public GameManager() : base("GameManager") { SetupState setupState = new SetupState(this); MenuState menuState = new MenuState(this); SinglePlayer singleMode = new SinglePlayer(this); PauseState pauseState = new PauseState(this); LoseState loseState = new LoseState(this); WinState winState = new WinState(this); MultiPlayer multiMode = new MultiPlayer(this); LobbySetup lobby = new LobbySetup(this); //Link State setupState.MenuState = menuState; menuState.SinglePlayerMode = singleMode; menuState.Lobby = lobby; singleMode.NextWin = winState; singleMode.NextLose = loseState; singleMode.NextPause = pauseState; lobby.Menu = menuState; lobby.MultiMode = multiMode; multiMode.NextLose = loseState; multiMode.NextPause = pauseState; multiMode.NextWin = winState; loseState.Retry = menuState; setupState.OnStateEnter(); currentState = setupState; AddComponent(new FSMUpdater(currentState)); }
private void MainForm_Load(object sender, EventArgs e) { this.monitorBuffer = new float[2048]; this.monitor = new WaveformMonitor(Color.FromArgb(139, 229, 139), this.monitorBox.Size); this.monitorBox.Image = this.monitor.Bitmap; this.volumeMonitor = new VolumeMonitor(Color.FromArgb(139, 229, 139), this.volumeMonitorBox.Size); this.volumeMonitorBox.Image = this.volumeMonitor.Bitmap; this.SwitchConnection(); Func <float[], int, int, int> process = (buffer, offset, count) => { int k = connector.Master.Read(buffer, offset, count); if (this.monitorBuffer.Length != buffer.Length) { this.monitorBuffer = new float[buffer.Length]; } buffer.CopyTo(this.monitorBuffer, 0); return(k); }; var setting = new PlayerSettings() { BufferSize = 1024, BufferCount = 32, BitPerSample = 16, SamplingFrequency = frequencty }; this.player = new SinglePlayer(process, setting); this.playing = true; this.Stop(); }
// Use this for initialization IEnumerator Start () { GameObject.Find("OverHeadCamera").GetComponent<OverHeadCameraController>().target = this.transform; if (GameObject.Find("Message") != null) messageText = GameObject.Find("Message").GetComponent<Text>(); messageText.text = "3"; yield return new WaitForSeconds(1); messageText.text = "2"; yield return new WaitForSeconds(1); messageText.text = "1"; yield return new WaitForSeconds(1); messageText.text = "GO!"; GetComponent<CarController>().canMove = true; NotificationCenter.DefaultCenter().AddObserver(this, "OnCarEnter"); NotificationCenter.DefaultCenter().AddObserver(this, "OnCarScore"); if (GameObject.Find("ScoreText") != null) scoreText = GameObject.Find("ScoreText").GetComponent<Text>(); if (GameObject.Find("TimerText") != null) timerText = GameObject.Find("TimerText").GetComponent<Text>(); if (GameObject.Find("Message") != null) messageText = GameObject.Find("Message").GetComponent<Text>(); singlePlayer = new SinglePlayer(); singlePlayer.SetNotificationInterface(this); yield return new WaitForSeconds(1); messageText.text = ""; StartCoroutine(Run()); }
protected override void NormalEffect() { base.NormalEffect(); SinglePlayer sp = target.GetComponent <SinglePlayer>(); sp.controllable = false; }
protected override void ExpireEffect() { base.ExpireEffect(); SinglePlayer sp = target.GetComponent <SinglePlayer>(); sp.controllable = true; }
public RunState Run() { if (!GameManager.Instance.Init("OpenMB", gameOptions)) { EngineLogManager.Instance.LogMessage("Failed to initialize the game engine!", LogType.Error); return(RunState.Error); } GC.Collect(); ModChooser.create <ModChooser>("ModChooser"); MainMenu.create <MainMenu>("MainMenu"); Pause.create <Pause>("Pause"); SinglePlayer.create <SinglePlayer>("SinglePlayer"); Multiplayer.create <Multiplayer>("Multiplayer"); Credit.create <Credit>("Credit"); Loading.create <Loading>("Loading"); var installedMod = ModManager.Instance.GetInstalledMods(); if (!string.IsNullOrEmpty(mod) && installedMod.ContainsKey(mod)) { GameManager.Instance.loadingData = new LoadingData(LoadingType.LOADING_MOD, "Loading Mod...Please wait", mod, "MainMenu"); AppStateManager.Instance.start(AppStateManager.Instance.findByName("Loading")); } else { AppStateManager.Instance.start(AppStateManager.Instance.findByName("ModChooser")); } EngineLogManager.Instance.Dispose(); return(state); }
