/// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // update objects
            teddy.Update(gameTime);
            explosion.Update(gameTime);


            // explode teddy with click
            if (Mouse.GetState().LeftButton == ButtonState.Pressed &&
                teddy.DrawRectangle.Contains(Mouse.GetState().X, Mouse.GetState().Y))
            {
                teddy.Active = false;
                explosion.Play(teddy.DrawRectangle.Center.X, teddy.DrawRectangle.Center.Y);
            }

            // create new teddy with rick click after explode it
            if (teddy.Active == false && Mouse.GetState().RightButton == ButtonState.Pressed)
            {
                Vector2 velocity = new Vector2((float)rand.NextDouble(), (float)rand.NextDouble()) / 5;
                teddy = new TeddyBear(Content, WindowWidth, WindowHeight, "teddybear", WindowWidth / 2, WindowHeight / 2, velocity);
            }

            base.Update(gameTime);
        }
Example #2
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            MouseState mouse = Mouse.GetState();

            if (teddyBear.DrawRectangle.Contains(mouse.Position) && mouse.LeftButton == ButtonState.Pressed)
            {
                teddyBear.Active = false;
                Point location = teddyBear.DrawRectangle.Center;
                explosion.Play(location.X, location.Y);

                Vector2 velocity = new Vector2((float)rand.NextDouble(), (float)rand.NextDouble());
                velocity *= 0.2f;
                teddyBear = new TeddyBear(Content, WindowWidth, WindowHeight, "teddybear", rand.Next(WindowWidth), rand.Next(WindowHeight), velocity);
            }

            teddyBear.Update(gameTime);
            explosion.Update(gameTime);

            base.Update(gameTime);
        }
Example #3
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                this.Exit();
            }
            if (GamePad.GetState(PlayerIndex.One).Buttons.B == ButtonState.Pressed)
            {
                // Create a new teddy bear object
                int x_velocity = rand.Next(1, 2);
                int y_velocity = rand.Next(1, 2);
                int x_rand     = rand.Next(0, WINDOW_WIDTH);
                int y_rand     = rand.Next(0, WINDOW_HEIGHT);

                teddyBear.Active = true;

                teddyBear = new TeddyBear(Content, WINDOW_WIDTH, WINDOW_HEIGHT, "teddybear", x_rand, y_rand, new Vector2(x_velocity, y_velocity));
            }

            if (GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed)
            {
                explosion.Play((teddyBear.DrawRectangle.X + teddyBear.DrawRectangle.Width / 2), (teddyBear.DrawRectangle.Y + teddyBear.DrawRectangle.Height / 2));
                teddyBear.Active = false;
            }


            teddyBear.Update();
            explosion.Update(gameTime);

            base.Update(gameTime);
        }
    /// <summary>
    /// Use this for initialization
    /// </summary>
    void Start()
    {
        // save reference for efficiency
        GameObject teddyBearGameObject = GameObject.FindGameObjectWithTag("TeddyBear");

        teddyBear = teddyBearGameObject.GetComponent <TeddyBear>();
    }
Example #5
0
        /// <summary>
        /// Spawns a new teddy bear at a random location
        /// </summary>
        /// <param name="gt">game time</param>
        private void SpawnBearAtMost3(GameTime gt)
        {
            if (cooldown < 0)
            {
                // generate random velocity, do not generate static bears.
                float x = 0, y = 0;
                while (x * x + y * y == 0)
                {
                    x = GetRandomFloat(-0.5f, 0.5f);
                    y = GetRandomFloat(-0.5f, 0.5f);
                }
                Vector2 velocity = new Vector2(x, y);

                // create new bear
                TeddyBear newBear = new TeddyBear(teddybearSprite, velocity, WindowWidth, WindowHeight);

                // add new bear to list
                bears.Add(newBear);
                cooldown = GetRandomFloat(1000, 3000);
            }
            /// Minus cooldown timer if currently in cooldown process.
            if (cooldown >= 0)
            {
                cooldown -= gt.ElapsedGameTime.Milliseconds;
            }
        }
Example #6
0
 public static void AddInvoker(TeddyBear invoker)
 {
     invokers.Add(invoker);
     foreach (UnityAction <int> listener in listeners)
     {
         invoker.AddListener(listener);
     }
 }
Example #7
0
    public override bool TickLocation(Location location)
    {
        if (type == Type.Out)
        {
            return(true);
        }

        fireDuration++;

