public void Win() { if(gameState == GameStates.Playing) { gameState = GameStates.Won; winScreen.SetActive(true); } }
private void destroyGameState(GameStates pState) { switch (pState) { case GameStates.menu: { if (_menu != null) { _menu.Destroy(); } break; } case GameStates.level: { //if (_level != null) { _level.Destroy(); } break; } case GameStates.bossarena: { if (_bossArena != null) { _bossArena.Destroy(); } break; } case GameStates.nameinput: { if (_nameinput != null) { _nameinput.Destroy(); } break; } case GameStates.endscreen: { if (_endscreen != null) { _endscreen.Destroy(); } break; } } }
public static void ChangeToState(GameStates state) { switch (state) { case GameStates.MainMenuState: CurrentState = new MainMenuState(currentScreenSize); break; case GameStates.LevelOneState: CurrentState = new LevelOneState(content, currentScreenSize); break; case GameStates.LevelTwoState: CurrentState = new LevelTwoState(content, currentScreenSize); break; case GameStates.LevelThreeState: CurrentState = new LevelThreeState(content, currentScreenSize); break; case GameStates.FinalLevel: CurrentState = new FinalLevel(content, currentScreenSize); break; case GameStates.Quit: CurrentState = new QuitState(currentScreenSize); break; case GameStates.PickName: CurrentState = new PickNameState(currentScreenSize); break; case GameStates.HighScore: CurrentState = new HighScoreState(currentScreenSize); break; } if (UnSeriousEngine.isInitialized) { CurrentState.LoadContent(Content); } }
public void StartGame() { currentGameState = GameStates.Play; gamesFirstTouch = false; //turns off all button menus menuManager.SwitchMenu (MenuManager.MenuTypes.None); }
// Event public void FirstEvent() { eventManager.firstEvent -= FirstEvent; state = GameStates.Stop; Vector3 cameraPos = Camera.main.gameObject.transform.position; Instantiate (bossList[0], new Vector3(cameraPos.x, cameraPos.y + 12f, 0f), Quaternion.identity); }
private void inputHandler() { if (Input.GetKeyDown("p")) { state = state == GameStates.Run ? GameStates.Pause : GameStates.Run; Time.timeScale = Time.timeScale == 0f ? 1f : 0f; } }
// The GameClass constructor. Here we create, but not show, the GameSettings form. // The public GameClass(MainClass mainClass, Control owner) { gameState = GameStates.Loading; this.owner = owner; this.mainClass = mainClass; splash = new SplashScreen(this); splash.ShowDialog(); gameSettings = new SpaceWar.GameSettings(this); gameSettings.Location = new Point(owner.Bounds.Right,owner.Bounds.Top); gravity = gameSettings.Gravity; gameSpeed = gameSettings.GameSpeed; bounceBack = gameSettings.Bounce; inverseGravity = gameSettings.InverseGravity; blackHole = gameSettings.BlackHole; localDevice = new Microsoft.DirectX.DirectDraw.Device(); localDevice.SetCooperativeLevel(owner, Microsoft.DirectX.DirectDraw.CooperativeLevelFlags.Normal); DXUtil.Timer(DirectXTimer.Start); SpaceWar.RotatableShape.CreateShapes(); input = new InputClass(this.owner); soundHandler = new SoundHandler(this.owner); try { netPeer = new PlayClass(this); } catch(DirectXException e) { MessageBox.Show(owner,e.ToString()); } }
public void Update(GameTime gameTime, ref GameStates gameState) { if (_mControls.IsBackPressed(false)) gameState = GameStates.Exit; if (_mControls.IsStartPressed(false) || _mControls.IsAPressed(false)) gameState = GameStates.MainMenu; }
public ReflexGameWindow(string userName, int initialGameTime) { InitializeComponent(); SetMouseForm(gameWindow, CHART_WIDTH, CHART_HEIGHT, timeLabel); setTimeOutMethod(timedOut); setQuestionTime((double)initialGameTime); CoordsList = new List<TimePoint>(); greenBrush = new SolidBrush(Color.Green); blueBrush = new SolidBrush(Color.Blue); redBrush = new SolidBrush(Color.Red); this.maxGameTime = INITIAL_GAME_TIME = initialGameTime; graphics = gameWindow.CreateGraphics(); gameState = GameStates.OutOfGame; this.userName = userName; rnd = new Random(); scoreLabel.Text = ""; timeLabel.Text = ""; stopRButton.Enabled = false; stopLButton.Enabled = false; }
