/// <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); Util.UI.Elements.Button.ButtonFont = ContentManager.Load <SpriteFont>("Arial"); Util.UI.Elements.TextView.TextViewFont = ContentManager.Load <SpriteFont>("ArialSmall"); PrimitiveDrawer = new Primitive(Graphics.GraphicsDevice, spriteBatch); PrimitiveDrawer.Depth = 1.0f; Hud = new Hud(); Camera.LoadContent(); Hud.LoadContent(); MovingEntityRenderer.LoadContent(); GameRenderer.LoadContent(); Player.Init(); Player.ConnectToWorld(); LivingEntityType.Create(new WorldPosition(WorldGrid.BlockSize.X * 3, WorldGrid.BlockSize.Y * 3, Interior.Outside), LivingEntityType.lookup[3]).ConnectToWorld(); AppDomain.CurrentDomain.ProcessExit += new EventHandler((object sender, EventArgs e) => { SaveAndExit(); }); }
public override void Initialize() { GUIFont = Game.Content.Load <SpriteFont>("font"); camera = new Camera2D(Game.GraphicsDevice.Viewport); camera.Stretch = new Vector2( Game.GraphicsDevice.Viewport.Width / targetResolution.X, Game.GraphicsDevice.Viewport.Height / targetResolution.Y ); gameRenderer = new GameRenderer(Game, gameScene, camera); animator = new Animator(Game, gameScene); phys = new PhysicsBasicEngine(Game, gameScene); gui = new GUILogic(Game, camera, _userInput); debugRenderer = new DebugRenderer(Game, gameScene, camera); debugRenderer.Visible = false; Game.Components.Add(phys); Game.Components.Add(animator); Game.Components.Add(gameRenderer); Game.Components.Add(gui); Game.Components.Add(debugRenderer); level.InitLevel(gameScene); createGameGui(); UnitSpawner.Scene = gameScene; CopyAI ai = new CopyAI(gameScene, level.player2Base); base.Initialize(); }
public void OnPointerEnter(PointerEventData eventData) { // Depending on the action we may want to highlight the city or not PlayerAction action = GameRenderer.GetAction(); if (action == PlayerAction.SettleNewCity) // Highlight only empty areas that are close to a city of ours // FIXME { } else if (action == PlayerAction.Denuclearize) // Highlight only if city not empty and readioactive and ours, or any empty radioactive spot // FIXME { } else if (action == PlayerAction.BuildCityImprovements) // Highlight only if the city is ours and the improvement (if selected) is not yet in the city. On click select the city for the improvement { if ((vals.status != CityStatus.Owned && vals.status != CityStatus.Radioactive) || vals.owner != GD.localPlayerIndex) { return; } areWeOver = true; SetSprite(); } else // Action not selected: highlight, on click base details. More info only if we have intelligence { areWeOver = true; SetSprite(); } }
public override void Render() { base.Render(); if (_started) { var diff = _end - _start; var x = diff.X; var y = diff.Y; Color c = Color.FromArgb(150, 150, 150); if (Math.Abs(x) + Math.Abs(y) < MINIMUM_LINE) { c = Color.Red; } switch (game.Canvas.ColorControls.Selected) { case LineType.Blue: StandardLine sl = new StandardLine(_start, _end, _addflip); sl.CalculateConstants(); GameRenderer.DrawTrackLine(sl, c, game.SettingRenderGravityWells, true, false, false); break; case LineType.Red: RedLine rl = new RedLine(_start, _end, _addflip); rl.Multiplier = game.Canvas.ColorControls.RedMultiplier; rl.CalculateConstants(); GameRenderer.DrawTrackLine(rl, c, game.SettingRenderGravityWells, true, false, false); break; case LineType.Scenery: GameRenderer.RenderRoundedLine(_start, _end, c, 1); break; } } }
void LoadContent() { _mapLoader.LoadMapContent(_controller.GameEngine.GameState); _controller.GameEngine.gameTime = new TimeSpan(); _renderer = new GameRenderer(_graphicsDevice, _controller.GameEngine.GameState, _content); }
