public StateFactory() { //Don't show transition screen if it's our first load. isTransitionDone = true; isSceneLoaded = false; m_transitionScreen = GameObject.Find("TransitionScreen").GetComponent <TransitionScreen>(); }
public new void Start() { base.Start(); loadingScreen = this.GetTransitionScreen(); if (loadingScreen.LoadingScreenIsOpen()) { StartCoroutine(loadingScreen.FadeOutBlackScreen()); } }
void Jouer8(object sender, EventArgs e) { foreach (GameScreen screen in ScreenManager.GetScreens()) { screen.ExitScreen(); } TransitionScreen.Load(ScreenManager, this, true, PlayerIndex.One, new Element_mode(8)); song = new Song_Management(this.ScreenManager); song.Change_Ingame(); }
public override void Update(Microsoft.Xna.Framework.GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { TransitionScreen.Load(ScreenManager, this, true, PlayerIndex.One, new MainMenuScreen()); } if (_nouvelle_partie) { NouvellePartie(); } timer = (float)gameTime.ElapsedGameTime.TotalMilliseconds; transition.UpdateAlpha(timer); UpdateClavier(); KeyboardAdd(); if (_transition_keyboard) { TransitionPerduGagner(timer); } if (_validation_mot) { ValiderVerificationLettre(liste_mot.ElementAt(_position_verification_mot), timer); } if (_mot_faux) { MotInvalide_PasserSuivant(); } if (_timer_attente) { PerduAffichageSolution(timer); } if (_animation_mot_juste) { AnimMotJuste(timer); } if (_type_partie == TypeDePartie.Montre && !_temps_ecoule) { Timer(timer); } if (_motfauxmontre) { TimerMontreMotFaux(timer); } if (_mot_faux_affichage_animation) { TimerAnimationMotFaux(timer); } base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); }
public ConnectCASController(TransitionScreen view, CityConnectionRegulator cityConnectionRegulator) { View = view; CityConnectionRegulator = cityConnectionRegulator; CityConnectionRegulator.OnTransition += CityConnectionRegulator_OnTransition; CityConnectionRegulator.OnError += CityConnectionRegulator_OnError; View.ShowProgress = true; View.SetProgress(0, 4); }
public DisconnectController(TransitionScreen view, CityConnectionRegulator cityRegulator, LotConnectionRegulator lotRegulator, Network.Network network) { View = view; View.ShowProgress = false; network.LotClient.Disconnect(); network.CityClient.Disconnect(); CityConnectionRegulator = cityRegulator; CityConnectionRegulator.OnTransition += CityConnectionRegulator_OnTransition; LotConnectionRegulator = lotRegulator; }
// Use this for initialization void Start() { // Take stuff from the story here and initialize it gameHasStarted = false; gameEndApproved = false; GameObject temp = Instantiate(StoryDisplayer); temp.GetComponent <StoryDisplay>().Initializer = Initializer; temp.GetComponent <TransitionScreen>().MasterUI = MasterUI; endGameReference = temp.GetComponent <TransitionScreen>(); endGameReference.displayPostGameScreen = displyPostGameStats; }
public DisconnectController(TransitionScreen view, CityConnectionRegulator cityRegulator, LotConnectionRegulator lotRegulator, LoginRegulator logRegulator, Network.Network network) { View = view; View.ShowProgress = false; CityConnectionRegulator = cityRegulator; CityConnectionRegulator.OnTransition += CityConnectionRegulator_OnTransition; LotConnectionRegulator = lotRegulator; LoginRegulator = logRegulator; LoginRegulator.OnError += LoginRegulator_OnError; LoginRegulator.OnTransition += LoginRegulator_OnTransition; }
private void Awake() { if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); return; } }
public override void HandleInput(InputState input) { foreach (GestureSample gesture in input.Gestures) { if (gesture.GestureType == GestureType.Tap) { if (keyboard.liste_lettre[0].Alpha == 1) { foreach (Keyboard_Lettre caca in keyboard.liste_lettre) { if (caca.HandleTap(gesture.Position)) { keyboard._letter_tapped = caca._lettre; keyboard._tapped = true; keyboard._type_tapped = caca._type; break; } } } if (optionFinPartie.Alpha == 1) { if (_type_partie == TypeDePartie.Simple) { if (optionFinPartie.HandleTapMenu(gesture.Position)) { TransitionScreen.Load(ScreenManager, this, true, PlayerIndex.One, new MainMenuScreen()); } if (optionFinPartie.HandleTapRejouer(gesture.Position)) { TransitionScreen.Load(ScreenManager, this, true, PlayerIndex.One, new InGame.Motus(_facile, TypeDePartie.Simple)); } } else { if (optionFinPartie.HandleTapScore(gesture.Position)) { TransitionScreen.Load(ScreenManager, this, true, PlayerIndex.One, new ScoreScreen(_type_partie, _nombre_de_point)); } if (optionFinPartie.HandleTapRejouer(gesture.Position)) { TransitionScreen.Load(ScreenManager, this, true, PlayerIndex.One, new InGame.Motus(_facile, _type_partie)); } } } } } base.HandleInput(input); }
