public HorizontalSpike(Screens.ScreenManager screenManager, Vector2 position, Map.Room parentRoom, Player player) : base(screenManager, position, parentRoom, player) { collisionOffsetX = 0; collisionOffsetY = 0; collisionBox.x = (int)position.X + collisionOffsetX; collisionBox.y = (int)position.Y + collisionOffsetY; collisionBox.width = 32; collisionBox.height = 32; currentSourceRect = sourceRect; countTowardsEnemyCount = false; animCount = 1; animSpeed = 0.1f; isHurtingOnContact = true; health = 3; maxHealth = 3; //invincibleCountdownSpeed = -0.02f; if (screenManager.RNG.Next(100) < 50) velocity.X = maxSpeed; else velocity.X = -maxSpeed; isHittable = false; }
private void NewScreen() { var newScreen = new Screen(); newScreen.Id = 1; if (Screens.Any()) { newScreen.Id = Screens.Max(x => x.Id) + 1; } Screens.Add(newScreen); _currentScreen = newScreen; var newScreenListItem = new ListBoxItem { Tag = newScreen.Id, Content = newScreen.Id + " - Screen" }; listScreens.Items.Add(newScreenListItem); foreach (ListBoxItem item in listScreens.Items) { var tag = (int)item.Tag; if (tag == newScreen.Id) { listScreens.SelectedItem = item; } } LoadSelectedScreen(); NewOption(); }
public override bool Commit() { var screens = Screens.Where(s => s.IsSelected.Value).Select(s => s.Id).ToArray(); _profileSettingsService.SetValue(ViewportProfileCategories.Viewports, ViewportSettingKeys.DeviceViewportsDisplays, screens); var profiles = ProfileStorageAdapter.GetAll(); var selectedProfile = profiles.FirstOrDefault(p => p.Name == _profileSettingsService.SelectedProfileName); Guard.RequireIsNotNull(selectedProfile, nameof(selectedProfile)); switch (selectedProfile.ProfileType) { case SettingsProfileType.SingleMonitor: break; case SettingsProfileType.SimPit: case SettingsProfileType.Helios: if (screens.Length == 1) { Controller.Steps.Add(new SelectInitialViewportsWizardStepViewModel(Container)); } break; case SettingsProfileType.VirtualReality: break; default: throw new ArgumentOutOfRangeException(); } return(base.Commit()); }
public static bool ValidateScreen(Screens screens) { bool IsValid = true; StringBuilder sb = new StringBuilder(); if (screens.ScreenID < 0) { IsValid = false; sb.Append(Environment.NewLine + "Invalid Screen ID"); } if (screens.ScreenName == string.Empty) { IsValid = false; sb.Append(Environment.NewLine + "Invalid Screen Name"); } if (screens.GoldSeats < 0) { IsValid = false; sb.Append(Environment.NewLine + "There should be atleast one Gold Seat."); } if (screens.SilverSeats < 0) { IsValid = false; sb.Append(Environment.NewLine + "There should be atleast one Silver Seat."); } if (screens.GoldSeats + screens.SilverSeats != 200) { IsValid = false; sb.Append(Environment.NewLine + "Capacity is 200. Assign Gold seats and Silver seats accordingly."); } return(IsValid); }
public BossProjectile(Screens.ScreenManager screenManager, Vector2 position, Map.Room parentRoom, Player player, Texture2D spriteSheet) : base(screenManager, position, parentRoom, player) { collisionOffsetX = 0; collisionOffsetY = 0; collisionBox.x = (int)position.X + collisionOffsetX; collisionBox.y = (int)position.Y + collisionOffsetY; collisionBox.width = 7 * 2; collisionBox.height = 8 * 2; currentSourceRect = BossProjectileRect; animCount = 2; animSpeed = 0.2f; velocity = player.Position - position; velocity.Normalize(); velocity *= 2f; currentState = State.Attacking; attackRect.width = collisionBox.width; attackRect.height = collisionBox.height; this.spriteSheet = screenManager.SpriteSheet; countTowardsEnemyCount = false; health = 2; }