private void singlePlayer_Click(object sender, RoutedEventArgs e) { SinglePlayer sp = new SinglePlayer(); sp.Show(); this.Close(); }
void RegisterEntities() { // Find enemies and players in the scene enemies.Clear(); players.Clear(); controlledPlayer = null; foreach (GameObject en in GameObject.FindGameObjectsWithTag(Constants.BM.EnemyTag)) { enemies.Add(en.GetComponent <Enemy>()); } foreach (GameObject pl in GameObject.FindGameObjectsWithTag(Constants.BM.PlayerTag)) { SinglePlayer sp = pl.GetComponent <SinglePlayer>(); if (sp.controller.controllable) { controlledPlayer = sp; } players.Add(sp); } if (DebugSwitch.UIManager) { Debug.Log("UIM register enemy " + enemies.Count, this.gameObject); } if (DebugSwitch.UIManager) { Debug.Log("UIM register players " + players.Count, this.gameObject); } }
static void Main(string[] args) { const int frequencty = 44100; MidiConnector connector; if (args.Any(s => !s.StartsWith("-"))) { connector = new SmfConnector(frequencty); ((SmfConnector)connector).Load(args.First(s => !s.StartsWith("-"))); } else { connector = new MidiInConnector(frequencty, 0); } foreach (var preset in args.Where(a => a.StartsWith("-p:")).Select(a => a.Substring(3))) { Console.Write("Preset: " + preset); connector.AddPreset(preset); Console.WriteLine(" ... [OK]"); } Console.WriteLine("[q] Quit, [r] Reload Presets"); Func <float[], int, int, int> process = (buffer, offset, count) => connector.Master.Read(buffer, offset, count); var setting = new PlayerSettings() { BufferSize = 512, BufferCount = 64, BitPerSample = 16, SamplingFrequency = frequencty }; using (var l = new SinglePlayer(process, setting)) { Console.WriteLine("Playing!"); l.Play(); connector.Play(); var end = false; do { switch (Console.ReadKey(true).Key) { case ConsoleKey.Q: end = true; break; case ConsoleKey.R: connector.ReloadPreset(); break; default: break; } } while (!end); } connector.Stop(); }
protected bool MovePlayerToDestination(SinglePlayer player, Vector3 destination) { if (player.dead) { Debug.Log($"Scenario MovePlayerToDestination: {player.name} dead, cannot move it."); return(true); // arrived at heaven } return(players[4].controller.MoveToPoint(destination)); }
public void OnTimer() { // Arrange SinglePlayer singePlayer = new SinglePlayer(); // Act string result = singePlayer.OnTimer(10f); // Assert Assert.AreEqual("00:10", result); }
public void OnTimer() { // Arrange SinglePlayer singePlayer = new SinglePlayer(); // Act string result = singePlayer.OnTimer(10f); // Assert Assert.AreEqual("00:10", result); }
public void ScoreIncrease() { // Arrange SinglePlayer singePlayer = new SinglePlayer(); singePlayer.Score = 10; singePlayer.PointValue = 10; // Act singePlayer.ScoreIncrease(); // Assert Assert.AreEqual(singePlayer.Score, 20); }
private void Awake() { singleplayer = singleplayerTransform.GetComponent <SinglePlayer>(); RedUnit = singleplayer.atkChar.GetComponent <Transform>(); //pivot is not always the red, use atkChar for the red character //Aim at Red Unit TargetRed(); anim = GetComponent <Animator>(); Death = false; currentHealth = maxHealth; bossHealthBar.fillAmount = currentHealth / maxHealth; }