public RandomTransition(ScreenManager sceneManager) : base(sceneManager) { list = new List <TransitionScreen>(); list.Add(new Fade(sceneManager)); list.Add(new Slide(sceneManager, Way.Down)); list.Add(new Slide(sceneManager, Way.Up)); list.Add(new Slide(sceneManager, Way.Right)); list.Add(new Slide(sceneManager, Way.Left)); list.Add(new Flash(sceneManager)); list.Add(new Pixelize(sceneManager)); list.Add(new Doors(sceneManager, Direction.Vertical)); list.Add(new Doors(sceneManager, Direction.Horizontal)); t = list[RandomHelper.RandomInt(0, list.Count)]; }
public RandomTransition(ScreenManager sceneManager) : base(sceneManager) { list = new List<TransitionScreen>(); list.Add(new Fade(sceneManager)); list.Add(new Slide(sceneManager, Way.Down)); list.Add(new Slide(sceneManager, Way.Up)); list.Add(new Slide(sceneManager, Way.Right)); list.Add(new Slide(sceneManager, Way.Left)); list.Add(new Flash(sceneManager)); list.Add(new Pixelize(sceneManager)); list.Add(new Doors(sceneManager, Direction.Vertical)); list.Add(new Doors(sceneManager, Direction.Horizontal)); t = list[RandomHelper.RandomInt(0, list.Count)]; }
// Start is called before the first frame update void Awake() { if (!instance) { instance = this; } else if (instance != this) { Destroy(gameObject); return; } anim = GetComponent <Animator>(); fade_hash = Animator.StringToHash("Fade"); start_fade_hash = Animator.StringToHash("StartFade"); DontDestroyOnLoad(gameObject); }
public TransitionScreen GetTransitionScreen() { if (GameObject.Find("TransitionScreen") == null) { Debug.LogError("Impossible de trouver l'objet TransitionScreen dans la scène"); return(null); } else { TransitionScreen o = GameObject.Find("TransitionScreen").GetComponent <TransitionScreen>(); if (!o.isStart) { o.Start(); } return(o); } }
public override void Update(Microsoft.Xna.Framework.GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { if (visualisation) { this.ExitScreen(); ScreenManager.AddScreen(new ScoreVisualisation_TypePartie()); } else { TransitionScreen.Load(ScreenManager, this, true, PlayerIndex.One, new MainMenuScreen()); } } if (!multi.HighScoreLoaded) { _timeloading += (float)gameTime.ElapsedGameTime.TotalMilliseconds; Loading(_timeloading); } base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); }
public static void StartNewTransitionScreen(this Game game) { TransitionScreen transition = null; if (first_transition != true) transition = new TransitionScreen(game); if (first_transition != true) { game.Components.Add(transition); transition.OnTransitionStart += () => { for (int i = 0; i < game.Components.Count; i++) { GameComponent gc = (GameComponent)game.Components[i]; if (gc != transition) gc.Enabled = false; } }; transition.OnTransitionEnd += () => { for (int i = 0; i < game.Components.Count; i++) { GameComponent gc = (GameComponent)game.Components[i]; if (gc != transition) gc.Enabled = true; else { game.Components.RemoveAt(i); i--; } } }; } first_transition = false; }
private void InitScreen() { var playscreen = new MainPlayScreen(GraphicsDevice) { MapName = CONTENT_MANAGER.MapName ?? "menu" }; TransitionScreen transitionScreen = new TransitionScreen(GraphicsDevice) { StartingDirectory = Path.Combine(CONTENT_MANAGER.LocalRootPath, "map"), SearchPattern = "*.tmx", CallBack = x => { playscreen.MapName = x; SCREEN_MANAGER.GotoScreen("MainPlayScreen"); } }; SCREEN_MANAGER.AddScreen(playscreen); SCREEN_MANAGER.AddScreen(transitionScreen); SCREEN_MANAGER.GotoScreen("MainPlayScreen"); SCREEN_MANAGER.Init(); }
public Game(GameScreen gameScreen, TransitionScreen transitionScreen) { this.gameScreen = gameScreen; this.transitionScreen = transitionScreen; }
// Use this for initialization void Start() { StartCoroutine(timer()); time += 1; GameManager = GameObject.Find("Transition Screen").GetComponent <TransitionScreen>(); }
public new void Start() { base.Start(); loadingScreen = this.GetTransitionScreen(); // Auto créé s'il n'existe pas }
public RandomTransition(ScreenManager sceneManager, List <TransitionScreen> list) : base(sceneManager) { t = list[RandomHelper.RandomInt(0, list.Count)]; }
// Use this for initialization void Start() { GameManager = GameObject.Find("Transition Screen").GetComponent <TransitionScreen>(); }
// Use this for initialization void Start() { encolere = false; scolere.SetActive(false); GameManager = GameObject.Find("Transition Screen").GetComponent <TransitionScreen>(); }
