public Layer GenerateShedLockLayer(string letter) { var shedStatus = _game.BaseMode.SetStatus(letter, "Spotted", 3, "ed_targets", composite: false); //trans = procgame.dmd.TransitionLayer(None, self.HDTextLayer1, transitionType = procgame.dmd.Transition.TYPE_FADE) var script = new List <Pair <double, Layer> >(); var layerEmpty = new Layer(); script.Add(new Pair <double, Layer>(1.0, layerEmpty)); script.Add(new Pair <double, Layer>(2, shedStatus)); var sl = new ScriptedLayer(_game.Width, _game.Height, script); sl.opaque = true; var layers = new List <Layer>() { ChainsawWipe, sl }; var group = new GroupedLayer(_game.Width, _game.Height, layers); delay("clearDMD", NetProcgame.NetPinproc.EventType.None, 4, new NetProcgame.Game.AnonDelayedHandler(() => { layer = null; ChainsawWipe.reset(); })); layer = group; return(group); }
public Skillshot(Game game, int priority) : base(game, priority) { _game = game; scriptLayer = BuilSkillLayers(); }
private ScriptedLayer BuilSkillLayers() { var anim = AssetService.Animations["DeerWall"]; var skillBonusText10K = new SdlTextLayer(150, 210, "ed_common", FontJustify.Center, false); skillBonusText10K.SetText("10,000", -1, 2); var skillBonusText1M = _game.DisplayHelper.GenerateMultiTextLayer("1,000,000", font: "ed_common", styleName: "redYellow"); var skillBonus100K = _game.DisplayHelper.GenerateMultiTextLayer("100,000", font: "ed_common", styleName: "redYellow"); var skillBonusLeft10k = new GroupedLayer(HorseGame.DisplayConfig.DotsW, HorseGame.DisplayConfig.DotsH, new List <Layer>() { anim, skillBonusText10K }); var skillBonusMid1M = new GroupedLayer(HorseGame.DisplayConfig.DotsW, HorseGame.DisplayConfig.DotsH, new List <Layer>() { anim, skillBonusText1M }); var skillBonus100KR = new GroupedLayer(HorseGame.DisplayConfig.DotsW, HorseGame.DisplayConfig.DotsH, new List <Layer>() { anim, skillBonus100K }); var script = new List <Pair <double, Layer> >(); script.Add(new Pair <double, Layer>(1, skillBonusLeft10k)); script.Add(new Pair <double, Layer>(1, skillBonusMid1M)); script.Add(new Pair <double, Layer>(1, skillBonus100KR)); var scriptLayer = new ScriptedLayer(HorseGame.DisplayConfig.DotsW, HorseGame.DisplayConfig.DotsH, script); return(scriptLayer); }
public bool sw_cellarRamp_active(Switch sw) { //self.game.game_data['Audits']['Cellar Ramps'] += 1 //self.game.user_profiles['HouseRamp']['Ramps Made'] += 1 // if self.game.trophyMode.checkTrophyComplete('Cabin fever'): //if self.game.user_profiles['HouseRamp']['Ramps Made'] >= 100: // self.game.trophyMode.layer = self.game.trophyMode.buildLayerScript('Cabin fever') // self.game.trophyMode.updateTrophy('Cabin fever') // if self.game.wizardMode.is_started(): //return if (_lockedBalls == 0) { if (_game.GetCurrentPlayer().CellarMultiBallReady) { if (_count < 6) { _count++; } _game.score(450000); _game.Coils["flasherHouse"].Schedule(0x000000CC, 4, false); if (Enumerable.Range(1, 6).Contains(_count)) { var group = GetCellarLayers(); var script = new List <Pair <double, Layer> >(); script.Add(new Pair <double, Layer>(1.0, group[0])); script.Add(new Pair <double, Layer>(1.0, group[1])); var scriptLayer = new ScriptedLayer(_game.Width, _game.Height, script); _game._sound.PlaySound("soundsCellar"); var grouped = new GroupedLayer(_game.Width, _game.Height, new List <Layer>() { CellarRampVid, scriptLayer }); CellarRampVid.reset(); layer = grouped; delay("stop", NetProcgame.NetPinproc.EventType.None, 2, ClearDmdHandler); } else if (_count == 6) { OpenFirstLock(); } // if not self.game.modeEnd.is_started() and not self.game.getPlayerState('mode_active') and not self.game.base_game_mode.any_mb_active2(): //self.game.lampctrl.play_show('BridgeRamp', False, self.game.update_lamps) } } return(SWITCH_CONTINUE); }