public void HaveFun(Game room, StringBuilder sb, string preferredMap, bool isSingle, int singleCharId) { int roomId = room.Id; //Create dice DiceDto dice = new DiceDto(); //Add Characters to the room var game = context.Games.FirstOrDefault(g => g.Id == room.Id); var characters = new List <Character>(); foreach (var gc in game.Characters) { var character = gc.Character; characters.Add(character); } if (preferredMap == "demomap") { var map = new DemoMap("map1"); var playableMap = map.GenerateMap(); SetOnStart(room, playableMap, roomId);// set all chars on start if (!isSingle) { ProceedGame(game, sb, playableMap, characters, dice, roomId); } else { var gaChar = context.GameCharacters.FirstOrDefault(gc => gc.CharacterId == singleCharId && gc.GameId == roomId); var singlePlayer = new SinglePlayer(context, reader, writer, numberGenerator); singlePlayer.StartSinglePlayer(dice, gaChar, playableMap, characters, sb, roomId, game); } } else if (preferredMap == "firstmap") { var firstMap = new FirstMapFrontEnd(); var generatedFirstMap = firstMap.GenerateFirstMap(); SetOnStart(room, generatedFirstMap, roomId);// set all chars on start if (!isSingle) { ProceedGame(game, sb, generatedFirstMap, characters, dice, roomId); } else { var gaChar = context.GameCharacters.FirstOrDefault(gc => gc.CharacterId == singleCharId && gc.GameId == roomId); var singlePlayer = new SinglePlayer(context, reader, writer, numberGenerator); singlePlayer.StartSinglePlayer(dice, gaChar, generatedFirstMap, characters, sb, roomId, game); } } }
public void ScoreIncrease() { // Arrange SinglePlayer singePlayer = new SinglePlayer(); singePlayer.Score = 10; singePlayer.PointValue = 10; // Act singePlayer.ScoreIncrease(); // Assert Assert.AreEqual(singePlayer.Score, 20); }
SinglePlayer FindPlayerByStratPos(int i) { SinglePlayer player = null; foreach (SinglePlayer pl in players) { if ((int)pl.stratPosition == i) { player = pl; break; } } return(player); }
/// <summary> /// Handles the Clicked event of the SinglePlayerBtn control. /// </summary> /// <param name="sender">The source of the event.</param> /// <param name="e">The <see cref="RoutedEventArgs"/> instance containing the event data.</param> private void SinglePlayerBtn_Clicked(object sender, RoutedEventArgs e) { var location = this.PointToScreen(new Point(0, 0)); // create a singleplayer model and give it the server ISinglePlayerModel model = new SinglePlayerModel(server); // set up and launch the single player window SinglePlayer singlePlayer = new SinglePlayer(model, this); singlePlayer.Left = location.X; singlePlayer.Top = location.Y; this.player.Pause(); singlePlayer.Show(); this.Hide(); }
public void ScoreIncreaseNewLevel() { // Arrange SinglePlayer singePlayer = new SinglePlayer(); var notificationCenter = GetNotificationMock(); singePlayer.SetNotificationInterface(notificationCenter); singePlayer.Score = 190; singePlayer.PointValue = 10; singePlayer.NewLevelThreshold = 200; // Act singePlayer.ScoreIncrease(); // Assert notificationCenter.Received(1).PostNotification("IncreaseLevel"); }
public Player CheckRoundResult() { SinglePlayer winer = null; bool isWin = !_player.GetIsRoundFailed(); if (isWin) { StartCoroutine(ShowResultRoundText("Excellent", isWin)); winer = _player; } else { StartCoroutine(ShowResultRoundText("Mistake", isWin)); } return(winer); }