void Awake() { DontDestroyOnLoad(gameObject); mScreens = new Canvas[(int)Screens.NumScreens]; Canvas[] screens = GetComponentsInChildren <Canvas>(); for (int count = 0; count < screens.Length; ++count) { for (int slot = 0; slot < mScreens.Length; ++slot) { if (mScreens[slot] == null && ((Screens)slot).ToString() == screens[count].name) { mScreens[slot] = screens[count]; break; } } } for (int screen = 1; screen < mScreens.Length; ++screen) { mScreens[screen].enabled = false; } mCurrentScreen = Screens.TitleScreen; mPreviousScreen = mCurrentScreen; mScreens[(int)mCurrentScreen].enabled = true; }
private static void cMenConnectionPanelScreen_Click(object sender, EventArgs e) { Screen screen = null; DockContent panel = null; try { var tagEnumeration = (IEnumerable)((ToolStripMenuItem)sender).Tag; if (tagEnumeration == null) { return; } foreach (var obj in tagEnumeration) { if (obj is Screen screen1) { screen = screen1; } else if (obj is DockContent) { panel = (DockContent)obj; } } Screens.SendPanelToScreen(panel, screen); } catch (Exception ex) { Runtime.MessageCollector.AddExceptionStackTrace("cMenConnectionPanelScreen_Click: Caught Exception: ", ex); } }
public void UnPause() { isPaused = false; //this shoud be previous screen Screen = Screens.game; }
public override void Update(GameTime gameTime) { base.Update(gameTime); MusicManager.Update(); GameMouse.Update(gameTime); Camera.Update(gameTime); foreach (BaseScreen screen in ScreensToAdd) { Screens.Add(screen); } ScreensToAdd.Clear(); foreach (BaseScreen screen in Screens) { // Update before handling input - otherwise if we select something the WhileSelected method will be called straightaway, which is usually undesired if (screen.Active) { screen.Update(gameTime); } } foreach (BaseScreen screen in ScreensToRemove) { Screens.Remove(screen); } ScreensToRemove.Clear(); }
public override void FillEntries() { var opening = TagType.Opening; for (var i = 0; i < Markdown.Length; i += 1) { if (i + 2 < Markdown.Length && Markdown[i] == '\\' && Markdown[i + 1] == '_' && Markdown[i + 2] == '_') { Screens.Add(i); i += 2; continue; } if (i + 1 >= Markdown.Length || Markdown[i] != '_' || Markdown[i + 1] != '_') { continue; } if (Entries.Count != 0 && Entries.Keys.Max() + 2 == i) { Entries.Add(i, opening.Invert()); i += 1; continue; } Entries.Add(i, opening); opening = opening.Invert(); i += 1; } if (Entries.Count % 2 != 0) { Entries.Remove(Entries.Keys.Max()); } CheckForDoubleUnderscoresInsideSingle(); }
public void SetANewScreen(ScreensEnum Screen) { Screens screens = GetCorrectScreen(Screen); if (CurrentScreen == ScreensEnum.GetMoreLives) { ScreenStack.Push(ScreensEnum.GamePlay); PreviousScreen = ScreensEnum.GamePlay; } else { if (!screens.CanGoBackFromScreen) { PreviousScreen = Screen; ScreenStack.ClearStack(); } else { ScreenStack.Push(CurrentScreen); PreviousScreen = CurrentScreen; } } ShowScreen(Screen); }
public override void FillEntries() { var opening = TagType.Opening; for (var i = 0; i < Markdown.Length; i++) { if (Markdown[i] != '`') { continue; } //check for screened quotes if (i >= 1 && Markdown[i - 1] == '\\') { Screens.Add(i - 1); continue; } Entries.Add(i, opening); opening = opening.Invert(); } if (Entries.Count % 2 != 0) { Entries.Remove(Entries.Keys.Max()); } if (!insideTagsScreened) { ScreenInsideTags(); } }