public void setGameState(GameStates pState) { if (pState == _state) return; destroyGameState(_state); _state = pState; newGameState(pState); }
public void EnterMenu(GameStates stateWhenEntering, GameStates menuTypeToEnter) { previousGameState = stateWhenEntering; currentSelectionIndex = 0; prevSelectionIndex = 0; menuType = menuTypeToEnter; if (menuType == GameStates.MainMenu) { Game.SoundManager.PlaySong("LOD", true); foreach (MenuEntry entry in MainMenuEntries.Keys) { entry.SetUnselected(); } MainMenuEntries.ElementAt(currentSelectionIndex).Key.SetSelected(); } else if (menuType == GameStates.PAUSE) { foreach (MenuEntry entry in PauseMenuEntries.Keys) { entry.SetUnselected(); } PauseMenuEntries.ElementAt(currentSelectionIndex).Key.SetSelected(); } }
public void Restart() { theGameState = GameStates.GS_USER_INPUT; //reset the target's height if (theTarget != null && theHill != null) { Vector3 targetNewPosistion = new Vector3(theHill.transform.position.x, theHill.transform.position.y, theHill.transform.position.z); float hillXRotRadians = -Mathf.Deg2Rad * theHill.transform.rotation.eulerAngles.x; float distUpHill = UnityEngine.Random.Range(-1.0f, 1.0f) * HILL_UNSCALED_HALF_WIDTH * theHill.transform.localScale.z; //use polar coordinates & the hill's angle to randomly select a distance up the hill for the target targetNewPosistion.x += UnityEngine.Random.Range(-HILL_HALF_WIDTH, HILL_HALF_WIDTH) / 2.0f; targetNewPosistion.y += distUpHill * Mathf.Sin(hillXRotRadians); targetNewPosistion.z += distUpHill * Mathf.Cos(hillXRotRadians); /*print("targetNewPosition = " + targetNewPosistion + ", distUpHill = " + distUpHill + " hillXRotRadians = " + hillXRotRadians + "euler.x = " + theHill.transform.rotation.eulerAngles.x);*/ theTarget.transform.Translate(targetNewPosistion - theTarget.transform.position); } //reset the ball if (theBall != null) { theBall.Restart(); } //reset the ballista if (theBallista != null) { theBallista.Restart(); } }
public void SwitchState(GameStates newState) { if (_currentState == newState) return; //run code }
public void SetGameState(GameStates newState) { Debug.Log("Setting GameState :" + newState.ToString()); if (newState == GameStates.GameOverLoss) { RestartGame(); } }
public static void ChangeState(GameStates newState) { if (instance.state == newState) return; // Before change switch (instance.state) { case GameStates.Login: break; case GameStates.Playing: instance.highscoreCanvas.gameObject.SetActive(false); break; case GameStates.Paused: instance.pauseCanvas.gameObject.SetActive(false); break; } instance.state = newState; // After change switch (instance.state) { case GameStates.Login: break; case GameStates.Playing: instance.highscoreCanvas.gameObject.SetActive(true); break; case GameStates.Paused: instance.pauseCanvas.gameObject.SetActive(true); break; } }
public void startGame() { currentState = GameStates.INGAME; //Change state to INGAME pregameCanvas.gameObject.SetActive (false); //Hide pregameCanvas ingameCanvas.gameObject.SetActive (true); //Show ingameCanvas PlayerPrefs.SetInt("gamesPlayed", PlayerPrefs.GetInt ("gamesPlayed", 0) + 1 ); }
public void GameOver() { difficulty = 1; OnGameOver (); curState = GameStates.Menu; playButton.SetActive (true); }
//----------------------------------------- // INPUT //----------------------------------------- public void ButtonControls(int state) { // map int to enum values for readability gameState = (GameStates)state; // change the game state changeState = true; }