public void InitPartylist(int numPlayers = 8) { // partylistItems[i] is according to the order in default // change the position of the item, not the assignment int controlled_player = (int)controlledPlayer.stratPosition; if (DebugSwitch.UIManager) { Debug.Log($"UIM InitPartylist: Finding {Constants.UI.PartyListItemPrefix + controlled_player}..."); } // Position int pos = 0; for (int i = 0; i < numPlayers; i++) { if (i < controlled_player) { pos = i + 1; } else if (i == controlled_player) { pos = 0; } else { pos = i; } float offset = Constants.UI.PartyListYStart - pos * Constants.UI.PartyListYInterval; if (DebugSwitch.UIManager) { Debug.Log($"UIM InitPartylist: player {i}, should be at pos {pos}, offset {offset}"); } RectTransform t = partyListGO.transform.Find(Constants.UI.PartyListItemPrefix + i).GetComponent <RectTransform>(); // Set position on Canvas t.anchoredPosition = new Vector2(t.anchoredPosition.x, offset); // set name TextMeshProUGUI text = t.Find("member name").GetComponent <TextMeshProUGUI>(); text.text = ((SinglePlayer.StratPosition)i).ToString(); // other info GameObject partylistitem = t.gameObject; SinglePlayer pl = FindPlayerByStratPos(i); // can be null PartyListItem item = new PartyListItem(partylistitem, pl); item.Update(false); partylistItems.Add(item); } }
public void ScoreIncreaseNewLevel() { // Arrange SinglePlayer singePlayer = new SinglePlayer(); var notificationCenter = GetNotificationMock(); singePlayer.SetNotificationInterface(notificationCenter); singePlayer.Score = 190; singePlayer.PointValue = 10; singePlayer.NewLevelThreshold = 200; // Act singePlayer.ScoreIncrease(); // Assert notificationCenter.Received(1).PostNotification("IncreaseLevel"); }
void Start() { gameMode = GameObject.FindObjectOfType <GameMode> (); scoreDisplayPlayerTwo = GameObject.Find("Score Panel Player Two").GetComponent <ScoreDisplay> (); isTwoPlayerGame = gameMode.isTwoPlayerGame; if (isTwoPlayerGame) { Instantiate(playerTwoPrefab); multiPlayer = GameObject.FindObjectOfType <MultiPlayer> (); } else { Instantiate(playerOnePrefab); singlePlayer = GameObject.FindObjectOfType <SinglePlayer> (); Destroy(scoreDisplayPlayerTwo.gameObject); } }
public PartyListItem(GameObject self, SinglePlayer p) { player = p; partyListItem = self; jobIcon = partyListItem.transform.Find("job icon").gameObject.GetComponent <Image>(); if (player != null) { jobIcon.sprite = Constants.GameSystem.GetSpriteByStratPos(player.stratPosition); } hpGauge = partyListItem.transform.Find("hp gauge").gameObject; hpFiller = hpGauge.transform.Find("filler").gameObject.GetComponent <RectTransform>(); hpValue = hpGauge.transform.Find("value").gameObject.GetComponent <TextMeshProUGUI>(); hpShield = hpGauge.transform.Find("shield").gameObject; statuslist = partyListItem.transform.Find("status").gameObject; }
// Use this for initialization IEnumerator Start() { GameObject.Find("OverHeadCamera").GetComponent <OverHeadCameraController>().target = this.transform; if (GameObject.Find("Message") != null) { messageText = GameObject.Find("Message").GetComponent <Text>(); } messageText.text = "3"; yield return(new WaitForSeconds(1)); messageText.text = "2"; yield return(new WaitForSeconds(1)); messageText.text = "1"; yield return(new WaitForSeconds(1)); messageText.text = "GO!"; GetComponent <CarController>().canMove = true; NotificationCenter.DefaultCenter().AddObserver(this, "OnCarEnter"); NotificationCenter.DefaultCenter().AddObserver(this, "OnCarScore"); if (GameObject.Find("ScoreText") != null) { scoreText = GameObject.Find("ScoreText").GetComponent <Text>(); } if (GameObject.Find("TimerText") != null) { timerText = GameObject.Find("TimerText").GetComponent <Text>(); } if (GameObject.Find("Message") != null) { messageText = GameObject.Find("Message").GetComponent <Text>(); } singlePlayer = new SinglePlayer(); singlePlayer.SetNotificationInterface(this); yield return(new WaitForSeconds(1)); messageText.text = ""; StartCoroutine(Run()); }
