in child1)
            {
                if (child2.gameObject.name == "Price" || child2.gameObject.name == "ResourceLogo")
                {
                    child2.gameObject.SetActive(true);
                }
            }
        }
    }
Example #5
0
 public void SwitchGameSpeed(GameSpeed gameSpeed)
 {
     SetButtonColor(currentGameSpeed.speedButton, Color.white);
     SetGameSpeed(gameSpeed.speed);
     SetButtonColor(gameSpeed.speedButton, Color.green);
     currentGameSpeed = gameSpeed;
 }
 /// <summary>
 /// コンストラクタ
 /// </summary>
 /// <param name="playerModelObject"></param>
 public GameOverEvent(GameObject playerModelObject, EventManager eventManager)
     : base(playerModelObject, eventManager)
 {
     eventCanvas      = eventManager.GetEventCanvas();
     gameSpeed        = eventManager.GameSpeed;
     sceneChangeRelay = eventManager.SceneChangeRelay;
     eventEndTimer    = new Timer(5.0f);
 }
Example #7
0
 // change the game speed
 private void ChangeSpeed(GameSpeed speed)
 {
     gameSpeed = speed;
     foreach (Letter letter in wordLetterList)
     {
         letter.Speed = gameSpeed;
     }
 }
Example #8
0
 private void Awake()
 {
     Instance         = this;
     m_CurGameSpeed   = GameSpeed.Normal;
     m_CacheGameSpeed = GameSpeed.Stop;
     Mgr_AssetBundle.Instance.Init();
     LoadBaseAsset();
 }
Example #9
0
 void Start()
 {
     initCamera();
     grid                = new Grid(GRID_SIZE_X, GRID_SIZE_Y, NODE_SCALE, NODE_OUTLINE);
     algorithm           = new AStar(grid);
     speed               = GameSpeed.PAUSED;
     timeSinceLastUpdate = 0.0f;
 }
Example #10
0
 void Start()
 {
     speed             = GameObject.Find("CanvasDay").GetComponent <GameSpeed> ();
     currentAdventurer = GetComponent <Actor> ();
     moving            = false;
     cooldown          = (float)100 / (float)currentAdventurer.mooveSpeed;
     cooldownTimer     = cooldown;
 }
Example #11
0
 /// <summary>
 /// Инициализирует объект конфигурации онлайн игры
 /// </summary>
 /// <param name="onlineRole">Роль игрока в текущей игре</param>
 /// <param name="connection">Строка соединения</param>
 /// <param name="gameSpeed">Скорость игры (ограничение по времени на ход)</param>
 /// <param name="gameStatus">Статус игры</param>
 public GameConfig(PlayerRole onlineRole, string connection, GameSpeed gameSpeed = GameSpeed.Medium, GameStatus gameStatus = GameStatus.Game)
 {
     IsOnline   = true;
     Connection = connection;
     OnlineRole = onlineRole;
     GameSpeed  = gameSpeed;
     GameStatus = gameStatus;
 }
Example #12
0
 void Start()
 {
     Speed = GameSpeed.NORMAL;
     if (CurrentState == null)
     {
         ChangeState <PauseState>();
     }
 }
Example #13
0
    private void Awake()
    {
        this.score     = 0;
        this.isPlaying = true;
        this.gameSpeed = GameSpeed.One;


        uiCountDown.StartCountDown();
    }
Example #14
0
    //原本的测试
    // public UICountDown CountDown;
    void Awake()
    {
        this.Score     = 0;
        this.IsPlaying = true;
        this.Speed     = GameSpeed.One;