public Position(PositionCore core, int fiftyMovesClock, int moveNumber, GameStates properties, LegalMove move) { Core = core; FiftyMovesClock = fiftyMovesClock; MoveNumber = moveNumber; Properties = properties; Move = move; }
public void SetState (GameStates nextState) { if (nextState != currentState) { currentState = nextState; Debug.Log ("Switching to " + nextState); } }
public Game1() { graphics = new GraphicsDeviceManager( this ); Content.RootDirectory = "Content"; #if Section5 // Game State CurerntState = GameStates.Loading; #endif }
public void RecordVictory(float kgOfFuelLeft) { score = (int)Mathf.Max(1.0f, 250000.0f - kgOfFuelLeft); if (score > highScore) { highScore = score; } theGameState = GameStates.GS_ENDGAME_VICTORY; }
public static void ChangeGameState(GameStates state) { if (currentState == null) { currentState = new GameState(); } currentState.Enter(state); }
public void Update(GameTime gameTime, ref GameStates gameState) { mouseCurrState = Mouse.GetState(); countDown -= (float)gameTime.ElapsedGameTime.TotalSeconds; if (countDown <= 1) gameState = GameStates.GAME; mousePrevState = mouseCurrState; }
public void GameOver() { currentState = GameStates.GAMEOVER; //Change state to GAMEOVER CheckHighScore (); //Call CheckHighScore function gamesPlayedText.text += PlayerPrefs.GetInt ("gamesPlayed", 0); //Set gamesPlayed gameoverScoreText.text = score.ToString(); //Set gameover scoreText gameoverBestScoreText.text += PlayerPrefs.GetInt ("bestscore", 0); //Set best score text StartCoroutine (ShowGameoverCanvas ()); //Show Gameover Canvas }
public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = level.Width * 32; graphics.PreferredBackBufferHeight = (level.Height + 1) * 32; gameStates = GameStates.Menu; IsMouseVisible = true; Content.RootDirectory = "Content"; }
public static IGameState GetState(GameStates gameStates) { IStateFactory stateFactory; if (!GetInstance().factories.TryGetValue(gameStates, out stateFactory)) { Console.WriteLine("Matching factory not found for {0}", gameStates); throw new NotImplementedException(); } return stateFactory.GetState(); }
void Awake() { if (instance != null) Debug.LogError("Instance Has Already Been Created Somewhere"); instance = this; Debug.Log (Screen.width); Debug.Log (Screen.height); }
public void PlayerWantsToFinishCooking() { if (status == GameStates.cooking) { status = GameStates.resultTab; UI.SetForResults(); Grill.GoToRestaurant(); } }
public void gameOver() { currentState = GameStates.GAMEOVER; checkHighScore (); gamesPlayedText.text += PlayerPrefs.GetInt ("gamesPlayed", 0); gameoverScoreText.text = score.ToString(); gameoverBestScoreText.text += PlayerPrefs.GetInt ("bestscore", 0); StartCoroutine (ShowGameoverCanvas ()); }
static public void endGame() { currentState = GameStates.GameOver; }
private void InitStates() { GameStates.Init(); }
/// <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) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } // TODO: Add your update logic here KeyboardState kbState = Keyboard.GetState(); KeyboardState previousKbState = kbState; switch (activeState) { //Main Menu case GameStates.Menu: if (SingleKeyPress(Keys.Enter, kbState) == true) //Once the player presses the enter key.... { activeState = GameStates.Game; //the screen transitions to the main game ResetGame(); //Resets all data to restart the game } break; //Game case GameStates.Game: previousKbState = kbState; //The previous keyboard state will become the current keyboard state kbState = Keyboard.GetState(); //Retrieves the currently pressed keys timer -= gameTime.ElapsedGameTime.TotalSeconds; //The