Example #1
0
        private void InitNetGameStats()
        {
            this.state           = IntermissionState.StatCount;
            this.accelerateStage = false;
            this.ngState         = 1;
            this.pauseCount      = GameConst.TicRate;

            var frags = 0;

            for (var i = 0; i < Player.MaxPlayerCount; i++)
            {
                if (!this.options.Players[i].InGame)
                {
                    continue;
                }

                this.killCount[i] = this.itemCount[i] = this.secretCount[i] = this.fragCount[i] = 0;

                frags += this.GetFragSum(i);
            }

            this.doFrags = frags > 0;

            this.InitAnimatedBack();
        }
Example #2
0
        private void InitDeathmatchStats()
        {
            this.state           = IntermissionState.StatCount;
            this.accelerateStage = false;
            this.dmState         = 1;
            this.pauseCount      = GameConst.TicRate;

            for (var i = 0; i < Player.MaxPlayerCount; i++)
            {
                if (this.options.Players[i].InGame)
                {
                    for (var j = 0; j < Player.MaxPlayerCount; j++)
                    {
                        if (this.options.Players[j].InGame)
                        {
                            this.dmFragCount[i][j] = 0;
                        }
                    }

                    this.dmTotalCount[i] = 0;
                }
            }

            this.InitAnimatedBack();
        }
Example #3
0
    public void BuyBuilding(BuildingType type)
    {
        //Tell build contoller
        buildingCtrl.PlacingBuilding(type);

        //Update values
        intmsnState = IntermissionState.PLACING_BUILDING;
    }
Example #4
0
        private void WI_initShowNextLoc()
        {
            state           = IntermissionState.ShowNextLoc;
            acceleratestage = false;
            cnt             = SHOWNEXTLOCDELAY * GameConstants.TicRate;

            //WI_initAnimatedBack();
        }
Example #5
0
        private void InitShowNextLoc()
        {
            this.state           = IntermissionState.ShowNextLoc;
            this.accelerateStage = false;
            this.count           = Intermission.showNextLocDelay * GameConst.TicRate;

            this.InitAnimatedBack();
        }
Example #6
0
        private void InitShowNextLoc()
        {
            state           = IntermissionState.ShowNextLoc;
            accelerateStage = false;
            count           = showNextLocDelay * GameConst.TicRate;

            InitAnimatedBack();
        }
Example #7
0
        ////////////////////////////////////////////////////////////
        // Initialization
        ////////////////////////////////////////////////////////////

        private void InitSinglePLayerStats()
        {
            state           = IntermissionState.StatCount;
            accelerateStage = false;
            spState         = 1;
            killCount[0]    = itemCount[0] = secretCount[0] = -1;
            timeCount       = parCount = -1;
            pauseCount      = GameConst.TicRate;

            InitAnimatedBack();
        }
Example #8
0
    public void PlacedBuilding(BuildingType type)
    {
        //Update values
        intmsnState = IntermissionState.NORMAL;

        //pay
        money -= BuildingLibrary.I.GetDefinition(type).buildPrice;

        //UI
        UpdateInfoPanel();
    }
Example #9
0
        ////////////////////////////////////////////////////////////
        // Initialization
        ////////////////////////////////////////////////////////////

        private void InitSinglePLayerStats()
        {
            this.state           = IntermissionState.StatCount;
            this.accelerateStage = false;
            this.spState         = 1;
            this.killCount       = this.itemCount = this.secretCount = -1;
            this.timeCount       = this.parCount = -1;
            this.pauseCount      = GameConst.TicRate;

            this.InitAnimatedBack();
        }
Example #10
0
        private void InitStats()
        {
            state           = IntermissionState.StatCount;
            acceleratestage = false;
            sp_state        = 1;
            cnt_kills[0]    = cnt_items[0] = cnt_secret[0] = -1;
            cnt_time        = cnt_par = -1;
            cnt_pause       = GameConstants.TicRate;