        if (fireDuration > 24)
        {
            type = Type.Out;
        }
        else if (fireDuration > 18)
        {
            type = Type.Embers;
        }
        else if (fireDuration > 16)
        {
            type = Type.Fire;
        }
        else if (fireDuration > 8)
        {
            type = Type.Inferno;
        }
        else if (fireDuration > 4)
        {
            type = Type.Fire;
        }
        else
        {
            type = Type.Spark;
        }

        if (type == Type.Fire || type == Type.Inferno)
        {
            TeddyBear teddyBear = Utils.FindItemOfType <TeddyBear>(location);
            if (teddyBear != null)
            {
                teddyBear.burned = true;
            }
        }

        if (type == Type.Inferno)
        {
            for (int i = 0, count = location.characters.Count; i < count; i++)
            {
                Character character = location.characters[i];
                if (character != null)
                {
                    GameManager.paradox = new Paradox(null, character.GetName() + " got cooked in the " + type.ToString() + " of the " + location.name);
                    return(false);
                }
            }
        }

        return(true);
    }
Example #8
0
 /// <summary>
 /// Adds the given script as an invoker
 /// </summary>
 /// <param name="invoker">the invoker</param>
 public static void AddInvoker(TeddyBear invoker)
 {
     // add invoker to list and add all listeners to invoker
     invokers.Add(invoker);
     foreach (UnityAction <int> listener in listeners)
     {
         invoker.AddListener(listener);
     }
 }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            teddybear = new TeddyBear(Content, WindowWidth, WindowHeight, @"graphics\teddybear", random.Next(0, WindowWidth), random.Next(0, WindowHeight), new Vector2((float)random.NextDouble(), (float)random.NextDouble()));

            explosion = new Explosion(Content, @"graphics\explosion");
        }
Example #10
0
    public override void Setup()
    {
        base.Setup();

        TeddyBear newTeddyBear = new TeddyBear(false);

        bakery.initialItems.Add(newTeddyBear);

        bakery.initialItems.Add(fire.Copy());
    }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            teddy = new TeddyBear(Content, WindowWidth, WindowHeight, @"graphics/teddybear",
                                  300, 200, new Vector2((float)rdn.NextDouble() * (float)0.5, (float)rdn.NextDouble() * (float)0.5));

            explosion = new Explosion(Content, @"graphics/explosion");
        }
Example #12
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // Create a TeddyBear
            bear = GetRandomTeddyBear();

            // Create Explosion
            explosion = new Explosion(Content, @"Graphics\explosion");
        }
Example #13
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            //load bears and explosion
            bear0     = new TeddyBear(Content, WindowWidth, WindowHeight, @"graphics\teddybear0", 300, 300, new Vector2((float)-0.45, 0));
            bear1     = new TeddyBear(Content, WindowWidth, WindowHeight, @"graphics\teddybear1", 500, 300, new Vector2((float)0.45, 0));
            explosion = new Explosion(Content, @"graphics\explosion");
        }
Example #14
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // Create a new teddy bear object
            teddyBear = new TeddyBear(Content, WINDOW_WIDTH, WINDOW_HEIGHT, "teddybear", 50, 50, new Vector2(random.Next(1, 2), random.Next(1, 2)));

            // Create an Explosion object
            explosion = new Explosion(Content);
        }
Example #15
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            //TODO: use this.Content to load your game content here
            teddyBear = new TeddyBear(Content, WindowWidth, WindowHeight, @"graphics\teddybear",
                                      WindowWidth / 2, WindowHeight / 2, new Vector2((float)rand.NextDouble() * 0.15f,
                                                                                     (float)rand.NextDouble() * 0.15f));

            explosion = new Explosion(Content, @"graphics\explosion");
        }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // load two teddybears
            bear0 = new TeddyBear(Content, WindowWidth, WindowHeight, @"graphics\teddybear0", 0, 100, new Vector2(1, 0));
            bear1 = new TeddyBear(Content, WindowWidth, WindowHeight, @"graphics\teddybear1", 800, 100, new Vector2(-1, 0));

            // load the explosion
            explosion = new Explosion(Content, @"graphics\explosion");
        }
Example #17
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // Creating two new teddy bear object
            teddyBear0 = new TeddyBear(Content, WINDOW_WIDTH, WINDOW_HEIGHT, "teddybear0", 10, 100, new Vector2(1, 0));
            teddyBear1 = new TeddyBear(Content, WINDOW_WIDTH, WINDOW_HEIGHT, "teddybear1", 0, 10, new Vector2(1, 1));