private IEnumerator PlayTurnRoutine() { //Play Turn Things //TODO: PLAY! //yield return new WaitForSeconds(4f); System.Random rnd = new System.Random(); //random=rnd(0,2); //if(random == 0) // //ortadan tas al //else if(random == 1) // //Oyuncudan tas al // // stone yield return(new WaitForSeconds(1f)); WhichStone = rnd.Next(0, stones.Count); spToGive.DropStone(stones[WhichStone]); //print("AI THROW"); ///Rendering the stone which the ai has thrown GameRenderer.RenderGhostStone(stones[WhichStone], this.transform, spToGive.transform, false, spToGive.isPickable); //DİĞER PLAYER DAN AL //ORTADAN ÇEK //STONE DAN BİRİNİ SEÇ AT. yield return(null); }
public static void Main() { using (var introForm = new IntroForm()) { introForm.ShowDialog(); Global.ServerName = introForm.ServerName; Global.IsLocalServer = introForm.IsLocalServer; if (introForm.ClearExistingChunks && Global.IsLocalServer) { Global.ClearExistingChunks = true; } } using (GameRenderer gameRenderer = new GameRenderer()) { //Utilities.SetWindowTitle(example); IServer server; if (Global.IsLocalServer) { server = new ServerLocal(); } else { server = new ServerRemote(); } Server.Run(server); gameRenderer.Run(30.0); } }
static void Main(string[] args) { GameRenderer renderer = new GameRenderer(); GivenWordsModel givenWords = new GivenWordsModel(); PlayerModel player = new PlayerModel(); GameRules gameRules = new GameRules(player, givenWords); ClockModel clock = new ClockModel(); renderer.RenderGameStart(); clock.StartClock(); while (!gameRules.GetGameStatus()) { renderer.RenderClearConsole(); renderer.RenderCurrentWords(givenWords); renderer.RenderPlayerInput(player); ConsoleKeyInfo userKey = Console.ReadKey(); gameRules.CheckPlayerInput(userKey); gameRules.CheckGameOver(); } clock.StopClock(); StatisticsModel statistics = new StatisticsModel(givenWords, player, clock.GetTimeInMinutes()); renderer.RenderEndGame(statistics, clock.GetTimeInSeconds()); Console.ReadKey(); }
private void DrawLimitMarker(Graphics g, Panel panel, string text) { if (LimitMarkerWidth.Value != 0 && text != null && text != string.Empty) { g.DrawLine((GameRenderer.HasVariableLengthControlCodes(text) ? markerPenOrange : markerPenBlack), LimitMarkerWidth.Value, 0, LimitMarkerWidth.Value, panel.AutoScrollMinSize.Height); } }
public GameLoop(Game game, IFullscreenService fullscreenService, IMetricsService metricsHandler, IUpdateService updateChecker) { MetricsHandler = metricsHandler; UpdateChecker = updateChecker; #if WINDOWS || MONOMAC if (METRICS_ENABLED) { Global.metrics_allowed = true; } #endif if (Config.UPDATE_CHECK_ENABLED) { Global.update_check_allowed = true; } //@Yeti: make this work without Global later? GameSettings = new Settings(); Global.gameSettings = GameSettings; Game = game; Renderer = new GameRenderer(game, fullscreenService); IOHandler = new GameIOHandler(this, Renderer); #if !MONOGAME // Setup our OpenALSoundController to handle our SoundBuffer pools OpenALInterface.create_sound_controller(); #endif }
private void RedrawPreview(Graphics g, Panel panel, string text) { g.TranslateTransform(panel.AutoScrollPosition.X, panel.AutoScrollPosition.Y); panel.AutoScrollMinSize = new Size((panel.ClientSize.Width - SystemInformation.VerticalScrollBarWidth), GameRenderer?.MeasureStringHeight(text) ?? panel.ClientSize.Height); GameRenderer?.DrawString(g, text, OverridesEnabled); DrawLimitMarker(g, panel, text); }