private void ScreenInsideTags() { var finalString = new StringBuilder(Markdown); for (var i = 0; i < Entries.Count; i += 2) { foreach (var symbol in allSpecialSymbols) { var offset = 0; var regexpr = new Regex($@"(?<!\\|{symbol})({symbol})(?:[\p{{P}}\w\s-[{symbol}]])+?(?<!\\)({symbol})"); var results = regexpr.Matches(finalString.ToString(), Entries.ElementAt(i).Key); foreach (var result in results) { var match = result as Match; finalString.Insert(match.Groups[1].Index + offset, "\\"); finalString.Insert(match.Groups[2].Index + offset + 1, "\\"); offset += 2; } } } Entries.Clear(); Screens.Clear(); Markdown = finalString.ToString(); insideTagsScreened = true; FillEntries(); }
/// <summary> /// Gets the screen that contains the specified <paramref name="point"/>, /// or the closest screen to the point if it is outside the bounds of all screens. /// </summary> /// <returns>The screen encompassing or closest the specified point.</returns> /// <param name="point">Point to find the screen.</param> public static Screen FromPoint(PointF point) { var screens = Screens.ToArray(); foreach (var screen in screens) { if (screen.Bounds.Contains(point)) { return(screen); } } Screen foundScreen = null; float foundDistance = float.MaxValue; foreach (var screen in screens) { var diff = RectangleF.Distance(screen.Bounds, point); var distance = (float)Math.Sqrt(diff.Width * diff.Width + diff.Height * diff.Height); if (distance < foundDistance) { foundScreen = screen; foundDistance = distance; } } return(foundScreen ?? PrimaryScreen); }
/*-------------------*/ // On Initialisation // void Awake() { mScreens = new Canvas[(int)Screens.NumScreens]; //Identifying screens in the scene. Canvas[] screens = GetComponentsInChildren <Canvas>(); for (int count = 0; count < screens.Length; ++count) { for (int slot = 0; slot < mScreens.Length; ++slot) { if (mScreens[slot] == null && ((Screens)slot).ToString() == screens[count].name) { mScreens[slot] = screens[count]; break; } } } //Disabling all the screens except the title screen. if (mScreens.Length > 2) { for (int screen = 1; screen < mScreens.Length; ++screen) { mScreens [screen].enabled = false; } } //Set the curent screen to the titlescreen. mCurrentScreen = Screens.MenuScreen; }
public MenuScreen(GraphicsDevice graphicsDevice, ContentManager content, ScreenManager screens, InputManager input) : base(graphicsDevice, content, screens, input) { // Load the background texture and coin animation. m_background = Content.Load <Texture2D>("Menu/Background"); m_coinAnim = new Animation(Content.Load <Texture2D>("Menu/CoinAnim"), (1 / 8f), 8, 1); // Load the tank 3D model and set its initial angle of rotation. m_tankModel = Content.Load <Model>("Splash/Tank"); m_tankAngle = 0; // Create and load the menu buttons. m_startButton = new Button(Content, "Menu/Buttons/Start", new Vector2(300, 600)); m_editorButton = new Button(Content, "Menu/Buttons/Editor", new Vector2(500, 600)); m_helpButton = new Button(Content, "Menu/Buttons/Help", new Vector2(700, 600), () => { // Load the help screen. Screens.Push(new HelpScreen(this)); }); m_exitButton = new Button(Content, "Menu/Buttons/Exit", new Vector2(900, 600), () => { // If all screens are removed, the game will exit. Screens.Clear(); }); // Set screen to be visible. m_visible = true; m_backgroundVisible = true; }
public BossArm(Screens.ScreenManager screenManager, Vector2 position, Map.Room parentRoom, Player player, int level, bool left) : base(screenManager, position, parentRoom, player) { collisionOffsetX = 0; collisionOffsetY = 0; collisionBox.x = (int)position.X + collisionOffsetX; collisionBox.y = (int)position.Y + collisionOffsetY; collisionBox.width = 32; collisionBox.height = 32; currentSourceRect = BossArmSource; countTowardsEnemyCount = false; if (left) currentAnim = 0; else currentAnim = 1; animCount = 2; animSpeed = 0f; isHittable = false; isHurtingOnContact = true; health = 3; maxHealth = 3; maxSpeed = 3f; this.level = level; }