            // Creating an explosion object
            explosion = new Explosion(Content);
        }
Example #18
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // load content for teddy bear and explosion
            Vector2 velocity = new Vector2((float)rand.NextDouble(), (float)rand.NextDouble());

            velocity *= 0.2f;
            teddyBear = new TeddyBear(Content, WindowWidth, WindowHeight, "teddybear", WindowWidth / 2, WindowHeight / 2, velocity);
            explosion = new Explosion(Content, "explosion");
        }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            teddyBear0 = new TeddyBear(Content, WindowWidth, WindowHeight,
                                       @"graphics\teddybear0", 150, 300, new Vector2((float)0.2, 0));

            teddyBear1 = new TeddyBear(Content, WindowWidth, WindowHeight,
                                       @"graphics\teddybear1", 650, 300, new Vector2((float)-0.2, 0));

            explosion = new Explosion(Content, @"graphics\explosion");
        }
Example #20
0
    public override bool Equals(object obj)
    {
        TeddyBear teddyBear = obj as TeddyBear;

        if (teddyBear == null)
        {
            return(false);
        }
        else
        {
            return(this.burned == teddyBear.burned);
        }
    }
Example #21
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            // TODO: use this.Content to load your game content here

            // initialise velocity of bear
            Vector2 velocity = new Vector2(rand.Next(5), rand.Next(5));

            // load bear sprites and velocity
            bear0     = new TeddyBear(Content, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight, "teddybear0", 0, 300, velocity);
            bear1     = new TeddyBear(Content, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight, "teddybear1", 800, 300, velocity);
            explosion = new Explosion(Content);
        }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            bear0 = new TeddyBear(Content, WindowWidth, WindowHeight, @"Graphics/teddybear0",
                                  0, 289, new Vector2(0.1F, 0));
            bear1 = new TeddyBear(Content, WindowWidth, WindowHeight, @"Graphics/teddybear1",
                                  777, 289, new Vector2(-0.1F, 0));
            explosion = new Explosion(Content, @"Graphics\explosion");

            bear0.Active = true;
            bear1.Active = true;
        }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // create teddys
            teddy0 = new TeddyBear(Content, WindowWidth, WindowHeight, "teddybear0",
                                   WindowWidth / 3, WindowHeight / 2, new Vector2(-1, 0));
            teddy1 = new TeddyBear(Content, WindowWidth, WindowHeight, "teddybear1",
                                   WindowWidth - WindowWidth / 3, WindowHeight / 2, new Vector2(1, 0));

            // create explosion
            explosion = new Explosion(Content, "explosion");
        }
Example #24
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            // velocity information
            //Vector2 velocity1 = new Vector2(1, 0);
            //Vector2 velocity2 = new Vector2(-1, 0);
            // create teddy bears
            teddy0 = new TeddyBear(Content, WINDOW_WIDTH, WINDOW_HEIGHT, "teddybear0", 100, 200, new Vector2(4, 0));
            teddy1 = new TeddyBear(Content, WINDOW_WIDTH, WINDOW_HEIGHT, "teddybear1", 500, 200, new Vector2(-4, 0));

            explode0 = new Explosion(Content);
        }
Example #25
0
 public ClawMachine(GLUquadric i_Quadric, uint clawMachineList, uint shadowList, TeddyBear teddyBear, Claw claw)
 {
     ClawPosition = new double[3] {
         0, 6.1, 0
     };
     teddyBearsLocations = new List <teddyBearLocation>();
     addTeddyBearsLocations();
     this.m_Quadric            = i_Quadric;
     this.teddyBear            = teddyBear;
     this.Claw                 = claw;
     this.HandleUpDownAngle    = -45;
     this.HandleLeftRightAngle = 0;
     CreateClawMachine(clawMachineList, false);
     CreateClawMachine(shadowList, true);
 }
Example #26
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // Create a new teddy bear object
            int x_velocity = rand.Next(1, 2);
            int y_velocity = rand.Next(1, 2);
            int x_rand     = rand.Next(0, WINDOW_WIDTH);
            int y_rand     = rand.Next(0, WINDOW_HEIGHT);

            teddyBear = new TeddyBear(Content, WINDOW_WIDTH, WINDOW_HEIGHT, "teddybear", x_rand, y_rand, new Vector2(x_velocity, y_velocity));
            // Create a new explosion object
            explosion = new Explosion(Content);
        }
Example #27
0
        static void Main()
        {
            Bear    GrizzlyBear = new Grizzly();
            ToyBear MrTeddy     = new TeddyBear();
            ToyBear ANewBear    = new BearAdapter(GrizzlyBear);