timer decreases in real time if (kbState.IsKeyDown(Keys.Left) == true) //Moves the player left { newPlayer.X -= 2; } if (kbState.IsKeyDown(Keys.Right) == true) //Moves the player right { newPlayer.X += 2; } if (kbState.IsKeyDown(Keys.Up) == true) //Moves the player up { newPlayer.Y -= 2; } if (kbState.IsKeyDown(Keys.Down) == true) //Moves the player down { newPlayer.Y += 2; } ScreenWrap(); //Constantly calls the ScreenWrap method if the player strays too far off screen for (int i = 0; i < collectibleList.Count; i++) //Check every collectible inside the list { if (collectibleList[i].CheckCollision(newPlayer) == true && collectibleList[i].Active == true) //Once the player collides with the object.... { collectibleList[i].Active = false; //that collectible alone will become inactive newPlayer.LevelScore += 1; //Increments the player's level score newPlayer.TotalScore += 1; //Increments the player's total score } } if (timer <= 0) //Once the timer hits 0.... { activeState = GameStates.GameOver; //the game will transition to the game over screen } if (newPlayer.LevelScore == collectibleList.Count) { NextLevel(); } break; //Game Over case GameStates.GameOver: if (SingleKeyPress(Keys.Enter, kbState) == true) //Once the player presses the enter key here.... { activeState = GameStates.Menu; //the game will restart } break; } base.Update(gameTime); }
void OnClientConnect() { Debug.Log("*** CONNECTED TO SERVER ***"); _state = GameStates.SelectingFaction; }
public static void EnterMenuState() { TogglePauseState(); CurrentGameState = GameStates.InMenu; }
public void UpdateGameLogic() { // i guess fading holds a higher priority than spinning because you technically want to fade to spin if (_fader.Fading) { _fader.ContinueFade(ref _queuedUpState); return; } if (_spinner.Spinning) { _spinner.ContinueSpin(ref _queuedUpState); return; } _gameState = _queuedUpState; if (_fader.QueuedFadeIn) { _fader.FadeIn(); // clear the inputs, i know this is kind of ghetto _inputHandler.ClearInputs(); } if (_gameState == GameStates.StartMenu) { _player.Region = RegionNames.Test1; _camera.Region = RegionNames.Test1; _player.Position = new Vector2(100, 1800); _camera.Position = new Vector2(650, 1660); _player.UpdateWeaponAnchorPositions(); _player.EquipStartingWeapon(0); _resourceManager.LoadAssets(new RegionLoadMessage() { RegionsToLoad = new List <RegionNames>() { RegionNames.Test1, RegionNames.Test2 }, RegionsToUnload = new List <RegionNames>() }); _fader.FadeOut(); _spinner.BeginSpin(GameStates.Roam, RegionNames.Test1); } else if (_gameState == GameStates.ExitMenu) { _menuLogicHandler.UpdateExitMenuLogic(ref _queuedUpState, ref _paused); } else if (_gameState == GameStates.Menu) { _menuLogicHandler.UpdatePauseMenuLogic(ref _queuedUpState, ref _paused); } else if (_gameState == GameStates.Roam) { lock (_resourceManager.Loading.Sync) { _roamLogicHandler.UpdateRoamLogic(ref _queuedUpState, ref _paused); if (_paused) { _menuLogicHandler.EnterMenu(); } } } }
public void ChangeState(GameStates newState) { m_gameStates[(int)m_activeState].SetActive(false); m_activeState = newState; m_gameStates[(int)m_activeState].SetActive(true); }
public void onDrawSelect() { GameState = GameStates.draw; hideTurnCanvas(); //handle unlocking }
public GameState(GameController creator) { m_GameState = GameStates.Pre; creator.GameState_Changed += OnGameState_Changed; }
//Broadcast to system private void OnStateChanged(GameStates newState) { Debug.Log("**** State changed to " + newState); currentState = newState; stateChanged.Dispatch(newState); }
static public void changeToCustomizationScreen() { currentState = GameStates.CustomizationOpen; }
static public void changeToGameScreen() { currentState = GameStates.GamePrepare; }