private void TransitionTo(Screens screen) { mPreviousScreen = mCurrentScreen; mScreens[(int)mCurrentScreen].enabled = false; mScreens[(int)screen].enabled = true; mCurrentScreen = screen; }
public override void SetGameScreen <T>() { var screen = Screens.First(a => a is T); Screen = screen; Screen.PositionMembers(); }
public HealthPickup(Screens.ScreenManager screenManager, Vector2 position, Map.Room parentRoom, Texture2D spriteSheet) : base(screenManager, position, parentRoom, spriteSheet) { Random rand = new Random(); if (rand.Next(0, 100) < 25) health = 2; if (health == 2) { sourceRect.X = 8 * 16; sourceRect.Y = 6 * 16; } else { sourceRect.X = 9 * 16; sourceRect.Y = 6 * 16; } sourceRect.Width = 16; sourceRect.Height = 16; collisionBox.x = (int)position.X; collisionBox.y = (int)position.Y; collisionBox.width = 32; collisionBox.height = 32; }
/// <summary> /// Generic UI changing function for net messages /// </summary> /// <param name="screen">The UI action to perform</param> public void SetScreenFor(Screens screen) { Logger.Log($"Setting screen for {screen}", Category.UI); switch (screen) { case Screens.SlotReset: ResetUI(); break; case Screens.Lobby: SetScreenForLobby(); break; case Screens.Game: SetScreenForGame(); break; case Screens.PreRound: SetScreenForPreRound(); break; case Screens.TeamSelect: SetScreenForTeamSelect(); break; case Screens.JobSelect: SetScreenForJobSelect(); break; } }
public void OnTap(List <MouseState> states) { states.ForEach(s => { Screens.OnMouse(s); }); }
public void Update(GameTime gameTime) { var screens = Screens.ToArray(); InputManager.Update(); foreach (var screen in screens) { try { if (screen.IsVisible) { screen.Update(gameTime); } } catch (NotImplementedException) { } } if (Screens.Count == 0) { mGame.Exit(); return; } // We want to make sure that at least the lowest screen in the stack is visible // Lowest screen has to be visible if (!Screens[Screens.Count - 1].IsVisible) { Screens[Screens.Count - 1].IsVisible = true; } mSoundManager.Update(gameTime); }
public Screen AddScreen(string name, bool useAdvanced, Geometry geometry) { var screen = new Screen(this, name, useAdvanced, geometry); Screens.Add(screen); return(screen); }
protected override void setup() { _locator = MockRepository.GenerateMock <IScreenLocator>(); // Let's say we have a ScreenCollection with open screens otherActiveScreen1 = MockRepository.GenerateMock <IScreen>(); otherActiveScreen2 = MockRepository.GenerateMock <IScreen>(); theActiveScreen = MockRepository.GenerateMock <IScreen>(); Screens.Active = theActiveScreen; Screens.Add(otherActiveScreen1); Screens.Add(otherActiveScreen2); Screens.Add(theActiveScreen); // and the requested ScreenSubject does not match any of the screens _locator.Expect(x => x.Matches(otherActiveScreen1)).Return(false); _locator.Expect(x => x.Matches(otherActiveScreen2)).Return(false); _locator.Expect(x => x.Matches(theActiveScreen)).Return(false); factory = MockFor <IScreenFactory>(); newScreen = MockRepository.GenerateMock <IScreen>(); _locator.Expect(x => x.CreateScreen(factory)).Return(newScreen); TheScreenConductor.OpenScreen(_locator); }
public ScreenElement(Screens screen) { this.Screen = screen; Panel = null; TransformData = new RectTransformData(); ElementInPanel = -1; }
public ShellPresenter(IBackingStore backingStore, IWorkspacePresenter workspacePresenter) { _backingStore = backingStore; Screens.Add(workspacePresenter); Workspace = workspacePresenter; }
