void ReleaseDesignerOutlets() { if (BottomMenu != null) { BottomMenu.Dispose(); BottomMenu = null; } if (btnComments != null) { btnComments.Dispose(); btnComments = null; } if (btnRates != null) { btnRates.Dispose(); btnRates = null; } if (btnStatistic != null) { btnStatistic.Dispose(); btnStatistic = null; } if (MainBackground != null) { MainBackground.Dispose(); MainBackground = null; } if (NavigationBar != null) { NavigationBar.Dispose(); NavigationBar = null; } }
public bool GameOverFunc() { _state = GameStates.PostGame; _background = new MainBackground(); _postGameScreen = new PostGameScreen(); return(true); }
public ControlsMapping(MainBackground mainBackground, IControlsRepository controlsRepository) { _mainBackground = mainBackground; _controlsRepository = controlsRepository; FillMapppings(); }
public void ReplaceBackground(SoundType sound) { MainBackground.Stop(); MainBackground.Dispose(); MainBackground = GetAndPlay(sound, true); MainBackground.Pitch = BackgroundPitch; }
public void ResumeBackground() { if (SecondaryBackground == null) { MainBackground.Resume(); MainBackground.Pitch = BackgroundPitch; } }
public async void ExecuteTurnAsync(MainBackground boardForm, Button selectedButton, Player currPlayer) { SetButtonAvailability(boardForm, false); await ExecuteTurnAsync(selectedButton, currPlayer, boardForm); //SetButtonAvailability(boardForm, true); //todo odkomentowac??? }
/// <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) { try { InputService.Update(gameTime); _background?.Update(gameTime); switch (_state) { case GameStates.MainMenu: _mainMenu.Update(); break; case GameStates.GameSetup: _gameSetup.Update(); break; case GameStates.Game: _players.ForEach(p => p.Update(gameTime)); Globals.GameState.Update(gameTime); if (Level.TimeRemaining <= TimeSpan.Zero && !Globals.GameState.Enemies.Any(e => e.IsSpawnedEnemy)) { _state = GameStates.Intermission; _background = new MainBackground(); _intermissionScreen = new IntermissionScreen(); Level.LevelComplete(); } break; case GameStates.Intermission: _intermissionScreen.Update(); if (_intermissionScreen.Ready) { _intermissionScreen = null; _background = null; _state = GameStates.Game; Level.StartLevel(); } return; case GameStates.PostGame: _postGameScreen.Update(); if (_postGameScreen.Ready) { _postGameScreen = null; _state = GameStates.MainMenu; _players.ForEach(p => p.GameOver()); Globals.GameState = new GameState(_players); _mainMenu = new MainMenu(SetupGameFunc); } return; } base.Update(gameTime); } catch (Exception e) { var a = 5; } }
public void ResumeBackgroundStopSecondaryTrack() { if (SecondaryBackground != null) { SecondaryBackground.Stop(); PlayingList.Remove(SecondaryBackground); SecondaryBackground.Dispose(); SecondaryBackground = null; } MainBackground.Resume(); MainBackground.Pitch = BackgroundPitch; }
public TurnLogic(MainBackground mainBackground, IJudge judge, ISocketConnection socketConnection, IControlsMapping controlsMappins, IControlsRepository controlsRepository) { _mainBackground = mainBackground; _judge = judge; _socketConnection = socketConnection; _controlsMappings = controlsMappins; _controlsRepository = controlsRepository; _socketConnection.SetEnemyMoveAction(EnemyMove); _judge.GameOver = GameOver; _imagesContainerPath = (Directory.GetCurrentDirectory().GetDirectoryName(2) + @"\ImagesContainer\"); }
private void SetButtonAvailability(MainBackground form, bool value) { foreach (var control in form.Controls) { if (control is Control) { if (!form.ProtectedControls.Any(c => c == control) && !ClickedButtons.Any(b => b == control)) { ((Control)control).Enabled = value; } } form.Controls["gameBoard"].Focus(); } }
/// <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() { Globals.SpriteDrawer = new SpriteBatch(GraphicsDevice); Globals.Initialize(); TextureCacheFactory.Initialize(GraphicsDevice); InputService.Initialize(); SkillConstants.Initialize(); XmlStorage.Initialize(); TextureCacheFactory.Get("Entities/Zomb-King.png"); Level.GameOverFunc = GameOverFunc; Globals.Map = new Map(GraphicsDevice, MapTypes.Dungeon, Globals.ViewportBounds); _mainMenu = new MainMenu(SetupGameFunc); _background = new MainBackground(); base.Initialize(); }
public void Reset() { MainBackground.Stop(); MainBackground.Dispose(); if (SecondaryBackground != null) { SecondaryBackground.Stop(); SecondaryBackground.Dispose(); SecondaryBackground = null; } PlayingList.Clear(); PoolList.Clear(); InitializeSoundPool(); MainBackground = GetAndPlay(SoundType.Background, true); BackgroundPitch = 0; MainBackground.Pitch = BackgroundPitch; }
private bool PlayGameFunc(List <Tuple <bool, string, List <Item>, List <Item> > > players) { _gameSetup = null; _background = null; _state = GameStates.Game; for (var i = 0; i < players.Count; i++) { _players[i].Name = players[i].Item2; _players[i].Items = players[i].Item4; if (players[i].Item1) { _players[i].JoinGame(players[i].Item3); } } Globals.Map.StartingGame(); Level.StartLevel(); return(true); }
void ReleaseDesignerOutlets() { if (BottomMenu != null) { BottomMenu.Dispose(); BottomMenu = null; } if (btnComments != null) { btnComments.Dispose(); btnComments = null; } if (btnRates != null) { btnRates.Dispose(); btnRates = null; } if (btnStatistic != null) { btnStatistic.Dispose(); btnStatistic = null; } if (MainBackground != null) { MainBackground.Dispose(); MainBackground = null; } if (MainLabel != null) { MainLabel.Dispose(); MainLabel = null; } if (OverlayView != null) { OverlayView.Dispose(); OverlayView = null; } }
private async Task ExecuteTurnAsync(Button selectedButton, Player currPlayer, MainBackground boardForm) { var opposedPlayer = currPlayer == DataStatic.Me ? DataStatic.Enemy : DataStatic.Me; boardForm.SetTurnMsg(opposedPlayer); SetControlsStatus(selectedButton, currPlayer); if (currPlayer == DataStatic.Me) { await _socketConnection.SendAsync(selectedButton); } _judge.Move(currPlayer, selectedButton); }
private void MainSound_Ended(object sender, RoutedEventArgs e) { MainBackground.Play(); }
public ControlsPrepare(MainBackground form, IControlsRepository controlsRepository, ITurnLogic turnLogic) { _form = form; _controlsRepository = controlsRepository; _turnLogic = turnLogic; }
public void PauseBackground() { MainBackground.Pause(); }