        //  CountDown.StartCountDown();
    }
Example #15
0
 /// <summary>
 /// Determine the number of weeks elapsing per second based on given game speed setting
 /// </summary>
 private int WeeksPerSecond(GameSpeed speed)
 {
     return(speed switch
     {
         GameSpeed.Paused => 0,
         GameSpeed.Slow => 1,
         GameSpeed.Normal => 4,
         GameSpeed.Fast => 12,
     });
Example #16
0
    private void OnGameStarted()
    {
        currentGameSpeed = gameSpeeds[0];
        foreach (GameSpeed item in gameSpeeds)
        {
            SetButtonColor(item.speedButton, Color.white);
        }

        SwitchGameSpeed(currentGameSpeed);
    }
Example #17
0
    public void HandleBrokenBlock()
    {
        MoveUpBlocks();
        topBlock = iceBlocks[0].GetComponent <IceBlockBehaviour>();
        SpawnNewBlock(2);

        ScoreBehaviour.AddPoints(1);

        GameSpeed.IncreaseSpeed();
    }
Example #18
0
    /// <summary>
    ///コンストラクタ
    /// </summary>
    /// <param name="playerModelObject"></param>
    public CurveEvent(GameObject playerModelObject, EventManager eventManager)
        : base(playerModelObject, eventManager)
    {
        playerMove = playerModelObject.GetComponent <PlayerMove>();
        GameObject laneObject = this.playerModelObject.GetComponentInParent <Player>().LaneObject;

        lanePositions    = laneObject.GetComponent <LanePositions>();
        gameSpeed        = eventManager.GameSpeed;
        middleCheckTimer = new Timer(0.5f);
    }
 protected override void RecordPopupListState(GuiElementID popupListID, string selection, string convertedSelection) {
     base.RecordPopupListState(popupListID, selection, convertedSelection);
     switch (popupListID) {
         case GuiElementID.GameSpeedOnLoadPopupList:
             _gameSpeedOnLoad = Enums<GameSpeed>.Parse(selection);
             break;
         default:
             throw new NotImplementedException(ErrorMessages.UnanticipatedSwitchValue.Inject(popupListID));
     }
 }
Example #20
0
 public void OnSpeed1Click()
 {
     if (Speed == GameSpeed.One)
     {
         Speed          = GameSpeed.Two;
         Time.timeScale = Time.timeScale * 2;
         btnSpeed1.gameObject.SetActive(Speed != GameSpeed.Two);
         btnSpeed2.gameObject.SetActive(Speed == GameSpeed.Two);
     }
 }
Example #21
0
 // Constructors
 public Engine(IVisualizer visualizer, IGameController gameController, GameSpeed gameSpeed = GameSpeed.Slowest)
 {
     this.visualizer = visualizer;
     this.gameController = gameController;
     this.allObjects = new List<GameObject>();
     this.movingObjects = new List<MovingObject>();
     this.staticObjects = new List<GameObject>();
     this.textObjects = new List<TextObject>();
     this.gameSpeed = gameSpeed;
 }
Example #22
0
        public static double GetSpeedValue(GameSpeed speed)
        {
            int speedValue = (int)speed;

            if (speedValue == 0) // no settings - used default value
            {
                return(1);
            }
            return(speedValue * 0.01);
        }
Example #23
0
        /// <summary>
        ///  Initializes a new Letter object with the letter, x location, y location, texture, and initial speed
        /// </summary>
        /// <param name="c">represents a single letter of the alphabet</param>
        /// <param name="x">x location</param>
        /// <param name="y">y location</param>
        /// <param name="texture">texture for the letter</param>
        /// <param name="gameSpeed">game speed represented by GameSpeed constants</param>
        public Letter(char c, int x, int y, Texture2D texture, GameSpeed gameSpeed)
        {
            this.c        = c;
            this.texture  = texture;
            drawRectangle = new Rectangle(x, y, texture.Width, texture.Height);

            // Starting speed
            this.gameSpeed   = gameSpeed;
            gameSpeedChanged = true;
            velocity         = new Vector2(0, GameConstants.VERY_SLOW);
        }
Example #24
0
    public void Revive(int noLives)
    {
        var lives = FindObjectOfType <LivesHandler>();

        lives.IncreaseLives(noLives);
        gameOverPanel.SetActive(false);