static public void startGame() { currentState = GameStates.GameActive; }
public void SetGameState(GameStates gameState) { m_currentGameState = gameState; }
public void SetGameState(GameStates state) { gameState = state; }
private void SetUiForGameState(GameStates state) { GameState = state; switch (GameState) { case GameStates.Idle: GameLoadMenuItem.Enabled = true; GameNewMenuItem.Enabled = true; GameRunMenuItem.Enabled = true; GameStepMenuItem.Enabled = true; GamePauseMenuItem.Enabled = false; btnRun.Enabled = true; btnStep.Enabled = true; btnPause.Enabled = false; btnNew.Enabled = true; SpeedSlider.Enabled = true; CheckboxLockRowAndCols.Enabled = true; TrackRows.Enabled = true; TrackCols.Enabled = true; UpDownRows.Enabled = true; UpDownCols.Enabled = true; break; case GameStates.Run: GameLoadMenuItem.Enabled = true; GameNewMenuItem.Enabled = true; GameRunMenuItem.Enabled = false; GameStepMenuItem.Enabled = true; GamePauseMenuItem.Enabled = true; btnRun.Enabled = false; btnStep.Enabled = true; btnPause.Enabled = true; btnNew.Enabled = true; SpeedSlider.Enabled = true; CheckboxLockRowAndCols.Enabled = false; TrackRows.Enabled = false; TrackCols.Enabled = false; UpDownRows.Enabled = false; UpDownCols.Enabled = false; break; case GameStates.Step: GameLoadMenuItem.Enabled = true; GameNewMenuItem.Enabled = true; GameRunMenuItem.Enabled = true; GameStepMenuItem.Enabled = true; GamePauseMenuItem.Enabled = false; btnRun.Enabled = true; btnStep.Enabled = true; btnPause.Enabled = false; btnNew.Enabled = true; SpeedSlider.Enabled = true; CheckboxLockRowAndCols.Enabled = false; TrackRows.Enabled = false; TrackCols.Enabled = false; UpDownRows.Enabled = false; UpDownCols.Enabled = false; break; case GameStates.Pause: GameLoadMenuItem.Enabled = true; GameNewMenuItem.Enabled = true; GameRunMenuItem.Enabled = true; GameStepMenuItem.Enabled = true; GamePauseMenuItem.Enabled = false; btnRun.Enabled = true; btnStep.Enabled = true; btnPause.Enabled = false; btnNew.Enabled = true; SpeedSlider.Enabled = true; CheckboxLockRowAndCols.Enabled = false; TrackRows.Enabled = false; TrackCols.Enabled = false; UpDownRows.Enabled = false; UpDownCols.Enabled = false; break; } }
// Update is called once per frame void Update() { //check what state the game is currently in switch (m_GameState) { //initialising case GameStates.Initialisation: InitGame(); m_GameState = GameStates.Playing; break; //Playing case GameStates.Playing: //process the player's input. ProcessInput(); //check if the player is dead if (!m_Player.GetComponent <DudeController>().IsPlayerAlive) { //set the player as dead m_Player.GetComponent <DudeController>().DudeDeath(); //play the death sound m_DeathSound.Play(); //set the gamestate to game over m_GameState = GameStates.GameOver; //send the score to the high score system and set the game over text on the game over menu SubmitHighScore(m_PlayerScore); } break; //game over case GameStates.GameOver: //display game over panel m_Menu.SetActive(true); break; default: break; } /* Game Losing Condition Checks*/ //check if they have moved too far backwards and kill player if so if (m_CurrentNode.GridLocation.y < (m_PlayerScore - 2)) { m_Player.GetComponent <DudeController>().IsPlayerAlive = false; } m_InactiveTime -= Time.deltaTime; //check if they havent moved to a new row forward for long enough. if (m_PlayerScore > m_FurthestScoreProgress) { m_FurthestScoreProgress = m_PlayerScore; m_InactiveTime = 5.5f; } else { if (m_InactiveTime < 0.0f) { m_Player.GetComponent <DudeController>().IsPlayerAlive = false; } } }
public void showMenu() { menuCanvas.enabled = true; gameState = GameStates.menu; resetGame(); }