private void PlaceLines(TrackWriter trk, bool preview) { if (controlPoints.Count > 1) { List <Vector2> curvePoints = GameRenderer.GenerateBezierCurve(controlPoints.ToArray(), Settings.Bezier.Resolution).ToList(); if (!preview) { game.Track.UndoManager.BeginAction(); } for (int i = 1; i < curvePoints.Count; i++) { Vector2d _start = (Vector2d)curvePoints[i - 1]; Vector2d _end = (Vector2d)curvePoints[i]; if ((_end - _start).Length >= MINIMUM_LINE) { var added = CreateLine(trk, _start, _end, _addflip, Snapped, EnableSnap); workingLines.Add(added); } } game.Track.NotifyTrackChanged(); if (!preview) { game.Track.UndoManager.EndAction(); } } game.Invalidate(); }
public override void Render() { if (Active) { var color = Color.FromArgb(255, 0x00, 0x77, 0xcc); if (_selectionbox != DoubleRect.Empty) { GameRenderer.RenderRoundedRectangle(_selectionbox, color, 2f / game.Track.Zoom); RenderCorner(_selectionbox, true, true); RenderCorner(_selectionbox, false, false); RenderCorner(_selectionbox, true, false); RenderCorner(_selectionbox, false, true); if (_hoverscale) { RenderFilledCorner(_selectionbox, _nodetop, _nodeleft); } } if (_drawbox != DoubleRect.Empty) { GameRenderer.RenderRoundedRectangle(_drawbox, color, 2f / game.Track.Zoom); } if (_hoverline != null) { GameRenderer.RenderRoundedLine(_hoverline.Position, _hoverline.Position2, Color.FromArgb(127, Constants.DefaultKnobColor), (_hoverline.Width * 2 * 0.8f)); GameRenderer.DrawKnob(_hoverline.Position, _snapknob1, false, _hoverline.Width, _snapknob1 && !_snapknob2 ? 1 : 0); GameRenderer.DrawKnob(_hoverline.Position2, _snapknob2, false, _hoverline.Width, _snapknob2 && !_snapknob1 ? 1 : 0); } } base.Render(); }
private void Control_Loaded(object sender, RoutedEventArgs e) { //FinalScoreViewModel dataCntx = (FinalScoreViewModel)Window.GetWindow(this).DataContext; //Console.WriteLine(dataCntx.loadGame); this.model = new GameModel(this.ActualWidth, this.ActualHeight); this.logic = new GameLogic(this.model); this.renderer = new GameRenderer(this.model); Window win = Window.GetWindow(this); if (win != null) { win.KeyDown += this.Win_KeyDown; this.timer = new DispatcherTimer(); this.timer.Interval = TimeSpan.FromMilliseconds(50); this.timer.Tick += this.Timer_Tick; this.timer.Start(); this.bulletsTimer = new DispatcherTimer(); this.bulletsTimer.Interval = TimeSpan.FromMilliseconds(50); this.bulletsTimer.Tick += this.Bullets_timer_Tick; this.bulletsTimer.Start(); this.playerStaminaTimer = new DispatcherTimer(); this.playerStaminaTimer.Interval = TimeSpan.FromMilliseconds(500); this.playerStaminaTimer.Tick += PlayerStaminaTimer_Tick; this.playerStaminaTimer.Start(); } this.InvalidateVisual(); }
public MainWindow() { Instance = this; InitializeComponent(); world = World.Instance; world.GameCompleted += World_GameCompleted; var renderer = new GameRenderer(this.GameCanvas); this.GameCanvas.Height = this.GameCanvas.Width = World.SIZE * GameRenderer.SPRITE_SIZE; renderer.DrawWorld(world); GameObject.World = world; GameObject.Renderer = renderer; this.DataContext = world; world.PropertyChanged += World_PropertyChanged; timer.Interval = TimeSpan.FromMilliseconds(100); timer.Tick += world.GameLoop; this.KeyDown += MainWindow_KeyDown; //var agent = new Agent2D.Agent2D(); //for (int i = 0; i < 15; i++) //{ // agent.Test(); // agent.Train(); //} //agent.Test(); //Environment.Exit(0); }
protected override void OnLoad(EventArgs e) { this.renderer = new GameRenderer(); this.game = new GameState(); InputManager.Initialize(this.Mouse); }
public static void handleLogInit(RunningGameInfoMsg initMsg) { currentPlayers = initMsg.players; localRenderer = null; logQueue.Clear(); singleton.startInitQueue(); isSpectating = true; }
public override void Render() { base.Render(); if (DrawingScenery && _mouseshadow != Vector2d.Zero && !game.Track.Playing) { GameRenderer.RenderRoundedLine(_mouseshadow, _mouseshadow, Color.FromArgb(100, 0x00, 0xCC, 0x00), 2f * game.Canvas.ColorControls.GreenMultiplier, false, false); } }
