Example #1
0
    private void check_game_over()
    {
        int lost;
        int i;

        do
        {
            i    = 0;
            lost = 0;
            foreach (moving m in move_list)
            {
                if (m.is_none_t())
                {
                    lost = i;
                }
            }
            i++;
            if (lost != 0)
            {
                move_list.RemoveAt(lost);
            }
        } while (lost != 0);
        if (move_list.Count == 1)
        {
            current_state = game_state.finish_t;
        }
    }
Example #2
0
    public static void Revive()
    {
        Vector3 tempVel = new Vector3((float)(speed * 0.6), 0f, 0f);

        current_game_state = game_state.Playing;
        player.GetComponent <Rigidbody2D> ().velocity = tempVel;
    }
Example #3
0
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Bisque);

            // TODO: Add your drawing code here
            spriteBatch.Begin();



            switch (gamestate)
            {
            case game_state.runnning_state: handle_screen.Draw(out exit_game, out restart_game, gameTime, this);
                if (exit_game)
                {
                    gamestate = game_state.initial_state;
                    Exit();
                }
                if (this.restart_game)
                {
                    restart_game = false;
                    gamestate    = game_state.initial_state;
                }
                break;
            }


            spriteBatch.End();

            base.Draw(gameTime);
        }
Example #4
0
    public static void Start_Game()
    {
        Camera.main.GetComponent <Animator> ().Play("MainGame_Score_Raise");
        Vector3 tempVel = new Vector3(speed, 0f, 0f);

        player.GetComponent <Rigidbody2D> ().velocity = tempVel;
        current_game_state = game_state.Playing;
    }
Example #5
0
 /// <summary>
 /// Allows the game to perform any initialization it needs to before starting to run.
 /// This is where it can query for any required services and load any non-graphic
 /// related content.  Calling base.Initialize will enumerate through any components
 /// and initialize them as well.
 /// </summary>
 protected override void Initialize()
 {
     // TODO: Add your initialization logic here
     graphics.IsFullScreen = false;
     graphics.ApplyChanges();
     Window.Title = "Sustainable Kid's Game";
     //  this.IsMouseVisible = true;
     this.pos.X = Mouse.GetState().X;
     this.pos.Y = Mouse.GetState().Y;
     gamestate  = game_state.initial_state;
     base.Initialize();
 }
Example #6
0
 void do_start()
 {
     current_level = 3;
     b             = new breakout();
     System.Console.WriteLine("inside main");
     current_level = b.load_level(current_level);
     if (current_level == 0)
     {
         current_state = game_state.finish_t;
     }
     else
     {
         current_state = game_state.play_t;
         init_board();
     }
 }
    private void OnStateChange(game_state newGameState)
    {
        if (m_gameState != newGameState)
        {
            switch (newGameState)
            {
            case game_state.MAIN_MENU:
                break;

            case game_state.IN_GAME:
                Time.timeScale = 1;
                break;
            }

            m_gameState = newGameState;
        }
    }
Example #8
0
    public void RoundEnd(int winner, int damage)
    {
        Dictionary <byte, object> parameters = new Dictionary <byte, object>();

        parameters[0] = 0;
        gamestate     = game_state.purchase;
        if (winner != id)
        {
            playerHealth -= damage;
            parameters[0] = damage;
        }
        else
        {
            gold += 1;
        }
        RestoreBattleGround();
        PhotonManager.Instance.OnOperationRequest((byte)OpCode.Battle, parameters, (byte)BattleCode.SendResult);
    }
Example #9
0
    public void SetCurrentState(string state_name)
    {
        game_state state = this.GetState(state_name);

        if (this.current_state != state)
        {
            if (this.current_state != null)
            {
                this.current_state.LeaveState();
            }

            this.current_state = state;

            if (this.current_state != null)
            {
                this.current_state.EnterState();
            }
        }
    }
Example #10
0
    public static void Game_Over()
    {
        if (score >= HighScore)
        {
            SaveManager.SetHighScore(HighScore);
            SaveManager.Save();
            GPS.ReportHighScore(score);
            //scoreReadout.GetComponent<TextMesh>().color = colors["Gold"];
        }
        //Destruction sound - Tyler
        AudioClip audiotemp = AudioManager.Destruction_Sound;