/// <summary> Получить компонент, отвечающий за открытие/закрытие окна </summary> private EnableWindowComponent GetScreenEnableComponent(Screens screen) { EnableWindowComponent enableComponent = null; // Получить компонент, отвечающий за открытие/закрытие окна switch (screen) { case Screens.Loading: enableComponent = _loadingScreen.EnableComponent; break; case Screens.Error: enableComponent = _errorScreen.EnableComponent; break; case Screens.Photos: enableComponent = _photosScreen.EnableComponent; break; case Screens.Welcome: enableComponent = _welcomeScreen.EnableComponent; break; default: enableComponent = null; break; } return(enableComponent); }
//private string[] langChoose = new string[] //{ // "English", // "Español", // spanish // "Português", // portuguese // "Engelsk", // danish // "Svenska", // swedish // "Bokmål", //Norway // "Français", // french // "Italiano", //Italian // "Català " // calatalan //}; //private int langPointer = 0; public OptionsScreen(GameStateManager manager, Screens screenName, string caller) : base(manager, screenName) { _caller = caller; BuildControls(); }
private void DoTransferSearchNavigation(Screens screen) { switch (screen) { case Screens.Login: MouseController.PerformButtonClick(ButtonTypes.Login); Thread.Sleep(20000); break; case Screens.Home: MouseController.PerformButtonClick(ButtonTypes.TransferNavigate); Thread.Sleep(5000); break; case Screens.TransferHome: MouseController.PerformButtonClick(ButtonTypes.SearchTransferMarket); Thread.Sleep(5000); break; case Screens.TransferSearch: _continueNavigation = false; break; case Screens.Inconclusive: break; case Screens.TransferResults: //This should never happen throw new InvalidOperationException(); default: throw new ArgumentOutOfRangeException(); } }
// Start is called before the first frame update void Start() { screen = Screens.NORMAL; // StartB = GameObject.Find("Canvas").transform.GetChild(0).gameObject; StartB.GetComponent <Button>().onClick.AddListener(() => StartState()); // CreditB = GameObject.Find("Canvas").transform.GetChild(1).gameObject; CreditB.GetComponent <Button>().onClick.AddListener(() => CreditsState()); // OptionsB = GameObject.Find("Canvas").transform.GetChild(2).gameObject; OptionsB.GetComponent <Button>().onClick.AddListener(() => OptionsState()); //ExitB = GameObject.Find("Canvas").transform.GetChild(3).gameObject; ExitB.GetComponent <Button>().onClick.AddListener(() => ExitState()); // XB = GameObject.Find("Canvas").transform.GetChild(4).gameObject; XB.GetComponent <Button>().onClick.AddListener(() => NormalState()); XB.SetActive(false); forchestopeningbutton.GetComponent <Button>().onClick.AddListener(() => displaychesttext()); credits.SetActive(false); optionstext.SetActive(false); here.SetActive(false); chest.SetActive(false); forchestopeningbutton.SetActive(false); afterText.SetActive(false); open = chest.GetComponent <Animator>(); open.enabled = false; //open.cullingMode = AnimatorCullingMode.CullCompletely; }
protected double _timeOfDeath; //time of death #endregion Fields #region Constructors public MortalPhysicalObject(Screens.GameScreen gameScreen, float maxHealth, double animateDeathTime) : base(gameScreen) { _health = maxHealth; _maxHealth = maxHealth; _animateDeathTime = animateDeathTime; }
public void Update(GameTime gameTime) { ScaledResolution.Update(); var screens = Screens.ToArray(); if (_doInit) { _doInit = false; foreach (var screen in screens) { screen.Init(GuiRenderer, true); } } FocusManager.Update(gameTime); foreach (var screen in screens) { if (!(screen is IGameState) && screen != null) { screen.Update(gameTime); } } // DebugHelper.Update(gameTime); }