            GrizzlyBear.maul();
            GrizzlyBear.hibernate();

            MrTeddy.hug();

            ANewBear.hug();//adapted Bear class

            Console.ReadKey();
        }
Example #28
0
        private void SpawnBear()
        {
            // Create a teddy bear with a random velocity and location

            int x = 100 + rand.Next(WindowWidth - 199);
            int y = 100 + rand.Next(WindowHeight - 199);

            double  speed = rand.NextDouble() / 10 + .1;
            double  angle = 2 * Math.PI * rand.NextDouble();
            Vector2 velocity;

            velocity.X = (float)(Math.Cos(angle) * speed);
            velocity.Y = (float)(Math.Sin(angle) * speed);

            bear = new TeddyBear(Content, WindowWidth, WindowHeight, @"graphics\teddybear", x, y, velocity);
        }
Example #29
0
    public override Action GoalCheck(int currentTime, Character character, bool timeIsUp)
    {
        TeddyBear teddyBear = Utils.FindItemOfType <TeddyBear>(character.GetCurrentLocation(), true, true, false);

        if (teddyBear != null)
        {
            GameManager.levelCompleteText = character.GetName() + " is ecstatic to see the Teddy Bear unharmed :D";
            GameManager.levelComplete     = true;
        }
        else
        {
            GameManager.paradox = new Paradox(null, character.GetName() + " did not see the Teddy Bear and is inconsolable");
            GameManager.Instance.paradoxFound = true;
        }

        return(null);
    }
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // TODO: Add your update logic here
            teddy.Update(gameTime);
            explosion.Update(gameTime);
            MouseState mouse = Mouse.GetState();

            int x = mouse.Position.X;
            int y = mouse.Position.Y;

            if (teddy.DrawRectangle.Contains(x, y) && mouse.LeftButton == ButtonState.Released &&
                previousLeftButtonState == ButtonState.Pressed)
            {
                teddy.Active = false;
                explosion.Play(teddy.DrawRectangle.X, teddy.DrawRectangle.Y);
            }

            if (previousMiddleButtonState == ButtonState.Pressed)
            {
                teddy = new TeddyBear(Content, WindowWidth, WindowHeight, @"graphics/teddybear",
                                      300, 200, new Vector2((float)rdn.NextDouble() * (float)0.5, (float)rdn.NextDouble() * (float)0.5));
            }

            if (previousRightButtonState == ButtonState.Pressed)
            {
                explosion.Play(teddy.DrawRectangle.X, teddy.DrawRectangle.Y);
                teddy = new TeddyBear(Content, WindowWidth, WindowHeight, @"graphics/teddybear",
                                      300, 200, new Vector2((float)rdn.NextDouble() * (float)0.5, (float)rdn.NextDouble() * (float)0.5));
            }


            previousLeftButtonState   = mouse.LeftButton;
            previousMiddleButtonState = mouse.MiddleButton;
            previousRightButtonState  = mouse.RightButton;

            base.Update(gameTime);
        }
Example #31
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            //load teddy bears
            bears[0] = new TeddyBear(Content, WINDOW_WIDTH, WINDOW_HIGHT, "teddybear0", 100, 100);
            bears[1] = new TeddyBear(Content, WINDOW_WIDTH, WINDOW_HIGHT, "teddybear1", 200,200);

            // TODO: use this.Content to load your game content here
        }
Example #32
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // load content for teddy bear and explosion
            Vector2 velocity = new Vector2((float)rand.NextDouble(), (float)rand.NextDouble());
            velocity *= 0.2f;
            teddyBear = new TeddyBear(Content, WindowWidth, WindowHeight, "teddybear", WindowWidth/2, WindowHeight/2, velocity);
            explosion = new Explosion(Content, "explosion");
        }
Example #33
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
                Exit();

            MouseState mouse = Mouse.GetState();
            if (teddyBear.DrawRectangle.Contains(mouse.Position) && mouse.LeftButton == ButtonState.Pressed){
                teddyBear.Active = false;
                Point location = teddyBear.DrawRectangle.Center;
                explosion.Play(location.X, location.Y);

                Vector2 velocity = new Vector2((float)rand.NextDouble(), (float)rand.NextDouble());
                velocity *= 0.2f;
                teddyBear = new TeddyBear(Content, WindowWidth, WindowHeight, "teddybear", rand.Next(WindowWidth), rand.Next(WindowHeight), velocity);
            }

            teddyBear.Update(gameTime);
            explosion.Update(gameTime);

            base.Update(gameTime);
        }