private void ResetGame() { // Create a single text object GameObjects.Clear(); GameObjects.Add(new TextObject(this, Fonts["Kootenay"], new Vector2(20, 100), "No name entered, click or tap the screen...")); }
public void ResetMission() { Players.Clear(); AirFields.Clear(); GameObjects.Clear(); Areas.Clear(); }
/// <summary> /// End and clear components of this scene. /// </summary> public virtual void Restart() { End(); GameObjects.Clear(); Components.Clear(); DrawableComponents.Clear(); }
/// <summary> /// When <see cref="AIMSteeringBehaviour.PrepareEvaluation"/> is called, this method is used in order to /// transfer the data from <see cref="Target"/> or <see cref="TargetPosition"/> to <see /// cref="AIMPerceptBehaviour{T}.GameObjects"/>. /// </summary> public override void PrepareEvaluation() { if (FilteredEnvironments.Count != 0) { FilteredEnvironments.Clear(); } if (GameObjects.Count == 1) { GameObjects[0] = Target; } else { GameObjects.Clear(); GameObjects.Add(Target); } base.PrepareEvaluation(); if (Target == null) { PerceptBehaviour.Percepts[0].Position = TargetPosition; PerceptBehaviour.Percepts[0].Active = true; PerceptBehaviour.Percepts[0].Significance = 1f; } }
//------------------------------------------------------------------------------------- // Game functions /// <summary> /// Reset the game to its initial state /// </summary> private void ResetGame() { string rockTextureName; // Remove any existing objects GameObjects.Clear(); // Add some stars for (int i = 0; i < 50; i++) { GameObjects.Add(new StarObject(this, Textures["Star"])); } // Add some space rocks for (int i = 0; i < 5; i++) { rockTextureName = "Rock" + GameHelper.RandomNext(1, 4).ToString(); GameObjects.Add(new RockObject(this, Textures[rockTextureName], 2, 0.5f, 2.0f)); } // Add the player ship _playerShip = new SpaceshipObject(this, Textures["Spaceship"], new Vector2(GraphicsDevice.Viewport.Bounds.Width / 2, GraphicsDevice.Viewport.Bounds.Height / 2)); GameObjects.Add(_playerShip); // Add a benchmark object //GameObjects.Add(new BenchmarkObject(this, Fonts["Miramonte"], new Vector2(0, 40), Color.White)); // Look for pinch and drag textures TouchPanel.EnabledGestures = GestureType.Pinch; }
/// <summary> /// 重設場景 /// </summary> public void Reset() { IsStart = false; IsEnding = false; PlayingInfo = new ScenePlayingInfo(SceneInfo.SceneID, Level, SceneInfo.GetPlayingTimeLimit(Level)); SceneSlow = 1F; GameObjects.Clear(); EffectObjects.Clear(); Waves.Clear(); SetWave(); int maxWave = 0; foreach (WaveLine wave in Waves) { maxWave = Math.Max(maxWave, wave.Length); } WaveNo.Limit = maxWave; WaveNo.Value = 0; WaveCounter.Value = 0; MenuCooldownCounter.Value = MenuCooldownCounter.Limit; Padding padding = Global.DefaultMainRectanglePadding; MainRectangle = new Rectangle(padding.Left, padding.Top, Width - padding.Horizontal, Height - padding.Vertical); }
private void ResetGame() { GameObjects.Clear(); _borderBlocks = new EnemyObject[17]; for (int i = 0; i < 17; ++i) { _borderBlocks[i] = new EnemyObject(this, Textures["_borderBlocksGraphics"], 62 * i + 800, _copter, _speed); GameObjects.Add(_borderBlocks[i]); } _midBlock = new MidEnemyObject(this, Textures["_midBlocksGraphics"], 850, _copter, _speed); _midBlock2 = new MidEnemyObject(this, Textures["_midBlocksGraphics"], 850 + 600, _copter, _speed); GameObjects.Add(_midBlock); GameObjects.Add(_midBlock2); _copter = new CopterObject(this, Textures["_copterGraphics"], _borderBlocks, _midBlock, _midBlock2); GameObjects.Add(_copter); _smoke = new SmokeObject[20]; for (int i = 0; i < 20; ++i) { _smoke[i] = new SmokeObject(this, Textures["_smokeGraphics"], _copter, -195 + i * 10, _speed); GameObjects.Add(_smoke[i]); } _wings = new WingsObject(this, Textures["_wingsGraphics1"], _copter); GameObjects.Add(_wings); }