public Ship(Screens.GameplayScreen gameplayScreen, Vector3 respawnPoint) : base(gameplayScreen, 10f, 0d, 8d, respawnPoint) { //The follow code is to test the weapons _frontWeapon = new TestGun(gameplayScreen, this); _rightWeapon = new TestGun(gameplayScreen, this); }
private void ActivateScreen(Screens screen) { currentScreen = screen; switch (screen) { case Screens.FlightList: ActivateItem(_container.GetInstance <FlightListViewModel>()); break; case Screens.PlaneSchedule: ActivateItem(_container.GetInstance <PlaneScheduleViewModel>()); break; case Screens.CreateTicket: ActivateItem(_container.GetInstance <CreateTicketViewModel>()); break; case Screens.Report: ActivateItem(_container.GetInstance <ReportViewModel>()); break; case Screens.Setting: ActivateItem(_container.GetInstance <SettingViewModel>()); break; case Screens.DashBoard: default: ActivateItem(_container.GetInstance <DashboardViewModel>()); break; } Title = Titles[screen]; ButtonTracker = new Thickness(0, 146 + (51 * (int)screen), 0, 571 - (51 * (int)screen)); }
public Boss(Screens.ScreenManager screenManager, Vector2 position, Map.Room parentRoom, Player player, int level) : base(screenManager, position, parentRoom, player) { collisionOffsetX = 0; collisionOffsetY = 0; collisionBox.x = (int)position.X + collisionOffsetX; collisionBox.y = (int)position.Y + collisionOffsetY; collisionBox.width = 32; collisionBox.height = 32; currentSourceRect = BossBody; animCount = 4; animSpeed = 0.1f; isHurtingOnContact = true; health = 6; maxHealth = 6; maxSpeed = 1.1f; //invincibleCountdownSpeed = -0.02f; if (screenManager.RNG.Next(100) < 50) velocity.X = maxSpeed; else velocity.X = -maxSpeed; this.level = level; leftArm = new BossArm(screenManager, position, parentRoom, player, level, true); rightArm = new BossArm(screenManager, position, parentRoom, player, level, false); parentRoom.addEnemy(leftArm); parentRoom.addEnemy(rightArm); }
public void changeScreen(Screens screen) { currentScreen.SetActive(false); switch (screen) { case Screens.MAIN: currentScreen = mainScreen; updateTexts(); checkIdles(); break; case Screens.GAME: currentScreen = gameScreen; gameCount++; break; case Screens.END: currentScreen = endScreen; setEndScreenMoney(); break; case Screens.RETURN: currentScreen = returnScreen; setReturnScreenMoney(); break; } currentScreen.SetActive(true); }
public void GameOverScreen() { // event muze prijit vicekrat if (currentScreen != Screens.gameOver) { audio.Play(); // zamerne bez pause, jen player player.disableControls = true; touchedUpOnDeath = false; currentScreen = Screens.gameOver; prefabText.text = "GAME OVER"; gameOverText = Instantiate (prefabText, new Vector3 (0, -20, 5), Quaternion.Euler (90, 0, 0)) as TextMesh; gameOverText.fontSize = 40; prefabText.text = "Touch to play again"; subText = Instantiate(prefabText, new Vector3(0, -20, -5), Quaternion.Euler (90, 0, 0)) as TextMesh; subText.fontSize = 20; // presun pocitadel doprostred, aby byly videt scoreText.transform.position = new Vector3(-15, -20, 0); scoreText.fontSize = 250; timeText.transform.position = new Vector3(15, -20, 0); timeText.fontSize = 250; } }
public Interface(Game game) : base(game) { this.DrawOrder=99; currentScreen = Screens.MainMenu; lastScreen = Screens.BLANK; dm = Game.GraphicsDevice.Adapter.SupportedDisplayModes.ToArray<DisplayMode>(); }
public Player(Screens.GameplayScreen gameplayScreen, Vector3 respawnPoint) { if (this.PlayersShip == null) this.PlayersShip = new Ship(gameplayScreen, respawnPoint, gameplayScreen, this); //if(this._playersIndex == null) // this._playersIndex = PlayerIndex. next available index. (perhaps, somehow); }
