Exemple #1
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 public void Win()
 {
     if(gameState == GameStates.Playing) {
         gameState = GameStates.Won;
         winScreen.SetActive(true);
     }
 }
Exemple #2
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    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);
     }
 }
Exemple #4
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 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());
            }
        }
Exemple #8
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 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;
        }
Exemple #10
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 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();
        }
    }
Exemple #13
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 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();
     }
 }
Exemple #15
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    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;
        }
    }
Exemple #16
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 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 );
 }
Exemple #17
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 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;
    }
Exemple #19
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 public Position(PositionCore core, int fiftyMovesClock, int moveNumber, GameStates properties, LegalMove move)
 {
     Core = core;
     FiftyMovesClock = fiftyMovesClock;
     MoveNumber = moveNumber;
     Properties = properties;
     Move = move;
 }
Exemple #20
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	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);
    }
Exemple #24
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        public void Update(GameTime gameTime, ref GameStates gameState)
        {
            mouseCurrState = Mouse.GetState();

            countDown -= (float)gameTime.ElapsedGameTime.TotalSeconds;

            if (countDown <= 1)
                gameState = GameStates.GAME;
            mousePrevState = mouseCurrState;
        }
Exemple #25
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    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
    }
Exemple #26
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        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);
    }
Exemple #29
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 public void PlayerWantsToFinishCooking() {
     if (status == GameStates.cooking)
     {
         
         status = GameStates.resultTab;
         UI.SetForResults();
         Grill.GoToRestaurant();
         
     }
 }
Exemple #30
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    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;
 }
Exemple #32
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 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);
        }
Exemple #34
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 void OnClientConnect()
 {
     Debug.Log("*** CONNECTED TO SERVER ***");
     _state = GameStates.SelectingFaction;
 }
Exemple #35
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    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();
                    }
                }
            }
        }
Exemple #37
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 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;
 }
Exemple #44
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 public void SetGameState(GameStates gameState)
 {
     m_currentGameState = gameState;
 }
Exemple #45
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 public void SetGameState(GameStates state)
 {
     gameState = state;
 }
Exemple #46
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        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;
            }
        }
Exemple #47
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    // 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;
            }
        }
    }
Exemple #48
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 public void showMenu()
 {
     menuCanvas.enabled = true;
     gameState          = GameStates.menu;
     resetGame();
 }
Exemple #49
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    public static void ExitMenuState()
    {
        TogglePauseState();

        CurrentGameState = GameStates.InPlay;
    }
Exemple #50
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    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;
        }
    }
Exemple #51
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 void OnFatalError(string message)
 {
     LastErrorMessage = message;
     _state           = GameStates.Error;
 }
Exemple #52
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    // 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;
        }
    }
Exemple #53
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 // Use this for initialization
 void Start()
 {
     currentState = GameStates.START;
     coolDownList = new List <List <int> >();
 }
Exemple #54
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 private void Start()
 {
     GameState = GameStates.Play;
 }
Exemple #55
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 private void ToggleUIViews(GameStates gamestate)
 {
     ingameUI.SetActive(gamestate == GameStates.Game);
     summaryView.gameObject.SetActive(gamestate == GameStates.Summary);
 }
Exemple #56
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        /// <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.
 }
Exemple #60
0
 public void RaiseEvent(GameStates newGameState)
 {
     response.Invoke(newGameState);
 }