public static void ExitMenuState() { TogglePauseState(); CurrentGameState = GameStates.InPlay; }
IEnumerator movePlayer(int playerIndex) { print(currentState + " - Player" + (playerIndex + 1) + " Moving: " + numberedRolled); //int netPlayerIndex = 0;///TODO: GET RID OF AND MAKE JUST FLAT OUT playerIndex //if (playerIndex == 1 || playerIndex == 3)/// // netPlayerIndex = 1;/// //NetworkedPlayerController currentPlayerController = networkedPlayers[netPlayerIndex].GetComponent<NetworkedPlayerController>(); NetworkedPlayerController currentPlayerController = networkedPlayers[playerIndex].GetComponent <NetworkedPlayerController>(); coroutineStarted = true; for (int i = 0; i < numberedRolled; i++) { BoardTileNetworked currentTile = playersCurrentTile[playerIndex].GetComponent <BoardTileNetworked>(); print(currentTile); //currentPlayerController.responded = false; //currentPlayerController.left = false; //currentPlayerController.fightAccepted = false; //currentPlayerController.tileEffectPassed = false; if (currentTile.NextBoardTiles.Length > 1) { print("Dealing w/ a Switch Tile"); if (!currentPlayerController.isLocalPlayer) { while (!currentPlayerController.responded) { yield return(null); } //break; } if (currentPlayerController.isLocalPlayer) { currentTile.tileEffect(currentPlayerController); } while (!currentPlayerController.responded) { yield return(null); } if (currentPlayerController.left) { playersCurrentTile[playerIndex] = currentTile.NextBoardTiles[0]; } else { playersCurrentTile[playerIndex] = currentTile.NextBoardTiles[1]; } currentPlayerController.responded = false; print("Reponded Reset to: " + currentPlayerController.responded); currentPlayerController.luPromptPanel.SetActive(false); currentPlayerController.lrPromptPanel.SetActive(false); } else { playersCurrentTile[playerIndex] = currentTile.NextBoardTiles[0]; } print("1"); players[playerIndex].transform.position = playersCurrentTile[playerIndex].transform.position; foreach (GameObject player in players) { if (players[playerIndex].transform.position == player.transform.position && players[playerIndex] != player) { if (currentPlayerController.isLocalPlayer) { currentPlayerController.combatPromptPanel.SetActive(true); currentPlayerController.combatPromptText.text = "fight " + player.name + "?"; } while (!currentPlayerController.responded) { yield return(null); } currentPlayerController.responded = false; currentPlayerController.combatPromptPanel.SetActive(false); if (currentPlayerController.fightAccepted) { NetworkedPlayerStats defenderStats = player.GetComponent <NetworkedPlayerController>().playersStats; defenderStats.takeDamage(calculateDamage(currentPlayerController.playersStats, defenderStats)); if (defenderStats.hp >= 0) { currentPlayerController.playersStats.takeDamage(calculateDamage(defenderStats, currentPlayerController.playersStats)); } } } } print("2"); if (currentPlayerController.fightAccepted) { print("fightAccepted"); coroutineStarted = false; break; } print("3"); BoardTileNetworked newCurrentTile = playersCurrentTile[playerIndex].GetComponent <BoardTileNetworked>(); print("4"); if (!(newCurrentTile is LUTileNetworked) && !(newCurrentTile is LRTileNetworked) && !