        GameSpeed gameSpeed = FindObjectOfType <GameSpeed>();

        Time.timeScale = gameSpeed.GetCurrentTimeScale();
    }
        public void Test_GameController_Registers_Values(GameSpeed gameSpeed, GameState gameState, GameSpeed expectedGameSpeed, GameState expectedGameState)
        {
            // Arrange
            GameController controller;

            // Act
            controller = new GameController(gameSpeed, gameState);

            // Assert
            Assert.AreEqual(controller.GameSpeed, expectedGameSpeed);
            Assert.AreEqual(controller.GameState, expectedGameState);
        }
Example #26
0
 /// <summary>
 /// Indicates whether the current object is equal to another object of the same type.
 /// </summary>
 /// <returns>
 /// true if the current object is equal to the <paramref name="other"/> parameter; otherwise, false.
 /// </returns>
 /// <param name="other">An object to compare with this object.</param>
 public bool Equals(GameplaySettings other)
 {
     if (ReferenceEquals(null, other))
     {
         return(false);
     }
     if (ReferenceEquals(this, other))
     {
         return(true);
     }
     return(AutoIncreaseSpeed == other.AutoIncreaseSpeed && GameSpeed.Equals(other.GameSpeed) && Equals(LeftPaddleType, other.LeftPaddleType) && Equals(RightPaddleType, other.RightPaddleType) && BallCount == other.BallCount && TimeLimit.Equals(other.TimeLimit) && ScoreLimit == other.ScoreLimit);
 }
Example #27
0
        void INotifyCreated.Created(Actor self)
        {
            ShortGame = self.World.LobbyInfo.GlobalSettings
                        .OptionOrDefault("shortgame", info.ShortGameCheckboxEnabled);

            TechLevel = self.World.LobbyInfo.GlobalSettings
                        .OptionOrDefault("techlevel", info.TechLevel);

            var speed = self.World.LobbyInfo.GlobalSettings
                        .OptionOrDefault("gamespeed", info.GameSpeed);

            GameSpeed = Game.ModData.Manifest.Get <GameSpeeds>().Speeds[speed];
        }
Example #28
0
 public void decreaseGameSpeed()
 {
     if (speed == GameSpeed.FAST)
     {
         speed = GameSpeed.MEDIUM;
         plusButton.GetComponent <Button> ().interactable = true;
     }
     else if (speed == GameSpeed.MEDIUM)
     {
         speed = GameSpeed.SLOW;
         minusButton.GetComponent <Button> ().interactable = false;
     }
 }
Example #29
0
    void OnScoreChange(ScoreManager sm)
    {
        int nextSpeedIdx = CurrGameSpeedIdx + 1;

        if (nextSpeedIdx < gameSpeedLevels.Length)
        {
            GameSpeed nextGameSpeed = gameSpeedLevels[nextSpeedIdx];
            if (sm.Score >= nextGameSpeed.scoreThresholdToActivate)
            {
                CurrGameSpeedIdx = nextSpeedIdx;
            }
        }
    }
Example #30
0
    /* Selects a level information at random from the avaiable levels
     * and generates its corresponding objects on the Scene*/
    public void LoadLevelLayout()
    {
        //////////////////////////////////Random level selection goes here
        //currentSpeed = speedValues[(int) gameSpeedSetting]; //Sets Spped
        if (currentGameMode == GameMode.Debug)
        {
            HeaderLevelDetails.instance.FillDetails(levelSelected);
        }
        difficultySetting = levelSelected.difficulty;
        gameSpeedSetting  = levelSelected.gameSpeed;
        currentSpeed      = speedValues[(int)levelSelected.gameSpeed];
        float platformXLimit = platformsOrigin.x + (platformXOffset * 3); //Sets the spaces between rows an columns
        float platformZLimit = platformsOrigin.z + (platformZOffset * 3);
        int   i = 0;                                                      //keeps count of the object's index from the selected level