        AudioManager.Play_Audio(audiotemp);
        //Jays shit is below
        current_game_state = game_state.GameOver;
        player.GetComponent <Rigidbody2D> ().velocity = new Vector3(0f, 0f, 0f);
        line_number = 0;
        speed       = 5;
        Camera.main.GetComponent <Animator> ().Play("MainGame_Camera_ZoomOut");
        GameObject Colour_Particles = Instantiate(Resources.Load("Sprites/Ui/Particles/ColourParticles") as GameObject, new Vector3(Camera.main.transform.position.x, 4f, 11f), identity) as GameObject;
    }
Example #11
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();
            }
            KeyboardState newState = Keyboard.GetState();

            if (newState.IsKeyDown(Keys.Escape))
            {
                graphics.IsFullScreen = false;
                graphics.ApplyChanges();
            }

            else if (newState.IsKeyDown(Keys.F1))
            {
                graphics.IsFullScreen = true;
                graphics.ApplyChanges();
            }


            switch (gamestate)
            {
            case game_state.initial_state: create_object();
                handle_screen.LoadContent(spriteBatch);

                gamestate = game_state.runnning_state;
                break;

            case game_state.runnning_state: handle_screen.Update(gameTime, this);
                break;
            }


            base.Update(gameTime);
        }
Example #12
0
    game_state GetState(string state_name)
    {
        game_state out_state = null;

        switch (state_name)
        {
        case "game":
            out_state = this.state_game;
            break;

        case "pause":
            out_state = this.state_pause;
            break;

        case "codex":
            out_state = this.state_codex;
            break;

        case "badges":
            out_state = this.state_badges;
            break;

        case "battle":
            out_state = this.state_battle;
            break;

        case "boss_battle":
            out_state = this.state_boss_battle;
            break;

        case "town":
            out_state = this.state_town;
            break;
        }

        return(out_state);
    }
Example #13
0
 void do_run(object sender, EventArgs args)
 {
     current_state = game_state.start_t;
     start_timer();
 }
Example #14
0
 public void Changestate()
 {
     gamestate = game_state.battle;
 }
Example #15
0
 public void StartBattle()
 {
     print("getcalled");
     gamestate = game_state.battle;
 }
Example #16
0
    // Use this for initialization
    void Start()
    {
        GPGS_Logged_In = Social.localUser.authenticated;
        Debug.Log(GPGS_Logged_In);
        HighScore        = SaveManager.GetHighScore();
        coins            = SaveManager.GetCoins();
        canReset         = false;
        isFirstGame      = SaveManager.IsFirstTime();
        currentCharacter = SaveManager.GetCharacter();
        //reset
        line_number = 0;
        speed       = 5;
        score       = 0;

        cameraSize.y = 2 * Camera.main.orthographicSize;
        cameraSize.x = cameraSize.y * Camera.main.aspect;
        //sets the root vector to appropriate x and y values, scaled to the size of the screen.
        root               = new Vector3((float)(0 - cameraSize.x * starting_position_scaler), (float)(0 - (cameraSize.y * 0.6 - cameraSize.y / 2)));
        line_segment       = Resources.Load("Sprites/Line/Prefabs/RoundedLine") as GameObject;
        line_segment_width = line_segment.GetComponent <SpriteRenderer> ().bounds.size.x + 2 * line_padding;