protected Vector3 _rotation; //rotating on each axis. #endregion Fields #region Constructors public VisualObject3D(Screens.GameScreen gameplayScreen) : base(MoritoFighterGame.MoritoFighterGameInstance) { GameScreen = gameplayScreen; //for now we will just default to our only camera for all 3D objects. ReferenceCamera = MoritoFighterGame.MoritoFighterGameInstance.Camera1; }
public Item(Screens.ScreenManager screenManager, Vector2 position, Map.Room parentRoom, Texture2D spriteSheet) : base(screenManager) { this.parentRoom = parentRoom; this.spriteSheet = spriteSheet; this.position = position; spriteRect.width = 32; spriteRect.height = 32; }
public RespawnablePhysicalObject(Screens.GameScreen gameScreen, float maxHealth, double animateDeathTime, double respawnTime, Vector3 respawnPoint) : base(gameScreen, maxHealth, animateDeathTime) { _respawnTime = respawnTime; _respawnPoint = respawnPoint; Position = respawnPoint; }
public void showScreen(Screens s) { Control c = controls[s]; c.Parent = this; c.Dock = DockStyle.Fill; c.BringToFront(); c.Show(); }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; IsMouseVisible = true; currentScreen = Screens.startScreen; graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 450; collisionManager = new CollisionManager(400.0f); }
private string _text; // can represent damage, health, or a weapon name #endregion Fields #region Constructors /// <summary> /// Constructor for damage 2d /// </summary> public CombatText(bool isGood, float amount, GameTime gameTime, Vector2 pos, Screens.GameplayScreen screen, Camera cam) { camRef = cam; CombatColor = isGood ? Color.Blue : Color.Red; Text = amount.ToString(); ExpireTime = gameTime.TotalGameTime.Seconds; Position = camRef.Relative3Dto2D(pos); Font = screen.ScreenManager.Game.Content.Load<SpriteFont>("Fonts\\monofont"); Origin = new Vector2(0, 0); }
/// <summary> /// Constructor for name 2d /// </summary> public CombatText(string name, GameTime gameTime, Vector2 pos, Screens.GameplayScreen screen, Camera cam) { camRef = cam; CombatColor = Color.Green; Text = name; ExpireTime = gameTime.TotalGameTime.Seconds; Position = camRef.Relative3Dto2D(pos); Font = screen.ScreenManager.Game.Content.Load<SpriteFont>("Fonts\\monofont"); Origin = new Vector2(0, 0); }
public Player(Game1 game, ShipObject ship, Screens.Levels.Level level) { _level = level; _ship = ship; _game = game; _power = new PowerbarObject(game, new Vector2(_ship.Cannon.Location.X, _ship.Cannon.Location.Y - 80)); Bullets = 3; Life = 5; }
public EnemyEntity(Screens.ScreenManager screenManager, Vector2 position, Map.Room parentRoom, Player player) : base(screenManager) { this.position = position; spriteRect.x = 0; spriteRect.y = 0; spriteRect.width = 32; spriteRect.height = 32; this.parentRoom = parentRoom; this.player = player; }
public RandomEffectItem(Screens.ScreenManager screenManager, Vector2 position, Map.Room parentRoom, Texture2D spriteSheet) : base(screenManager, position, parentRoom, spriteSheet) { sourceRect.X = 5 * 16; sourceRect.Y = 7 * 16; sourceRect.Width = 16; sourceRect.Height = 16; collisionBox.x = (int)position.X; collisionBox.y = (int)position.Y; collisionBox.width = 32; collisionBox.height = 32; }
public Ship(Screens.GameScreen gameScreen, Vector3 respawnPoint, Screens.GameplayScreen gpScreen, Player player) : base(gameScreen, 10f, 0d, 8d, respawnPoint) { // ship should know who owns it _owner = player; gameplayScreen = gpScreen; //The follow code is to test the weapons _frontWeapon = new TestGun(gameScreen, this); _rightWeapon = new RemoteMineLauncher(gameScreen, this); _leftWeapon = new TestGun(gameScreen, this); _backWeapon = new TestGun(gameScreen, this); }