        /*This loop increments the value from the initial position on an interval equal to the
         * spaces between each platform to instantiate them in the correct position*/

        for (float row = platformsOrigin.x; row <= platformXLimit; row += platformXOffset)
        {
            for (float column = platformsOrigin.z; column <= platformZLimit; column += platformZOffset)
            {
                platformPositions[i] = new Vector3(row, platformsOrigin.y, column);


                /*The Manager creates a platform based on the platform types's enum value,
                 * interpreting it as an index from its array of platforms*/

                GameObject g = Instantiate(platformPool[(int)levelSelected.GetPlatformType(i)],
                                           new Vector3(row, platformsOrigin.y, column), Quaternion.identity);
                g.transform.localScale = platformsScale;

                //NOTE: Add Object Attached (make g a parent of said object if aplicable)

                //Set the corresponding properties of the platform specified in the config file
                if (levelSelected.GetPlatformType(i) == PlatformType.DirectionChanger)
                {
                    g.GetComponent <DirectionChangerPlatform>().SetSettings(levelSelected.GetPlatformSettings(i));
                }

                //Add the Moving Platform's properties to the created platform if aplicable
                if (levelSelected.GetPlatformSettings(i).IsThePlatformMovable())
                {
                    g.AddComponent <MovingPlatform>().SetSettings(levelSelected.GetPlatformSettings(i));
                }
                g.transform.parent = stage.transform;
                platformReferences.Add(g);
                i++;
            }
        }
    }
Example #31
0
 /// <summary>
 /// Serves as the default hash function.
 /// </summary>
 /// <returns>
 /// A hash code for the current object.
 /// </returns>
 public override int GetHashCode()
 {
     unchecked
     {
         var hashCode = AutoIncreaseSpeed.GetHashCode();
         hashCode = (hashCode * 397) ^ GameSpeed.GetHashCode();
         hashCode = (hashCode * 397) ^ (LeftPaddleType != null ? LeftPaddleType.GetHashCode() : 0);
         hashCode = (hashCode * 397) ^ (RightPaddleType != null ? RightPaddleType.GetHashCode() : 0);
         hashCode = (hashCode * 397) ^ BallCount;
         hashCode = (hashCode * 397) ^ TimeLimit.GetHashCode();
         hashCode = (hashCode * 397) ^ ScoreLimit;
         return(hashCode);
     }
 }
Example #32
0
        protected override void Initialize()
        {
            base.Initialize();

            MouseReader.Initialize();
            RawKeyboardInput.Initialize();
            RawGamepadInput.Initialize();
            GameSpeed.Reinitialize();
            GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp;
            DebugHelper.Initialize();

            MouseVisible = StartMouseVisible;

            InitializeGame();
        }
Example #33
0
        static void StartGame(double rooms, int floors, GameSpeed speed)
        {
            Motel         vMotel        = new Motel(rooms, floors);
            Game          vGame         = new Game(vMotel, speed);
            TimerCallback timerCallBack = vGame.TickTock;
            Timer         vTimer        = new Timer(timerCallBack, null, 1000, vGame.GetRefreshRate());
            HandlingInput vInput        = new HandlingInput(vGame);

            Console.Clear();
            vGame.Help();
            Console.WriteLine("Press any key to continue");
            Console.ReadKey();
            Console.Clear();
            vGame.RoomReport();
            vInput.Play();
        }
Example #34
0
    void Awake()
    {
        gameSpeed = GameObject.Find("Game Speed").GetComponent<GameSpeed>();
        selectionMenuImage = selectionMenu.GetComponent<Image>();
        distanceToMove = selectionMenuImage.rectTransform.rect.width / 6;

        Color color = selectionMenuImage.color;
        color.a = 0;
        selectionMenuImage.color = color;