private void FromWorldMap(Stream dat) { var map = new Wmap(GameServer.Manager.GameData); Map = map; entityInc = 0; entityInc += Map.Load(dat, 0); int w = Map.Width, h = Map.Height; Obstacles = new byte[w, h]; for (var y = 0; y < h; y++) { for (var x = 0; x < w; x++) { try { var tile = Map[x, y]; if (GameServer.Manager.GameData.Tiles[tile.TileId].NoWalk) { Obstacles[x, y] = 3; } if (GameServer.Manager.GameData.ObjectDescs.TryGetValue(tile.ObjType, out ObjectDesc desc)) { if (desc.Class == "Wall" || desc.Class == "ConnectedWall" || desc.Class == "CaveWall") { Obstacles[x, y] = 2; } else if (desc.OccupySquare || desc.EnemyOccupySquare) { Obstacles[x, y] = 1; } } } catch (Exception e) { Log.Error(e.ToString()); } } } EnemiesCollision = new CollisionMap <Entity>(0, w, h); PlayersCollision = new CollisionMap <Entity>(1, w, h); Projectiles.Clear(); GameObjects.Clear(); Enemies.Clear(); Players.Clear(); Entities.Clear(); foreach (var i in Map.InstantiateEntities(GameServer.Manager)) { if (i.ObjectDesc != null && (i.ObjectDesc.OccupySquare || i.ObjectDesc.EnemyOccupySquare)) { Obstacles[(int)(i.X - 0.5), (int)(i.Y - 0.5)] = 2; } EnterWorld(i); } }
/// <summary> /// Reset the game /// </summary> private void ResetGame() { // Clear any existing objects GameObjects.Clear(); // Add a cube GameObjects.Add(new CubeObject(this)); }
/// <summary> /// Reset the game /// </summary> private void ResetGame() { // Clear any existing objects GameObjects.Clear(); // Add an object GameObjects.Add(new CubeObject(this, new Vector3(0, 0.75f, 0), Textures["Marble"], 0.3f, 0.3f)); GameObjects.Add(new CylinderObject(this, new Vector3(0, -0.75f, 0), null, 1.0f, 0.0f)); }
/// <summary> /// Reset the game /// </summary> private void ResetGame() { // Clear any existing objects GameObjects.Clear(); // Add an object GameObjects.Add(new SquareObject(this, Vector3.Zero, Textures["Ground"], Textures["Lights"])); //GameObjects.Add(new SquareObject(this, Vector3.Zero, Textures["MoireTexture1"], Textures["MoireTexture2"])); }
/// <summary> /// Reset the game /// </summary> private void ResetGame() { // Clear any existing objects GameObjects.Clear(); // Add some new game objects GameObjects.Add(new TexturedSquareObject(this, new Vector3(0, 0.6f, 0), Textures["Grapes"], 2.0f)); GameObjects.Add(new TexturedSquareObject(this, new Vector3(0, -0.6f, 0), Textures["Strawberry"], 2.0f)); }
/// <summary> /// 停止游戏释放资源 /// </summary> public void Stop() { isRuning = false; lock (GameObjects) { GameObjects.Clear(); } buffer.Dispose(); bufferGraphics.Dispose(); }
/// <summary> /// Reset the game to its default state /// </summary> private void ResetGame() { GameObjects.Clear(); // Add 50 new balloons for (int i = 0; i < 50; i++) { GameObjects.Add(new BalloonObject(this, Textures["Balloon"])); } }
/// <summary> /// Reset the game /// </summary> private void ResetGame() { // Clear any existing objects GameObjects.Clear(); // Add a cube using each of the new rendering techniques GameObjects.Add(new VertexBufferCubeObject(this, new Vector3(0, 1.5f, 0))); GameObjects.Add(new IndexedCubeObject(this, new Vector3(0, 0, 0))); GameObjects.Add(new VertexAndIndexBufferCubeObject(this, new Vector3(0, -1.5f, 0))); }