        Number_Of_Line_Segments = 0;
        //instantiate obstacle array
        Obstacle_Prefab_Array = new GameObject[number_of_obstacle_types];
        //load in obstacles
        Obstacle_Prefab_Array[0] = Resources.Load("Sprites/Obstacles/Prefabs/Peaks_Purple") as GameObject;
        Obstacle_Prefab_Array[1] = Resources.Load("Sprites/Obstacles/Prefabs/Weight") as GameObject;
        Obstacle_Prefab_Array[2] = Resources.Load("Sprites/Obstacles/Prefabs/Pylon") as GameObject;
        Obstacle_Prefab_Array[3] = Resources.Load("Sprites/Obstacles/Prefabs/Bump") as GameObject;
        Obstacle_Prefab_Array[4] = Resources.Load("Sprites/Obstacles/Prefabs/Line") as GameObject;
        Obstacle_Prefab_Array[5] = Resources.Load("Sprites/Obstacles/Prefabs/Gear") as GameObject;
        destroyed_particle       = Resources.Load("Sprites/Obstacles/Particles/Obstacle_Destroyed") as GameObject;

        //Instantiate array list
        All_Lines     = new ArrayList();
        All_Obstacles = new ArrayList();
        All_Obstacles.Add(null);
        //using the root position, calculate how many lines can fit on the screen

        Max_Line_Segments = Mathf.RoundToInt((cameraSize.x - (cameraSize.x / 2 + root.x)) / line_segment_width);

        //recalulate a root, so that there is equal whitespace on both sides
        float whiteSpaceLeft  = cameraSize.x / 2 + root.x;
        float whiteSpaceRight = cameraSize.x - Max_Line_Segments * line_segment_width;

        root.x = (float)(0 - cameraSize.x / 2 + (whiteSpaceRight + whiteSpaceLeft) / 2);
        //set the line gen position to root
        nextLinePos        = root;
        nextObstaclePos    = root;
        nextObstaclePos.y += (float)(1.5 * (line_segment.GetComponent <SpriteRenderer> ().bounds.size.y));
        nextObstaclePos.x -= line_segment_width;
        nextLinePos.z      = -1f;

        //position the car
        player = Resources.Load("Sprites/Player/Prefabs/" + currentCharacter) as GameObject;        //Instantiate(Resources.Load("Sprites/Player/Prefabs/TarCar") as GameObject,new Vector3 ((float)(root.x + player.GetComponent<SpriteRenderer> ().bounds.size.x * 0.3), root.y + (player.GetComponent<SpriteRenderer> ().bounds.size.y/2)+ line_segment.GetComponent<SpriteRenderer>().bounds.size.y/2, 0f),identity) as GameObject;//GameObject.FindGameObjectWithTag ("Player");
        player = Instantiate(player, new Vector3(0f, 0f, 0f), identity) as GameObject;
        player.GetComponent <Rigidbody2D> ().velocity = new Vector3(0f, 0f, 0f);
        scoreReadout = GameObject.FindGameObjectWithTag("Score");
        scoreReadout.GetComponent <Animator> ().Play("MainGame_Score_In");
        highScoreReadout = GameObject.FindGameObjectWithTag("HighScore");
        highScoreReadout.GetComponent <TextMesh> ().text = HighScore.ToString();
        speed       = Mathf.RoundToInt((float)(6 + ((1.2 * HighScore) / 150)));
        max_speed   = Mathf.RoundToInt((float)(16 + ((2 * HighScore) / 150)));
        coinReadout = GameObject.FindGameObjectWithTag("CoinBanner");
        coinReadout.GetComponentInChildren <TextMesh> ().text = coins.ToString();
        clickWall = GameObject.FindGameObjectWithTag("ClickWall");
        player.transform.position = new Vector3((float)(root.x + player.GetComponentInChildren <SpriteRenderer> ().bounds.size.x * 0.3), root.y + (player.GetComponentInChildren <SpriteRenderer> ().bounds.size.y / 2) + line_segment.GetComponentInChildren <SpriteRenderer>().bounds.size.y / 2, 0f);
        starting_reference        = Camera.main.transform.position.x - player.transform.position.x;
        AddLineSegments(false);
        current_game_state = game_state.PreStart;


        //Car's start up sound -Tyler
        AudioClip temp = AudioManager.Start_Sound;

        AudioManager.Play_Audio(temp);

        //testing git upload
        offset = Camera.main.transform.position.x - player.transform.position.x;
    }