public TargetInfoClass(GameObject targetInfoGO, SinglePlayer controlledPlayer) { this.controlledPlayer = controlledPlayer; this.targetInfoGO = targetInfoGO; GameObject hpFrame = targetInfoGO.transform.Find("hp frame").gameObject; hpMask = hpFrame.transform.Find("hp mask").gameObject; bossName = hpFrame.transform.Find("boss name").GetComponent <TextMeshProUGUI>(); hpPercent = hpFrame.transform.Find("hp percent").GetComponent <TextMeshProUGUI>(); statusListGO = targetInfoGO.transform.Find("boss status list").gameObject; castFrame = targetInfoGO.transform.Find("cast frame").gameObject; castMask = castFrame.transform.Find("cast mask").gameObject; moveName = castFrame.transform.Find("move name").GetComponent <TextMeshProUGUI>(); Update(); }
public Player CheckRoundResult() { SinglePlayer winer = null; bool isWin = !_player.GetIsRoundFailed(); if (isWin) { _player.ScoreAdd(_timeBar.GetMultiplierTypeDependingOnTheReaction(), _scoreNumber); StartCoroutine(ShowResultRoundText("Excellent", isWin)); winer = _player; } else { StartCoroutine(ShowResultRoundText("Mistake", isWin)); _player.ScoreAdd(Multiplier.MultiplierType.Wrong); OnRoundLoseEvent?.Invoke(); } return(winer); }
//What if we did a static constructor that got us all the nessesary delegates? public static SinglePlayer CreateGame( SinglePlayer.AdjustButtonStatus adjustButtonStatus, SinglePlayer.UpdateImageSource updateImageSource) { SinglePlayer output; if (Setting == Modes.SP) { output = new SinglePlayer(adjustButtonStatus, updateImageSource); } else if (Setting == Modes.MP) { output = new MultiPlayer(adjustButtonStatus, updateImageSource); } else { output = new AiPlayer(adjustButtonStatus, updateImageSource); } return(output); }
public void BuildsSinglePlayer() { List<IPlayer> collection = new List<IPlayer>(); var p1 = Substitute.For<INonNpc>(); p1.Slot.Returns(1); collection.Add(p1); var p2 = Substitute.For<INonNpc>(); p2.Slot.Returns(2); collection.Add(p2); var ai = Substitute.For<IAi>(); ai.Slot.Returns(2); collection.Add(ai); var singlePlayer = new SinglePlayer(collection); Assert.AreEqual(true,singlePlayer.Players.ElementAt(0) is INonNpc); Assert.AreEqual(true, singlePlayer.Players.ElementAt(1) is IAi); Assert.AreEqual(2, singlePlayer.Players.Count()); }
public virtual void GenerateEntities() { Debug.Log("Scenario GenerateEntities Start"); Camera battleCam = GameObject.Find("battle main camera").GetComponent <Camera>(); // Init Controlled Player GameObject playerPrefab = Resources.Load <GameObject>(Constants.Battle.PlayerPrefabPath); for (int i = 0; i < Constants.Battle.NumPlayers; i++) { GameObject pObj = Instantiate(playerPrefab, new Vector3(3, 1, -4), Quaternion.identity); // Debug.Log($"Scenario GenerateEntities: Generate Player {i} in Scene {pObj.scene.name}."); pObj.GetComponent <ControllerSystem>().mainCam = battleCam; SinglePlayer p = pObj.transform.Find("Player 0").GetComponent <SinglePlayer>(); p.stratPosition = (SinglePlayer.StratPosition)i; p.gameObject.name = Constants.Battle.PlayerGOPrefix + p.stratPosition.ToString(); pObj.name = $"{Constants.Battle.PlayerGOPrefix} parent {p.stratPosition.ToString()}"; // make the canvas face the camera p.moveInfoCanvas.worldCamera = battleCam; // Set Position text Transform stratPosTextGO = p.moveInfoCanvas.transform.Find("strat pos text"); TextMeshProUGUI text = stratPosTextGO.GetComponent <TextMeshProUGUI>(); text.text = p.stratPosition.ToString(); text.color = Constants.Battle.GetPosColor(p.stratPosition); SceneManager.MoveGameObjectToScene(pObj, SceneManager.GetSceneByName("Battle")); if (p.stratPosition == gameManager.playerPos) { p.controllable = true; controlledPlayer = p; } else { p.controllable = false; } players.Add(p); } }
private void Awake() { _SP = this; }
public void ThrowWithOnePlayerSinglePlayer() { List<IPlayer> collection = new List<IPlayer>(); var p1 = Substitute.For<INonNpc>(); p1.Slot.Returns(1); collection.Add(p1); Assert.Throws(typeof(InvalidOperationException), () => { var singlePlayer = new SinglePlayer(collection); }); }