(newCurrentTile is BlankTileNetworked)) { print("Current Player isLocal: " + currentPlayerController.isLocalPlayer); if (!currentPlayerController.isLocalPlayer) { while (!currentPlayerController.responded) { yield return(null); } } if (currentPlayerController.isLocalPlayer) { newCurrentTile.tileEffect(currentPlayerController); } while (!currentPlayerController.responded) { yield return(null); } currentPlayerController.adPromptPanel.SetActive(false); currentPlayerController.msPromptPanel.SetActive(false); print("tile effect passed: " + currentPlayerController.tileEffectPassed); if (!currentPlayerController.tileEffectPassed) { print("Breaking..."); coroutineStarted = false; break; } } print("5"); yield return(new WaitForSeconds(0.2f)); } coroutineStarted = false; currentPlayerController.responded = false; if (currentState == GameStates.Player1Move) { coroutineStarted = false; currentPlayerController.responded = false; currentState = GameStates.Player2Turn; } else if (currentState == GameStates.Player2Move) { print("ok...."); coroutineStarted = false; currentPlayerController.responded = false; currentState = GameStates.Player3Turn; } else if (currentState == GameStates.Player3Move) { coroutineStarted = false; currentPlayerController.responded = false; currentState = GameStates.Player4Turn; } else if (currentState == GameStates.Player4Move) { coroutineStarted = false; currentPlayerController.responded = false; currentState = GameStates.Player1Turn; } }
void OnFatalError(string message) { LastErrorMessage = message; _state = GameStates.Error; }
// Update is called once per frame void Update() { //Getting all networked players if (networkedPlayers.Length != 4) { networkedPlayers = GameObject.FindGameObjectsWithTag("NetworkedPlayer"); print("Num of networked players: " + networkedPlayers.Length); for (int i = 0; i < networkedPlayers.Length; i++) { print("Setting up Player " + i); networkedPlayers[i].GetComponent <NetworkedPlayerController>().setPlayer(i); print("Player " + i + " set"); } print("All players set!"); } //Updating Stat text //print("Updating Stats..."); //print("statsLines.length: " + statLines.Length); for (int playerIndex = 0; playerIndex < statLines.Length; playerIndex++) { //print("playerIndex: " + playerIndex); //int netPlayerIndex = 0;///TODO: GET RID OF AND MAKE JUST FLAT OUT playerIndex //if (playerIndex == 1 || playerIndex == 3)/// // netPlayerIndex = 1;/// //NetworkedPlayerStats stats = networkedPlayers[netPlayerIndex].GetComponent<NetworkedPlayerController>().playersStats; NetworkedPlayerStats stats = networkedPlayers[playerIndex].GetComponent <NetworkedPlayerController>().playersStats; statLines[playerIndex].text = "HP: " + stats.hp + "\nAtk: " + stats.atk + "\nDef: " + stats.def + "\nMove: " + stats.movement; } print("currentState: " + currentState); //Setting up the current gameState switch (currentState) { case (GameStates.PregameSetting): currentState = GameStates.Player1Turn; currentTurn.text = "Player 1 turn"; break; case (GameStates.Player1Turn): rollDiceButton.enabled = true; break; case (GameStates.Player1Move): numberRolledText.text = "Rolled: " + numberedRolled; if (!coroutineStarted) { rollDiceButton.enabled = false; StartCoroutine(movePlayer(0)); } break; case (GameStates.Player2Turn): rollDiceButton.enabled = true; currentTurn.text = "Player 2 turn"; break; case (GameStates.Player2Move): numberRolledText.text = "Rolled: " + numberedRolled; if (!coroutineStarted) { rollDiceButton.enabled = false; StartCoroutine(movePlayer(1)); } break; case (GameStates.Player3Turn): rollDiceButton.enabled = true; currentTurn.text = "Player 3 turn"; break; case (GameStates.Player3Move): numberRolledText.text = "Rolled: " + numberedRolled; if (!coroutineStarted) { rollDiceButton.enabled = false; StartCoroutine(movePlayer(2)); } break; case (GameStates.Player4Turn): rollDiceButton.enabled = true; currentTurn.text = "Player 4 turn"; break; case (GameStates.Player4Move): numberRolledText.text = "Rolled: " + numberedRolled; if (!coroutineStarted) { rollDiceButton.enabled = false; StartCoroutine(movePlayer(3)); } break; case (GameStates.Combat): break; case (GameStates.GameOver): break; } }
// Use this for initialization void Start() { currentState = GameStates.START; coolDownList = new List <List <int> >(); }