public RandomTransition(ScreenManager sceneManager, List<TransitionScreen> list) : base(sceneManager) { t = list[RandomHelper.RandomInt(0, list.Count)]; }
void Awake() { transitionScreen = GetComponent <TransitionScreen>(); transitionText = GetComponent <TransitionText>(); }
/// <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) { // TODO: Add your update logic here // Updates keyboard and mouse states Globals.UpdateGlobals(); // If there is a fade active, no other update code is run // If the game is paused, no other update code is run and there is a check to see if the player has left it. If the help screen is open, it runs that logic. // Otherwise, it runs the logic for the current mode. if (Globals.Fade.Active) { Globals.Fade.Update(); } else if (paused) { // Checks if the player unpauses, or if they press the menu button if (Globals.CheckKey(Keys.Escape)) { paused = false; } else if (menuBtn.CheckButton()) { Globals.Fade.Start(Globals.MENU, 1); paused = false; } } else if (Globals.HelpScreenOpen) { HelpScreen.Update(); } else { switch (Globals.Gamestate) { case Globals.LOGO: { // Once the logo has lasted for its entire duration, the fade to the menu begins if (logoDuration.CheckCooldown()) { Globals.Fade.Start(Globals.MENU, 1); } else { logoDuration.UpdateCooldown(); } break; } case Globals.TRANSITION: { TransitionScreen.Update(); break; } case Globals.MENU: { Menu.Update(); break; } case Globals.GAMEPLAY: { // Checks if the player has paused if (Globals.CheckKey(Keys.Escape)) { paused = true; } // Updates the game that is currently running switch (Globals.Minigame) { case Globals.LUCKY_DAY: { luckyDay.Update(); break; } case Globals.COLOR_GUESSER: { colorGuesser.Update(); break; } case Globals.RAINDROPS: { raindrops.Update(); break; } case Globals.JUGGLER: { juggler.Update(); break; } case Globals.TERMINAL_VELOCITY: { terminalVelocity.Update(); break; } case Globals.BACKWARDS: { backwards.Update(); break; } case Globals.TYPEWRITER: { typewriter.Update(); break; } case Globals.FLOOR_IS_LAVA: { floorIsLava.Update(); break; } case Globals.MILKSHAKER: { milkshaker.Update(); break; } case Globals.CIRCLE_CLICKER: { circleClicker.Update(); break; } } break; } case Globals.LEADERBOARD: { Leaderboard.Update(); break; } case Globals.RESULTS: { Results.Update(); break; } } } base.Update(gameTime); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.White); // TODO: Add your drawing code here spriteBatch.Begin(); switch (Globals.Gamestate) { case Globals.LOGO: { // Draws the logo spriteBatch.Draw(logoImg, new Rectangle(300, 360, 600, 80), Color.White); break; } case Globals.MENU: { Menu.Draw(spriteBatch, gameTime); break; } case Globals.TRANSITION: { TransitionScreen.Draw(spriteBatch); break; } case Globals.GAMEPLAY: { // Draws the assets of the appropriate game switch (Globals.Minigame) { case Globals.LUCKY_DAY: { luckyDay.Draw(spriteBatch, gameTime); break; } case Globals.COLOR_GUESSER: { colorGuesser.Draw(spriteBatch); break; } case Globals.RAINDROPS: { raindrops.Draw(spriteBatch, gameTime); break; } case Globals.JUGGLER: { juggler.Draw(spriteBatch, gameTime); break; } case Globals.TERMINAL_VELOCITY: { terminalVelocity.Draw(spriteBatch, gameTime); break; } case Globals.BACKWARDS: { backwards.Draw(spriteBatch); break; } case Globals.TYPEWRITER: { typewriter.Draw(spriteBatch); break; } case Globals.FLOOR_IS_LAVA: { floorIsLava.Draw(spriteBatch, gameTime); break; } case Globals.MILKSHAKER: { milkshaker.Draw(spriteBatch); break; } case Globals.CIRCLE_CLICKER: { circleClicker.Draw(spriteBatch); break; } } // Draws the hud elements Hud.Draw(spriteBatch); break; } case Globals.RESULTS: { Results.Draw(spriteBatch); break; } case Globals.LEADERBOARD: { Leaderboard.Draw(spriteBatch); break; } } // Draws the help screen if it is open if (Globals.HelpScreenOpen && !Globals.Fade.Active) { HelpScreen.Draw(spriteBatch); } // Draws the pause screen if it is active if (paused) { spriteBatch.Draw(blankRecImg, Globals.GetRec(), Color.Black * pausedOpacity); spriteBatch.DrawString(bigFont, "PAUSED", Globals.CentreText(Globals.GetRec(), "PAUSED", bigFont), Color.White); spriteBatch.Draw(menuBtn.Img, menuBtn.Rec, Color.White); } // Draws the fade if it is active if (Globals.Fade.Active) { Globals.Fade.Draw(spriteBatch); } spriteBatch.End(); base.Draw(gameTime); }
private void Start() { win = 0; QTEGen = Random.Range(1, 4); GameManager = GameObject.Find("Transition Screen").GetComponent <TransitionScreen>(); }
// Use this for initialization void Start() { JaugeVise.value = i; GameManager = GameObject.Find("Transition Screen").GetComponent <TransitionScreen>(); }