            // WI_initAnimatedBack();
        }
 public void EnterStage()
 {
     game = GameManager.Instance;
     if (!game.HasSpeedUpgrade())
     {
         speedUpgrade = Instantiate(PFspeedUpgrade, new Vector3(game.ScreenBounds.x * 2, 3), Quaternion.identity);
     }
     if (!game.HasShieldUpgrade())
     {
         shieldUpgrade = Instantiate(PFshieldUpgrade, new Vector3(game.ScreenBounds.x * 2 + 10, 3), Quaternion.identity);
     }
     alien = Instantiate(PFalien, new Vector3(game.ScreenBounds.x * 2 + 12, -2), Quaternion.identity);
     state = IntermissionState.AlienEntering;
 }
Example #12
0
    private void SwitchState(GameState state)
    {
        this.state = state;

        switch (state)
        {
        case GameState.GAME:

            break;

        case GameState.INTERMISSION:
            intmsnState = IntermissionState.NORMAL;
            break;

        default:
            break;
        }

        uiCtrl.SwitchState(state);
    }
Example #13
0
        private void InitNetGameStats()
        {
            state           = IntermissionState.StatCount;
            accelerateStage = false;
            ngState         = 1;
            pauseCount      = GameConst.TicRate;

            var frags = 0;

            for (var i = 0; i < Player.MaxPlayerCount; i++)
            {
                if (!options.Players[i].InGame)
                {
                    continue;
                }

                killCount[i] = itemCount[i] = secretCount[i] = fragCount[i] = 0;

                frags += GetFragSum(i);
            }
            doFrags = frags > 0;

            InitAnimatedBack();
        }
Example #14
0
    public void PlacedBuilding(BuildingType type)
    {
        //Update values
        intmsnState = IntermissionState.NORMAL;

        //pay
        money -= BuildingLibrary.I.GetDefinition(type).buildPrice;

        //UI
        UpdateInfoPanel();
    }
Example #15
0
 private void InitNoState()
 {
     this.state           = IntermissionState.NoState;
     this.accelerateStage = false;
     this.count           = 10;
 }
Example #16
0
 private void InitNoState()
 {
     state           = IntermissionState.NoState;
     accelerateStage = false;
     count           = 10;
 }
Example #17
0
    public void BuyBuilding(BuildingType type)
    {
        //Tell build contoller
        buildingCtrl.PlacingBuilding(type);

        //Update values
        intmsnState = IntermissionState.PLACING_BUILDING;
    }
    // Update is called once per frame
    void Update()
    {
        switch (state)
        {
        case IntermissionState.AlienEntering:

            //speedUpgrade.GetComponent<Rigidbody2D>().AddForce(new Vector2(-speed, 0));
            //shieldUpgrade.GetComponent<Rigidbody2D>().AddForce(new Vector2(-speed, 0));
            //alien.GetComponent<Rigidbody2D>().AddForce(new Vector2(-speed, 0));
            if (speedUpgrade != null)
            {
                if (speedUpgrade.transform.position.x > -5)
                {
                    speedUpgrade.transform.position += new Vector3(-1f, 0, 0) * speed;
                }
            }
            if (shieldUpgrade != null)
            {
                if (shieldUpgrade.transform.position.x > 5)
                {
                    shieldUpgrade.transform.position += new Vector3(-1f, 0, 0) * speed;
                }
            }
            if (alien != null)
            {
                if (alien.transform.position.x > 7)
                {
                    alien.transform.position += new Vector3(-1f, 0, 0) * speed;
                }
                else
                {
                    //speedUpgrade.transform.position = new Vector3(-5, 3, 1);
                    //shieldUpgrade.transform.position = new Vector3(5, 3, 1);
                    //alien.transform.position = new Vector3(7, -2, 1);
                    state = IntermissionState.PlayerChoosing;
                }
            }
            else
            {
                //debug if the above somehow fails
                state = IntermissionState.AlienLeaving;
            }


            break;

        case IntermissionState.PlayerChoosing:

            if (playerHasChosen)
            {
                state = IntermissionState.AlienLeaving;
            }


            break;

        case IntermissionState.AlienLeaving:

            if (speedUpgrade != null)
            {
                speedUpgrade.transform.position += new Vector3(0, -1f, 0) * speed;
            }
            if (shieldUpgrade != null)
            {
                shieldUpgrade.transform.position += new Vector3(0, -1f, 0) * speed;
            }
            if (alien != null)
            {
                alien.transform.position += new Vector3(0, -1f, 0) * speed;
            }
            break;

        default:
            break;
        }
    }
 private void Awake()
 {
     state = IntermissionState.Default;
 }
 public void EndStage()
 {
     state = IntermissionState.AlienLeaving;
 }
Example #21
0
 private void WI_initNoState()
 {
     state           = IntermissionState.NoState;
     acceleratestage = false;
     cnt             = 10;
 }
Example #22
0
    private void SwitchState(GameState state)
    {
        this.state = state;

        switch (state) {
        case GameState.GAME:

            break;
        case GameState.INTERMISSION:
            intmsnState = IntermissionState.NORMAL;
            break;
        default:
            break;
        }

        uiCtrl.SwitchState(state);
    }