/// <summary> /// Changes the current screen. /// This is usually registered to an event but can be /// called directly. /// </summary> /// <param name="screen">The screen you want to load</param> public static void ChangeScene(object screen) { Screens s = (Screens)screen; try { Game1.nextScreen = s; } catch (Exception e) { Game1.Trace("Game1 | changeScene: ERROR: ", "" + e.Message); } }
/// <summary> /// Changes the current screen. /// This is usually registered to an event but can be /// called directly. /// </summary> /// <param name="screen">The screen you want to load</param> public static void ChangeScene(object screen) { Screens s = (Screens)screen; try { Game1.nextScreen = s; Game1.Trace("Game1 | changeScene: ", "Go to " + s.ToString() + " pressed"); } catch (Exception e) { Game1.Trace("Game1 | changeScene: ERROR: ", "" + e.Message); } }
void CameraMove(Screens screen) { switch (screen) { case Screens.Title : gameObject.transform.localPosition = new Vector3(-20.0f, 0, -10.0f); break; case Screens.Game: gameObject.transform.localPosition = new Vector3( 0.0f, 0, -10.0f); break; case Screens.Result: gameObject.transform.localPosition = new Vector3( 20.0f, 0, -10.0f); break; } }
public Pokening() { Graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pokening"; CurrentScreen = Screens.WorldScreen; WorldScreen = new WorldScreen(); FightingScreen = new FightingScreen(); // Window size this.Graphics.PreferredBackBufferWidth = Properties.WindowWidth; this.Graphics.PreferredBackBufferHeight = Properties.WindowHeight; }
void MoveBlackCurtain(Screens screen) { switch (screen) { case Screens.Title: this.startPoint = new Vector3( 0.0f, 0.0f, 0.0f); break; case Screens.Game: this.startPoint = new Vector3( 0.0f, 15.0f, 0.0f); break; case Screens.Result: this.startPoint = new Vector3(20.0f, 15.0f, 0.0f); break; } this.blackCurtain.transform.localPosition = this.startPoint; }
public Slime(Screens.ScreenManager screenManager, Vector2 position, Map.Room parentRoom, Player player ) : base(screenManager, position, parentRoom, player) { collisionOffsetX = 4 * 2; collisionOffsetY = 5 * 2; collisionBox.x = (int)position.X + collisionOffsetX; collisionBox.y = (int)position.Y + collisionOffsetY; collisionBox.width = 16; collisionBox.height = 12; currentSourceRect = SlimeRect; animCount = 2; animSpeed = 0.02f; isHurtingOnContact = true; timer = (float)screenManager.RNG.NextDouble(); }
public void SetScreen(Screens screen){ if (screen == Screens.Last) { SetScreen(_lastScreen); } else { _lastScreen = CurrentScreen; CurrentScreen = screen; MainMenuScreenInst.gameObject.SetActive (screen == Screens.MainMenu); TestManagerInst.gameObject.SetActive (screen == Screens.Game); BackImage.gameObject.SetActive(screen == Screens.Game); TestProgress.Instance.gameObject.SetActive(screen == Screens.Game); ConclusionInst.gameObject.SetActive(screen == Screens.End); BackButt.gameObject.SetActive (screen != Screens.MainMenu && screen != Screens.End); } }
public void changeScreen(Screens screen) { if (curentScreen != null) { curentScreen.Dispose(); curentScreen = null; } switch (screen) { case Screens.TEST_SCREEN: curentScreen = new CombatScreen(this); break; default: break; } }
public void changeToScreen(Screens s) { if (actualScreen != null) actualScreen.UnloadContent(); switch (s) { case Screens.FilmList: actualScreen = new FilmList(this); break; default: actualScreen = new MainMenu(this); break; } if (actualScreen != null) actualScreen.Initialize(); }