Example #1
0
    //Run when the recording starts up
    public override void Init()
    {
        //Regestrations for the events needed for the scene ===========================================================
        InputCallbackEvent.RegisterListener(GrabInput);
        MouseInputCallbackEvent.RegisterListener(GrabMouseInput);
        //=============================================================================================================
        //Preload the scenes for the state to be used =================================================================
        //Load the map resource scene and instance it as a child of the GameProgramState node
        mapScene = ResourceLoader.Load("res://Scenes/Map.tscn") as PackedScene;
        map      = mapScene.Instance();
        AddChild(map);
        TileMap RealMap = GetNode <TileMap>("Map/RealMap");

        RealMap.QueueFree();
        displayMap         = GetNode <TileMap>("Map/ProgramMap");
        displayMap.Visible = true;
        playerScene        = ResourceLoader.Load("res://Scenes/Player.tscn") as PackedScene;
        //=============================================================================================================
        //Set the ui state to the programming hud =====================================================================
        SendUIEvent suiei = new SendUIEvent();

        suiei.uiState = UIState.PROGRAMMING_HUD;
        suiei.FireEvent();
        //=============================================================================================================
        //Grab the time the program started recording the time for hte user input
        timerStarted = OS.GetTicksMsec();

        BuildMap();

        //Set up the camera follow for hte player
        CameraEvent cei = new CameraEvent();

        cei.target = (Node2D)player;
        cei.FireEvent();
    }
Example #2
0
    private void Init()
    {
        //Instance the game state manager and add it as a child to the main scene
        GameStateManagerNode = GameStateManagerScene.Instance();
        AddChild(GameStateManagerNode);
        //Instance the camera for the main scene and add it to the main scene as a child
        camera = camerScene.Instance();
        AddChild(camera);

        //States for the games recording mechanic -------------------------------
        gameEmptyState   = GameEmptyStateScene.Instance();
        gameWaitState    = GameWaitStateScene.Instance();
        gameProgramState = GameProgramStateScene.Instance();
        gameRunState     = GameRunStateScene.Instance();

        gameStateManager = GetNode <GameStateManager>("GameStateManager");
        //Init the ui state manager to the menu state
        gameStateManager.Init(gameEmptyState);
        //The UI of the game
        ui = uiScene.Instance();
        AddChild(ui);
        //At the begining of hte program set the ui state to the menu ui elemenet
        SendUIEvent suiei = new SendUIEvent();

        suiei.uiState = UIState.MENU;
        suiei.FireEvent();
    }
Example #3
0
    //Run when the state starts up
    public override void Init()
    {
        //Set the ui state to the wait hud state
        SendUIEvent suiei = new SendUIEvent();

        suiei.uiState = UIState.WAIT_HUD;
        suiei.FireEvent();
    }
Example #4
0
    private void WinGame(WinEvent wei)
    {
        gameStateManager.ChangeState(gameEmptyState);
        SendUIEvent suiei = new SendUIEvent();

        suiei.uiState = UIState.WIN;
        suiei.FireEvent();
    }
Example #5
0
    private void ShowWinScreen(WinEvent wei)
    {
        HideAll();
        winScreen.Show();
        SendUIEvent suiei = new SendUIEvent();

        suiei.showWinScreen = true;
        suiei.FireEvent();
    }
Example #6
0
    private void ShowMenu()
    {
        HideAll();
        menu.Show();
        SendUIEvent suiei = new SendUIEvent();

        suiei.showMenu = true;
        suiei.FireEvent();
    }
Example #7
0
 private void LoseGame(DeathEvent dei)
 {
     if (dei.target.IsInGroup("Player"))
     {
         gameStateManager.ChangeState(gameEmptyState);
         SendUIEvent suiei = new SendUIEvent();
         suiei.uiState = UIState.LOSE;
         suiei.FireEvent();
     }
 }
Example #8
0
    private void RunPressed(RunEvent rei)
    {
        gameStateManager.ChangeState(gameRunState);

        //At the begining of hte program set the ui state to the menu ui elemenet
        SendUIEvent suiei = new SendUIEvent();

        suiei.uiState = UIState.RUN_HUD;
        suiei.FireEvent();
    }
Example #9
0
    private void ShowUI()
    {
        HideAll();
        ui.Show();
        SendUIEvent suiei = new SendUIEvent();

        suiei.showUI    = true;
        suiei.startGame = true;
        suiei.FireEvent();
    }
Example #10
0
 private void ShowDeathScreen(DeathEvent dei)
 {
     if (dei.target.IsInGroup("Player"))
     {
         HideAll();
         DeathScreen.Show();
         SendUIEvent suiei = new SendUIEvent();
         suiei.showDeathScreen = true;
         suiei.FireEvent();
     }
 }