/// <summary> /// Reset the game /// </summary> private void ResetGame() { // Clear any existing objects GameObjects.Clear(); // Add some objects for (int i = 0; i < 3; i++) { GameObjects.Add(new CubeObject(this, new Vector3(i - 0.5f, 0, -i * 3), Textures["CubeTexture"])); } }
/// <summary> /// Reset the game to its initial state /// </summary> private void ResetGame() { // Remove any existing objects GameObjects.Clear(); // Add 10 balls for (int i = 0; i < 10; i++) { GameObjects.Add(new BallObject(this, Textures["Ball"])); } }
/// <summary> /// Reset the game /// </summary> private void ResetGame() { // Clear any existing objects GameObjects.Clear(); // Add some new game objects for (int i = 0; i < 100; i++) { GameObjects.Add(new CubeObject(this)); } }
public void Clear() { lock (GameObjects) { GameObjects.Clear(); if (MainThreadInvoker.Instance != null) { MainThreadInvoker.Enqueue(() => ObservationsPool?.DespawnAllActiveObjects()); } } }
/// <summary> /// Reset the game /// </summary> private void ResetGame() { // Clear any existing objects GameObjects.Clear(); // Add some new game objects for (int i = 0; i < 100; i++) { GameObjects.Add(new TexturedSquareObject(this, Textures["Box"])); } }
/// <summary> /// Reset the game /// </summary> private void ResetGame() { ImportedObject house; // Clear any existing objects GameObjects.Clear(); // Add an object house = new ImportedObject(this, Vector3.Zero, Models["House"]); house.Position = new Vector3(0, 0, -5); GameObjects.Add(house); }
/// <summary> /// Reset the game /// </summary> private void ResetGame() { // Clear any existing objects GameObjects.Clear(); // Add two intersecting cubes GameObjects.Add(new CubeObject(this, new Vector3(-1, 0, -8), new Vector3(2), true)); GameObjects.Add(new CubeObject(this, new Vector3(1, 0, -8), new Vector3(2), true)); // Add a large scaled cube as a "floor" GameObjects.Add(new CubeObject(this, new Vector3(0, -1, -8), new Vector3(8, 0.1f, 8), false)); }
public virtual void Dispose() { Map.Dispose(); Players.Clear(); Enemies.Clear(); Quests.Clear(); Projectiles.Clear(); GameObjects.Clear(); Timers.Clear(); EnemiesCollision = null; PlayersCollision = null; }
public void clear() { GameObjects.Clear(); for (int i = 0; i < Nodes.Count(); i++) { if (Nodes[i] == null) { continue; } Nodes[i].clear(); Nodes[i] = null; } }
private void ResetGame() { // Create a single text object GameObjects.Clear(); // Add a text object to display the accelerometer vector _accText = new TextObject(this, Fonts["Kootenay"], new Vector2(20, 100), "Accelerometer data:"); _accText.SpriteColor = Color.DarkBlue; GameObjects.Add(_accText); // Add a ball to roll around the screen _accBall = new BallObject(this, new Vector2(240, 400), Textures["ShinyBall"]); _accBall.Origin = new Vector2(_accBall.SpriteTexture.Width, _accBall.SpriteTexture.Height) / 2; GameObjects.Add(_accBall); }
/// <summary> /// Reset the game /// </summary> private void ResetGame() { // Clear any existing objects GameObjects.Clear(); // Add the ground GameObjects.Add(new GroundObject(this, Textures["Ground"])); // Add the fairy GameObjects.Add(new FairyObject(this, Textures["Fairy"], MathHelper.ToRadians(2.0f))); GameObjects.Add(new FairyObject(this, Textures["Fairy"], MathHelper.ToRadians(-3.0f))); // Add the camera to the game Camera = new CameraObject(this); }
