public BehaviorState(int behv, StartDel startDel, UpdateDel updateDel, EndDel endDel, string name) { mBehaviorType = behv; mBehaviorStartDel = startDel; mBehaviorUpdateDel = updateDel; mBehaviorEndDel = endDel; //mName = name; }
public HelloWorldOverlay() { InitializeComponent(); DataContext = this; TextLocations = new ObservableCollection<TextBlockRect>(); BackgroundOverlayImage = new WriteableBitmap((int)System.Windows.SystemParameters.VirtualScreenWidth * 2, (int)System.Windows.SystemParameters.VirtualScreenHeight * 2, 96, 96, PixelFormats.Bgra32, null); _backgroundBitmap = Bitmap.FromDimensions((int)SystemParameters.VirtualScreenHeight, (int)SystemParameters.VirtualScreenWidth); _update = new UpdateDel(UIThreadUpdate); }
public HelloWorldOverlay() { InitializeComponent(); DataContext = this; TextLocations = new ObservableCollection <TextBlockRect>(); BackgroundOverlayImage = new WriteableBitmap((int)System.Windows.SystemParameters.VirtualScreenWidth * 2, (int)System.Windows.SystemParameters.VirtualScreenHeight * 2, 96, 96, PixelFormats.Bgra32, null); _backgroundBitmap = Bitmap.FromDimensions((int)SystemParameters.VirtualScreenHeight, (int)SystemParameters.VirtualScreenWidth); _update = new UpdateDel(UIThreadUpdate); }
private void SafeUpdate(int result) { if (textBox1.InvokeRequired) { UpdateDel del = SafeUpdate; textBox1.Invoke(del, new object[] { result }); } else { textBox1.Text = result.ToString(); } }
void GridSetter2() { //initializing at zero and nonsolid for (int i = 0; i < gridSize.x; i++) { for (int j = 0; j < gridSize.y; j++) { SetSlot(new Vector2Int(i, j), 0, null, false); } } //setting the goal slots, and goalExists if (TileSetter2("goal", 3, false).Length > 0) { goalExists = true; } //setting coin slots and coinCount currentCoins = TileSetter2("coin", 7, false).Length; //setting bomb slots TileSetter2("bomb", 6, false); //setting buttin slots TileSetter2("button", 10, false); //setting door slots TileSetter2("door", 9, true); //setting block slots TileSetter2("block", 1, true); //setting cannon slots GameObject[] gos = TileSetter2("cannon", 4, true); //add cannon delegates foreach (var g in gos) { updateDelegate += g.GetComponent <Cannon>().PassTime; } //setting tripwire slots gos = TileSetter2("tripwire", 4, true); //add tripwire slots foreach (var g in gos) { updateDelegate += g.GetComponent <TripWire>().PassTime; } }
/// <summary> /// Independent thread that runs a search. /// </summary> private void SearchThread() { DateTime m_start = DateTime.Now; DataTable dt = m_proc.Execute(); if (InvokeRequired) { UpdateDel update = UpdateResults; Invoke(update, dt); } else { UpdateResults(dt); } }
private void Window_Loaded(object sender, RoutedEventArgs e) { _windowGetter = new BackgroundWorker(); _windowGetter.DoWork += new DoWorkEventHandler(_windowGetter_DoWork); _windowGetter.RunWorkerAsync(); _windowHiglight = new WindowHighlight(); _windowHiglight.Owner = this; _updateUI = new UpdateDel(UpdateUI); _mousehook = new LowLevelMouseHook("low level mouse hook"); _mousehook.OnMouseMove += new EventHandler <System.Windows.Forms.MouseEventArgs>(_mousehook_OnMouseMove); _mousehook.OnMouseDown += new EventHandler <System.Windows.Forms.MouseEventArgs>(_mousehook_OnMouseDown); _mousehook.Install(); }