public static Piece getSubstitutivePiece(Chessboard board, Cell pos, Team squad) { Console.WriteLine("\nCon che pezzo vuoi sostituire il pedone?"); byte line = 4; ConsoleColor col0, col1, col2, col3 = ConsoleColor.Black; bool done = false; Console.CursorTop = Console.CursorTop + 4; while (!done) { Console.CursorTop = Console.CursorTop - 4; col0 = ConsoleColor.Black; col1 = ConsoleColor.Black; col2 = ConsoleColor.Black; col3 = ConsoleColor.Black; switch (line % 4) { case 0: col0 = ConsoleColor.DarkRed; break; case 1: col1 = ConsoleColor.DarkRed; break; case 2: col2 = ConsoleColor.DarkRed; break; case 3: col3 = ConsoleColor.DarkRed; break; } GameRenderer.Write("Regina\n", ConsoleColor.White, col0); GameRenderer.Write("Torre\n", ConsoleColor.White, col1); GameRenderer.Write("Cavallo\n", ConsoleColor.White, col2); GameRenderer.Write("Alfiere\n", ConsoleColor.White, col3); var key = Console.ReadKey(true).Key; if (key == ConsoleKey.Enter) { break; } if (key == ConsoleKey.UpArrow) { line--; } else if (key == ConsoleKey.DownArrow) { line++; } } System.Diagnostics.Debug.Print(">>>{0}", line % 4); switch (line % 4) { case 0: return(new Queen(squad)); case 1: return(new Rook(squad)); case 2: return(new Knight(squad)); default: return(new Bishop(squad)); } }
private void skControl1_PaintSurface(object sender, SkiaSharp.Views.Desktop.SKPaintSurfaceEventArgs e) { var canvas = e.Surface.Canvas; GameRenderer gameRenderer = new GameRenderer(canvas, _scale, 80, GetHexagonHeight(80), new SKSize(skControl1.Width, skControl1.Height)); gameRenderer.ShowScoreboard = true; gameRenderer.ShowRobotId = chkShowRobotId.Checked; if (_timer.Enabled) { gameRenderer.Speed = timerSpeed; } else { gameRenderer.Speed = 0; } if (cboIndicator.SelectedItem == null || ((RobotIdSelection)cboIndicator.SelectedItem).IsNone) { gameRenderer.ShowDebugIndicators = false; } else if (((RobotIdSelection)cboIndicator.SelectedItem).IsAll) { gameRenderer.ShowDebugIndicators = true; gameRenderer.ShowAllDebugIndicators = true; } else { gameRenderer.ShowDebugIndicators = true; gameRenderer.ShowAllDebugIndicators = false; gameRenderer.ShowDebugIndicatorRobotId = ((RobotIdSelection)cboIndicator.SelectedItem).Id; } if (_gameController != null) { if (_gameController.Round == 0) { gameRenderer.DrawStartScreen(_gameController.BlueTeamName, _gameController.RedTeamName); } else if (_gameController.IsFinished) { gameRenderer.DrawWinnerScreen(_gameController.WinnerTeam, _gameController.WinnerTeam == Team.Blue ? _gameController.BlueTeamName : _gameController.RedTeamName); } else { lock (_syncLockObj) { gameRenderer.DrawGame(_gameController); } } } else { gameRenderer.DrawInfo(); } }
private void OnDisable() { GameRenderer renderer = GameObject.FindObjectOfType <GameRenderer>(); if (renderer != null) { renderer.RemoveActivePanel(this); } }
public virtual void Draw(TimeSpan elapsed) { GameRenderer.Clear(); foreach (var component in DrawableComponents) { component.Draw(GameRenderer, elapsed); } }
private void Button_Click(object sender, RoutedEventArgs e) { this.InitializeComponent(); var renderer = new GameRenderer(this.GameCanvas); var map = new Classic(); var engine = new Engine(map, renderer); engine.InitGame(); engine.DrawGameObjects(); }
private void RenderCorner(DoubleRect box, bool top, bool left) { var corner = GetCorner(box, top, left); var rect = new DoubleRect( GameDrawingMatrix.ScreenCoordD(corner.Vector), new Vector2d(corner.Width * game.Track.Zoom, corner.Height * game.Track.Zoom)); GameRenderer.RenderRoundedRectangle(rect, Color.CornflowerBlue, 2, false); }