private void Start() { GameState = GameStates.Play; }
private void ToggleUIViews(GameStates gamestate) { ingameUI.SetActive(gamestate == GameStates.Game); summaryView.gameObject.SetActive(gamestate == GameStates.Summary); }
/// <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(); } // TODO: Add your update logic here switch (gameState) { case GameStates.TitleScreen: titleScreenTimer += (float)gameTime.ElapsedGameTime.TotalSeconds; if (titleScreenTimer >= titleScreenDelayTime) { if ((Keyboard.GetState().IsKeyDown(Keys.Space)) || (GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed)) { playerManager.LivesRemaining = playerStartingLives; playerManager.healthRemaining = playerStartingHealth; playerManager.PlayerScore = 0; resetGame(); gameState = GameStates.Playing; } } break; case GameStates.Playing: starField.Update(gameTime); planetManager.Update(gameTime); asteroidManager.Update(gameTime); playerManager.Update(gameTime); enemyManager.Update(gameTime); explosionManager.Update(gameTime); collisionManager.CheckCollisions(); if (playerManager.Destroyed) { playerDeathTimer = 0f; enemyManager.Active = false; playerManager.LivesRemaining--; if (playerManager.LivesRemaining < 0) { gameState = GameStates.GameOver; } else { gameState = GameStates.PlayerDead; } } if ((playerManager.PlayerScore / pointsPerLevel) + 1 != playerManager.CurrentLevel) { playerManager.CurrentLevel = 1 + playerManager.PlayerScore / pointsPerLevel; gameState = GameStates.LevelUp; } if (playerManager.CurrentLevel == 6) { gameState = GameStates.Win; } break; case GameStates.PlayerDead: playerDeathTimer += (float)gameTime.ElapsedGameTime.TotalSeconds; starField.Update(gameTime); asteroidManager.Update(gameTime); enemyManager.Update(gameTime); playerManager.PlayerShotManager.Update(gameTime); explosionManager.Update(gameTime); if (playerDeathTimer >= playerDeathDelayTime) { resetGame(); gameState = GameStates.Playing; } break; case GameStates.GameOver: playerDeathTimer += (float)gameTime.ElapsedGameTime.TotalSeconds; starField.Update(gameTime); asteroidManager.Update(gameTime); enemyManager.Update(gameTime); playerManager.PlayerShotManager.Update(gameTime); explosionManager.Update(gameTime); if (playerDeathTimer >= playerDeathDelayTime) { gameState = GameStates.TitleScreen; } break; case GameStates.LevelUp: playerDeathTimer += (float)gameTime.ElapsedGameTime.TotalSeconds; starField.Update(gameTime); asteroidManager.Update(gameTime); enemyManager.Update(gameTime); playerManager.PlayerShotManager.Update(gameTime); explosionManager.Update(gameTime); if (playerDeathTimer >= playerDeathDelayTime) { if (playerManager.CurrentLevel == 2) { playerManager.minShotTimer = 0.15f; enemyManager.MinShipsPerWave = 6; enemyManager.MaxShipsPerWave = 9; } resetGame(); gameState = GameStates.Playing; } break; case GameStates.Win: playerDeathTimer += (float)gameTime.ElapsedGameTime.TotalSeconds; starField.Update(gameTime); asteroidManager.Update(gameTime); enemyManager.Update(gameTime); playerManager.PlayerShotManager.Update(gameTime); explosionManager.Update(gameTime); if (playerDeathTimer >= playerDeathDelayTime) { gameState = GameStates.TitleScreen; } break; } base.Update(gameTime); }
void HandleOnLoadLevel() { GameState = GameStates.Loading; }
static public void pauseGame() { currentState = GameStates.GamePaused; }
/// <summary> /// Evento che avviene all'avvio del gioco gestendo il flusso che deve seguire.Ad esempio cambiare lo stato del gioco /// </summary> void HandleOnGameStart() { GameState = GameStates.MainMenu; //fai partire la scena del MainMenu. }
public void RaiseEvent(GameStates newGameState) { response.Invoke(newGameState); }