private void Window_Loaded(object sender, RoutedEventArgs e) { _windowGetter = new BackgroundWorker(); _windowGetter.DoWork += new DoWorkEventHandler(_windowGetter_DoWork); _windowGetter.RunWorkerAsync(); _windowHiglight = new WindowHighlight(); _windowHiglight.Owner = this; _updateUI = new UpdateDel(UpdateUI); _mousehook = new LowLevelMouseHook("low level mouse hook"); _mousehook.OnMouseMove += new EventHandler<System.Windows.Forms.MouseEventArgs>(_mousehook_OnMouseMove); _mousehook.OnMouseDown += new EventHandler<System.Windows.Forms.MouseEventArgs>(_mousehook_OnMouseDown); _mousehook.Install(); }
public TableViewer(frmMain owner, DataTable dt, UpdateDel u) { #if (DEBUG_1||DEBUG_2||DEBUG_3) debugLogger = new DebugLogger("frmTable.log"); #endif debugLogger.WriteDebug_3("Begin Method: frmTable.frmTable(frmMain,DataTable,UpdateDel) (" + owner.ToString() + "," + dt.ToString() + "," + u.ToString() + ")"); this.owner = owner; local=true; InitializeComponent(); dataGrid.ReadOnly = false; dbTable = dt; dataGrid.SetDataBinding(dbTable,""); update = u; this.dbTable.RowChanged += new DataRowChangeEventHandler(dbTable_Changed); this.dbTable.RowDeleted += new DataRowChangeEventHandler(dbTable_Changed); debugLogger.WriteDebug_3("End Method: frmTable.frmTable()"); }
/// <summary> /// Independent thread that runs a search. /// </summary> private void SearchThread() { DateTime m_start = DateTime.Now; try { DataTable dt = m_proc.Execute(); if (InvokeRequired) { UpdateDel update = UpdateResults; Invoke(update, dt); } else { UpdateResults(dt); } } catch (Exception ex) { Scout.Core.UserInteraction.Dialog.ShowMessage( "There was an error during the execution of this query. Please wait two minutes and re-run.", UserMessageType.Exception); } }
public Form1() { InitializeComponent(); udel = new UpdateDel(UpdateLabel); }
public EditorWindow() { InitializeComponent(); _annotationUndoStack = new Stack<AnnotationOperation>(); _currState = State.Inspecting; CapturedWindow = new WriteableBitmap((int)System.Windows.SystemParameters.VirtualScreenWidth * 2, (int)System.Windows.SystemParameters.VirtualScreenHeight * 2, 96, 96, PixelFormats.Bgra32, null); _updateThread = new UpdateDel(UpdateUI); UserDrawnRectangleControl.StyleTemplate = RectangleViewer.StyleType.UserDrawn; SelectedNodes = new BindingList<PropertiesControl>(); _invalidated = new HashSet<TextEditor>(); }
// *************************************************************************** // Update für das eigentliche spiel public void UpdateGame() { updateGamePlayDelegator(); var newState = Keyboard.GetState(); if ( newState.IsKeyDown( Keys.I ) && !oldKeyState.IsKeyDown( Keys.I ) && !constructorPanel.NameIsActive ) { if ( constructorPanel.Visible ) { constructorPanel.Visible = false; } if ( inventarPanel.Visible ) { updateGamePlayDelegator = UpdateGamePlay; inventarPanel.Visible = false; } else { updateGamePlayDelegator = UpdateGui; inventarPanel.Visible = true; } } if ( newState.IsKeyDown( Keys.K ) && !oldKeyState.IsKeyDown( Keys.K ) && !constructorPanel.NameIsActive ) { if ( inventarPanel.Visible ) { inventarPanel.Visible = false; } if ( constructorPanel.Visible ) { updateGamePlayDelegator = UpdateGamePlay; constructorPanel.Visible = false; } else { updateGamePlayDelegator = UpdateGui; constructorPanel.Visible = true; } } oldKeyState = newState; }