public ColorWarsGame(ColorWarsSettings settings) { this.settings = settings; this.playerList = new List <PlayerModel>(); this.playerControllersList = new List <PlayerController>(); this.gameBoard = new GameBoard(this.settings.StartingTerritorySize, this.settings.MapDimension); this.gameRenderer = new GameRenderer(new GraphicsDeviceManager(this), this.settings); this.gameActors = new ActorList(); this.scoreboard = new Scoreboard(this.playerList, this.gameBoard); }
static void Main(string[] args) { Map map = new Map(); Bird bird = new Bird(5, 3); GameRenderer gameRenderer = new GameRenderer(map, bird); System.Timers.Timer timer = new System.Timers.Timer(200); // Timeris 200ms GameRules gameRules = new GameRules(map, bird, timer); GameTicker game = new GameTicker(gameRules, gameRenderer, timer); }
/// <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( ) { this.GraphicManager = new GraphicManager(this.Content); this.AudioManager = new AudioManager(this.Content); this.Renderer = new GameRenderer( ); this.GameProcessorManager = new GameProcessorManager( ); base.Initialize( ); }
private void LevelTimer_Tick(object sender, EventArgs e) { if (this.model.MyPlayer.Health == 0) { this.levelTimer.Stop(); foreach (var item in this.model.Projectiles) { item.Timer.Stop(); item.Timer = null; } this.shootOnce.Stop(); this.moveOnce.Stop(); this.updateTimer.Stop(); if (this.reloadTimer != null) { this.reloadTimer.Stop(); } this.saveGameRepo.Insert(null); GameOverWindow window = new GameOverWindow(this.loadigLogic, this.saveGameRepo); window.Show(); Window win = Window.GetWindow(this); win.Close(); } if (this.model.LevelFinished) { this.levelTimer.Stop(); foreach (var item in this.model.Projectiles) { item.Timer.Stop(); item.Timer = null; } this.shootOnce.Stop(); this.moveOnce.Stop(); this.updateTimer.Stop(); if (this.reloadTimer != null) { this.reloadTimer.Stop(); } this.gameLogic = null; this.renderer = null; this.loadigLogic.NextLevel(); this.gameLogic = new GameLogic(this.model); this.renderer = new GameRenderer(this.model); this.saveGameRepo.Insert(this.model as GameModel); this.updateTimer.Start(); this.levelTimer.Start(); } }
public MainWindow() { this.InitializeComponent(); var renderer = new GameRenderer(this.GameCanvas); var map = new Classic(); var engine = new Engine(map, renderer); engine.InitGame(); engine.DrawGameObjects(); ///this.Dots(); }
private void DrawHover(GameLine line, bool knob1, bool knob2, bool selected = false) { var start = line.Position; var end = line.Position2; var width = line.Width; var elapsed = _hovertime.ElapsedMilliseconds; int animtime = 250; if (_hovertime.IsRunning) { if (elapsed > animtime * 2) { if (_hoverclick) { _hovertime.Stop(); } else { _hovertime.Stop(); } } game.Track.Invalidate(); } float hoverratio; if (_hoverclick) { animtime = 75; elapsed += 75 / 4; hoverratio = Math.Min(animtime, elapsed) / (float)animtime; } else { hoverratio = Math.Min((Math.Min(animtime, elapsed) / (float)animtime), 0.5f); } var both = knob1 == knob2 == true; var linealpha = both ? 64 : 48; if (selected && both) { linealpha += 16; } GameRenderer.RenderRoundedLine( start, end, Color.FromArgb(linealpha, Color.FromArgb(127, 127, 127)), (width * 2)); bool canlifelock = CanLifelock && line.Type != LineType.Scenery; GameRenderer.DrawKnob(start, knob1, canlifelock, width, hoverratio); GameRenderer.DrawKnob(end, knob2, canlifelock, width, hoverratio); }
//private readonly int queue_count = 7; void Awake() { if (GRenderer == null) { GRenderer = this; DontDestroyOnLoad(GRenderer); } else if (GRenderer != this) { Destroy (gameObject); } }