private bool disposedValue = false; // 偵測多餘的呼叫 protected override void Dispose(bool disposing) { if (!disposedValue) { if (disposing) { EffectObjects.Clear(); GameObjects.Clear(); UIObjects.Clear(); RoundTimer.Enabled = false; RoundTimer.Dispose(); } disposedValue = true; } base.Dispose(disposing); }
/// <summary> /// Set the initial game state /// </summary> private void ResetGame() { Vector2 position; SelectableSpriteObject selectableObj; GameObjects.Clear(); // Add some randomly positioned box objects for (int i = 0; i < 20; i++) { // Randomize the position position = new Vector2(GameHelper.RandomNext(GraphicsDevice.Viewport.Bounds.Width), GameHelper.RandomNext(GraphicsDevice.Viewport.Bounds.Height)); // Create a new object selectableObj = new SelectableSpriteObject(this, position, Textures["Box"]); // Set the origin selectableObj.Origin = new Vector2(selectableObj.SpriteTexture.Width / 2, selectableObj.SpriteTexture.Height / 2); // Randomize the angle and scale selectableObj.Angle = MathHelper.ToRadians(GameHelper.RandomNext(360)); selectableObj.Scale = new Vector2(GameHelper.RandomNext(0.5f, 2.0f), GameHelper.RandomNext(0.5f, 2.0f)); // Set the hit test mode selectableObj.AutoHitTestMode = SpriteObject.AutoHitTestModes.Rectangle; // Add to the game GameObjects.Add(selectableObj); } // Add some randomly positioned circle objects for (int i = 0; i < 20; i++) { // Randomize the position position = new Vector2(GameHelper.RandomNext(GraphicsDevice.Viewport.Bounds.Width), GameHelper.RandomNext(GraphicsDevice.Viewport.Bounds.Height)); // Create a new object selectableObj = new SelectableSpriteObject(this, position, Textures["Circle"]); // Set the origin selectableObj.Origin = new Vector2(selectableObj.SpriteTexture.Width / 2, selectableObj.SpriteTexture.Height / 2); // Randomize the angle and scale selectableObj.Angle = MathHelper.ToRadians(GameHelper.RandomNext(360)); selectableObj.Scale = new Vector2(GameHelper.RandomNext(0.5f, 2.0f), GameHelper.RandomNext(0.5f, 2.0f)); // Set the hit test mode selectableObj.AutoHitTestMode = SpriteObject.AutoHitTestModes.Ellipse; // Add to the game GameObjects.Add(selectableObj); } // Look for Tap and Hold gestures TouchPanel.EnabledGestures = GestureType.FreeDrag | GestureType.Flick | GestureType.Hold; }
/// <summary> /// Reset the game /// </summary> private void ResetGame() { // Clear any existing objects GameObjects.Clear(); // Add the ground GameObjects.Add(new GroundObject(this, Textures["Grass"])); // Add some houses for (int i = 0; i < 4; i++) { GameObjects.Add(new MatrixModelObject(this, new Vector3(-3, 0, i * 3 - 6), Models["House"])); GameObjects.Add(new MatrixModelObject(this, new Vector3(3, 0, i * 3 - 6), Models["House"])); } // Add the camera to the game Camera = new CameraObject(this); }
public override void Activate() { base.Activate(); // Clear any existing game objects GameObjects.Clear(); // Did the player's score qualify? if (_game.HighScores.GetTable("Normal").ScoreQualifies(GetLatestScore())) { // Yes, so display the input dialog GameHelper.BeginShowKeyboardInput(_game._graphics, KeyboardInputCallback, "High score achieved", "Please enter your name", SettingsManager.GetValue("PlayerName", "")); } else { // Show the highscores now. No score added so nothing to highlight ResetHighscoreTableDisplay(null); } }