public void InitPanel(WorldLevel worldLevel) { textLevelName.text = worldLevel.levelName; textLevelNumber.text = "Level: " + worldLevel.levelID + 1; textLevelDescription.text = worldLevel.levelDescription; currLevel = worldLevel; }
protected void LoadLevel(WorldLevel level) { if (Level != null) { Level.Uninstall(); } Level = level; Level.Install(); }
public void defPlayerData() { lastDay = DateTime.Today.ToString("yyyy-MM-dd"); currentWorld = WorldType.house; WorldLocks = new WorldIntDictionary(); int maxHouseLevels = DataUtils.loadLevelAsset(WorldType.house).stageNames.Length; WorldLocks[currentWorld] = new WorldLevel(0, -1, new uint[maxHouseLevels], new ushort[maxHouseLevels]); lastPos = new Vector2Ser(0, 0); }
public WorldState(GameStateManager gameStateManager, WorldLevel level) { isPause = false; canPause = false; PauseCoolDown = Util.Instance.Hundred; spriteFont = MenuFactory.Instance.CreateSpriteFont(); this.gameStateManager = gameStateManager; timercounter = Util.Instance.Zero; this.level = level; timeFreeze = false; changeWorldID(); overTimer = 0; }
public void ReleaseWorld() { if (m_rootNodeGroup != null) { m_rootNodeGroup.BhvOnLeave(); m_rootNodeGroup = null; } if (m_worldLevel != null) { m_worldLevel.ClearFirstLevel(); m_worldLevel = null; } }
public override bool Equals(object obj) { if (!(obj is WorldLevel)) { return(false); } WorldLevel mys = (WorldLevel)obj; // compare elements here return(this.hasPlayed == mys.hasPlayed && this.level == mys.level && this.starRating.SequenceEqual(mys.starRating) && this.dailyPlays.SequenceEqual(mys.dailyPlays)); }
public void CreateWorld() { m_worldLevel = new WorldLevel(); if (m_worldLevel != null) { m_worldLevel.CreateFirstLevel(); } m_rootNodeGroup = m_worldLevel; if (m_rootNodeGroup != null) { m_rootNodeGroup.BhvOnEnter(); } }
protected override void Initialize() { // TODO: Add your initialization logic here //Intro Buttons PlayBtn = new Button(); QuitBtn = new Button(); //Add all levels levels.Add(new FirstLevel(Content)); levels.Add(new SecondLevel(Content)); //Begin Level level = levels[i]; //collision collisionManager = new CollisionManager(new CollisionHelper()); base.Initialize(); }
public void setWorldLevel(WorldType world, int level, int played, bool won, int maxLevels) { Debug.Log("set world: " + world + " / level: " + level + " / played: " + played + " / max levels: " + maxLevels); if (level < 0) { return; } WorldLevel WL; if (playerData.WorldLocks.TryGetValue(world, out WL) == false) { uint[] daily = new uint[maxLevels]; WL = new WorldLevel( level, -1, daily, new ushort[maxLevels]); } else { WL.level = level > WL.level ? level : WL.level; WL.hasPlayed = played > WL.hasPlayed ? played : WL.hasPlayed; } if (won) { WL.dailyPlays[level - 1] += 1; } playerData.WorldLocks[world] = WL; //if last level of the world.. if (level == maxLevels) { //unlock connected worlds foreach (WorldType w in DataUtils.getConnectedWorlds(world)) { setWorldLevel(w, 0, -1, false, DataUtils.loadLevelAsset(w).stageNames.Length); } } }
protected void Quit() { Level.Uninstall(); Level = null; Active = false; }
public void ShowLevelInfo(WorldLevel worldLevel) { //Open map level info EnablePanel(panelMapLevelInfo); //Init panel with level info panelMapLevelInfo.GetComponent<MapLevelInfoPanel>().InitPanel(worldLevel); }
public WorldGraphNode(WorldLevel level) { Level = level; }
public WorldParams(WorldLevel root, int size, float difficulty) { Root = root; Size = size; Difficulty = difficulty; }
protected override void Update(GameTime gameTime) { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } if (EndGame) { /*Reset the intro booleans*/ StartGame = false; //Sets back to First level i = -1; hasWon = false; } if (!StartGame) { IntroScreen(); } else { // TODO: Add your update logic here if (hasWon) { //blob.reset(); i++; if (i >= levels.Count) { //End of the whole game EndGame = true; StartGame = false; PlayBtn.isClicked = false; } if (!EndGame && levels[i] != null) { level = levels[i]; hasWon = false; blob.Position = level.StartPosition; } } blob.Update(gameTime); foreach (var item in level.BlokArray) { if (item != null) { collisionManager.ExecuteCollision(blob.CollisionRectangle, item.CollisionRectangle, level.Width, level.Height, blob); } } camera.Update(blob.Position, level.Width, level.Height); foreach (var platform in level.Platforms) { platform.animHandler(blob.hasJumped); } //Game over check hasWon = collisionManager.CheckEndCollision(blob.CollisionRectangle, level.endPlatform.CollisionRectangle); base.Update(gameTime); } }