// *************************************************************************** // Läd den ganzen Stuff, den der GameManager benötigt public void Load() { Debug.WriteLine( "Läd das eigentliche Spiel" ); // Update Delegator setzen updateDelegater = UpdateGame; updateGamePlayDelegator = UpdateGamePlay; // Variablen initialisiwerung GameState = new GameState(); // Renderer laden Main.MainObject.MenuManager.LoadingText = "Loading images.."; LoadRenderer(); // Sounds laden Main.MainObject.MenuManager.LoadingText = "Loading sounds.."; Sound.LoadSounds(); // GameState initialisieren Main.MainObject.MenuManager.LoadingText = "Initialize objects.."; GameState.MapSize = new Vector2( 10000, 10000 ); // TODO: Mapgröße hier mitgeben GameState.QuadTreeEnemies = new QuadTree<Enemy>( 0, 0, ( int ) GameState.MapSize.X, ( int ) GameState.MapSize.Y ); GameState.QuadTreeSpawnPoints = new QuadTree<SpawnPoint>( 0, 0, ( int ) GameState.MapSize.X, ( int ) GameState.MapSize.Y ); GameState.QuadTreeStaticObjects = new QuadTree<StaticObject>( 0, 0, ( int ) GameState.MapSize.X, ( int ) GameState.MapSize.Y ); GameState.QuadTreeItems = new QuadTree<Item>( 0, 0, ( int ) GameState.MapSize.X, ( int ) GameState.MapSize.Y ); GameState.ShotListVsEnemies = new List<Shot>(); // Shots als Liste, da diese nur eine kurze Lebenszeit haben GameState.ShotListVsPlayer = new List<Shot>(); // Shots als Liste, da diese nur eine kurze Lebenszeit haben Main.MainObject.MenuManager.LoadingText = "Loading map.."; GameState.Karte = new Karte(); GameState.Karte.LoadMap( GameState, "testmap" ); GameState.GameStatistic = new GameStatistic(); // Werte für Runde GameState.RoundDelay = 1; GameState.GameStatistic.Round = 1; GameState.RoundIsRunning = false; GameState.TimeToRoundStart = GameState.RoundDelay; // Buffs laden Buff.Load(); // Items laden Main.MainObject.MenuManager.LoadingText = "Loading items.."; Item.LoadItems(); // Player MapLocation playerPosition = new MapLocation( GameState.Karte.PlayerStart ); GameState.Player = new Player( playerPosition, 100, 100, 200 ); Weapon w1 = Item.DefaultWeapon[ 8 ].Clone(); w1.Munition = Item.DefaultMunition[ 200 ].Clone(); //GameState.Player.AddItemToInventar(w1); GameState.Player.AddWeaponToShortcutList( 1, w1 ); Weapon w2 = Item.DefaultWeapon[ 15 ].Clone(); w2.Munition = Item.DefaultMunition[ 201 ].Clone(); //GameState.Player.AddItemToInventar(w2); GameState.Player.AddWeaponToShortcutList( 2, w2 ); CalculateMapOffset(); // Keybelegung keyMoveUp = ( Keys ) Enum.Parse( typeof( Keys ), Configuration.Get( "keyMoveUp" ) ); keyMoveDown = ( Keys ) Enum.Parse( typeof( Keys ), Configuration.Get( "keyMoveDown" ) ); keyMoveLeft = ( Keys ) Enum.Parse( typeof( Keys ), Configuration.Get( "keyMoveLeft" ) ); keyMoveRight = ( Keys ) Enum.Parse( typeof( Keys ), Configuration.Get( "keyMoveRight" ) ); // Background laden background = Main.ContentManager.Load<Texture2D>( "images/background" ); PixelWhite = Main.ContentManager.Load<Texture2D>( "images/pixelWhite" ); PixelTransparent = Main.ContentManager.Load<Texture2D>( "images/pixelTransparent" ); // GUI elemente gui_overlay = Main.ContentManager.Load<Texture2D>( "images/gui/gui_overlay" ); health_bar = Main.ContentManager.Load<Texture2D>( "images/gui/health_bar" ); gui_backlayer = Main.ContentManager.Load<Texture2D>( "images/gui/gui_backlayer" ); gameoverTexture = Main.ContentManager.Load<Texture2D>( "images/gameover" ); defaultFont = Main.ContentManager.Load<SpriteFont>( Configuration.Get( "defaultFont" ) ); defaultFontBig = Main.ContentManager.Load<SpriteFont>( Configuration.Get( "defaultFontBig" ) ); defaultFontSmall = Main.ContentManager.Load<SpriteFont>( Configuration.Get( "defaultFontSmall" ) ); // Posi für Gui DrawHelper.AddDimension( "HealthBar_Position", 184, 425 ); DrawHelper.AddDimension( "HealthBar_Size", 33, 153 ); DrawHelper.AddDimension( "Munition_Position", 235, 535 ); DrawHelper.AddDimension( "BuffIcon_Position", 16, 365 ); DrawHelper.AddDimension( "BuffIcon_Size", 32, 32 ); DrawHelper.AddDimension( "Minimap_Size", 181, 170 ); DrawHelper.AddDimension( "Minimap_Position", 0, 407 ); DrawHelper.AddDimension( "IconOnTheFloor_Size", 32, 32 ); // AI Thread starten new Thread( new ThreadStart( AIThread.UpdateAI ) ).Start(); //User Interface erstellen InitGui(); // Enemies laden Enemy.Load(); // Maus auf fadenkreuz setzten MouseCursor.CurrentCursor = MouseCursor.Cross_01; // ################################################################################ // ################################################################################ // ################################################################################ // TEST Item it1 = Item.Get( 100 ); it1.LocationBehavior.Position = new Vector2( 1100, 4150 ); it1.LocationBehavior.Size = DrawHelper.Get( "IconOnTheFloor_Size" ); //it1.LocationSizing(); Item it2 = Item.Get( 200 ); it2.LocationBehavior.Position = new Vector2( 1200, 4150 ); it2.LocationBehavior.Size = DrawHelper.Get( "IconOnTheFloor_Size" ); //it2.LocationSizing(); Item it3 = Item.Get( 300 ); it3.LocationBehavior.Position = new Vector2( 1300, 4150 ); it3.LocationBehavior.Size = DrawHelper.Get( "IconOnTheFloor_Size" ); //it3.LocationSizing(); Item it4 = Item.Get( 400 ); it4.LocationBehavior.Position = new Vector2( 1400, 4150 ); it4.LocationBehavior.Size = DrawHelper.Get( "IconOnTheFloor_Size" ); //it4.LocationSizing(); Item it5 = Item.Get( 700 ); it5.LocationBehavior.Position = new Vector2( 1500, 4150 ); it5.LocationBehavior.Size = DrawHelper.Get( "IconOnTheFloor_Size" ); //it5.LocationSizing(); GameState.QuadTreeItems.Add( it1 ); GameState.QuadTreeItems.Add( it2 ); GameState.QuadTreeItems.Add( it3 ); GameState.QuadTreeItems.Add( it4 ); GameState.QuadTreeItems.Add( it5 ); //peng = Main.ContentManager.Load<SoundEffect>("test/Skorpion-Kibblesbob-1109158827"); headshot = Main.ContentManager.Load<SoundEffect>( "test/headshot2" ); monster3 = Main.ContentManager.Load<Texture2D>( "test/red_monster_angry" ); shot = Main.ContentManager.Load<Texture2D>( "test/shot" ); blood = Main.ContentManager.Load<Texture2D>( "test/blood" ); shot_01 = Main.ContentManager.Load<Texture2D>( "images/shots/shot_01" ); // Testtextur test = Main.ContentManager.Load<Texture2D>( "images/pixelWhite" ); testFont = Main.ContentManager.Load<SpriteFont>( "fonts/arialSmall" ); // TEST-ENDE // ################################################################################ // Wenn ladevorgang fertig => Switch von MenuManager auf GameManager Main.MainObject.CurrentManager = this; MusicPlayer.Stop(); }
// *************************************************************************** // Player stirbt private void PlayerDied() { // Update umbiegen updateDelegater = UpdatePlayerIsDead; // AiThread beenden AIThread.Running = false; // maus verstecken MouseCursor.CurrentCursor = MouseCursor.NoCursor; // player füße verstecken GameState.Player.IsMoving = false; // Gameover setzten gameover = true; }