        StartCoroutine(FadeIn());

        foreach (Transform child1 in selectionMenu.transform)
        {
            child1.GetComponent<Image>().color = color;
            foreach (Transform child2 in child1)
            {
                if (child2.gameObject.name == "Price" || child2.gameObject.name == "ResourceLogo")
                {
                    child2.gameObject.SetActive(true);
                }
            }
        }
    }
Example #35
0
 private void GameSpeedPropChangingHandler(GameSpeed newGameSpeed) {
     float previousGameSpeedMultiplier = _gameTime.GameSpeedMultiplier;
     float newGameSpeedMultiplier = newGameSpeed.SpeedMultiplier();
     float gameSpeedChangeRatio = newGameSpeedMultiplier / previousGameSpeedMultiplier;
     AdjustForGameSpeed(gameSpeedChangeRatio);
 }
Example #36
0
 private void OnGameSpeedChanging(GameSpeed newSpeed) { // OPTIMIZE static?
     //D.Log("{0}.OnGameSpeedChanging() called. OldSpeed = {1}, NewSpeed = {2}.", GetType().Name, GameTime.Instance.GameSpeed.GetName(), newSpeed.GetName());
     float currentSpeedMultiplier = GameTime.Instance.GameSpeed.SpeedMultiplier();
     float speedChangeRatio = newSpeed.SpeedMultiplier() / currentSpeedMultiplier;
     _hudRefreshRate *= speedChangeRatio;
 }
Example #37
0
 private void OnGameSpeedChanging(GameSpeed newGameSpeed) {
     _courseUpdateFrequency *= GameTime.Instance.GameSpeed.SpeedMultiplier() / newGameSpeed.SpeedMultiplier();
 }
Example #38
0
 /// <summary>
 /// Adjusts the velocity and thrust of the fleet to reflect the new GameClockSpeed setting. 
 /// The reported speed and directional heading of the fleet is not affected.
 /// </summary>
 /// <param name="gameSpeed">The game speed.</param>
 private void AdjustForGameSpeed(GameSpeed gameSpeed) {
     float previousGameSpeedMultiplier = _gameSpeedMultiplier;   // FIXME where/when to get initial GameSpeed before first GameSpeed change?
     _gameSpeedMultiplier = gameSpeed.SpeedMultiplier();
     float gameSpeedChangeRatio = _gameSpeedMultiplier / previousGameSpeedMultiplier;
     // must immediately adjust velocity when game speed changes as just adjusting thrust takes
     // a long time to get to increased/decreased velocity
     if (_gameStatus.IsPaused) {
         _velocityOnPause = _velocityOnPause * gameSpeedChangeRatio;
     }
     else {
         _rigidbody.velocity = _rigidbody.velocity * gameSpeedChangeRatio;
         // drag should not be adjusted as it will change the velocity that can be supported by the adjusted thrust
     }
 }
Example #39
0
        private Int32 _wallsCount; // lerakott falak száma

        #endregion Fields

        #region Constructors

        /// <summary>
        /// Robot játék példányosítása.
        /// </summary>
        /// <param name="dataAccess">Az adatelérés.</param>
        public RobotGameModel()
        {
            _gameSpeed = GameSpeed.Normal;
            _first = false;
        }
Example #40
0
 public void PauseResume()
 {
     objectManager.AudioManager.PlayButtonSound();
     if (objectManager.gameState.GameSpeed == GameSpeed.Paused)
     {
         objectManager.gameState.GameSpeed = prePauseSpeed;
     }
     else
     {
         prePauseSpeed = objectManager.gameState.GameSpeed;
         objectManager.gameState.GameSpeed = GameSpeed.Paused;
     }
     PauseButtonAnimator.SetTrigger("toggle");
 }
 private void RefreshReadout(GameSpeed clockSpeed) {
     RefreshReadout(CommonTerms.MultiplySign + clockSpeed.SpeedMultiplier().ToString());
 }