public SplashScreenState(StateSystem system, TextureManager textureManager, Engine.Font titleFont, SoundManager soundManager) { _system = system; //sound _soundManager = soundManager; _soundManager.MasterVolume(0.01f); //title font _title = new Text("Immune Cells vs. Invaders", titleFont); _title.SetColor(new Color(0, 0, 0, 1)); _title.SetPosition(-_title.Width / 2, 300); // good guys _character1.Texture = textureManager.Get("phagocyte"); _character1.SetScale(2, 2); _character1.SetPosition(-150, 100); //bad guys _invader1.Texture = textureManager.Get("tatoo_dye"); _invader1.SetScale(2, 2); _invader1.SetPosition(200, 100); _invader2.Texture = textureManager.Get("parasite"); _invader2.SetScale(2, 2); _invader2.SetPosition(200, 0); // _soundManager.PlaySound("intro_music"); }
public SetupStatePathCreation(Input input, StateSystem system, PathData pathData) { Gl.glEnable(Gl.GL_BLEND); Gl.glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE_MINUS_SRC_ALPHA); _input = input; _system = system; _pathData = pathData; }
public InnerGameState(StateSystem system, Input input, PersistantGameData gameData, Font generalFont) { _input = input; _system = system; _gameData = gameData; _generalFont = generalFont; OnGameStart(); }
public InnerGameState(StateSystem system, Input input, TextureManager textureManager, PersistentGameData gameData) { _system = system; _input = input; _textureManager = textureManager; _gameData = gameData; OnGameStart(); }
public InnerGameState(StateSystem system, Input input, TextureManager textureManager, PersistantGameData gameData, Font generalFont) { _textureManager = textureManager; _input = input; _system = system; _gameData = gameData; _generalFont = generalFont; OnGameStart(); }
public InnerGameState(Input input, StateSystem stateSystem, TextureManager textureManager, GameData gameData, EffectsManager effectsManager) { this.input = input; this.stateSystem = stateSystem; this.textureManager = textureManager; this.gameData = gameData; this.effectsManager = effectsManager; OnGameStart(); }
public StartMenuState(Font titleFont, Font generalFont, Input input, StateSystem system) { _input = input; _system = system; _generalFont = generalFont; InitializeMenu(); _title = new Text("Another Castle", titleFont); _title.SetColor(new Color(0, 0, 0, 1)); // Center on x and move toward the top _title.SetPosition(-_title.Width/2, 300); }
public StartMenuState(Engine.Font titleFont, Engine.Font generalFont, Input input, StateSystem system) { _system = system; _input = input; _generalFont = generalFont; InitializeMenu(); _title = new Text("Immunity vs. Invaders", titleFont); _title.SetColor(new Color(0, 0, 0, 1)); _title.SetPosition(-_title.Width / 2, 300); }
public PauseGameState(Engine.Font titleFont, Engine.Font generalFont, Input input, StateSystem system) { _input = input; _system = system; _generalFont = generalFont; InitializeMenu(); _title = new Text("Pause", titleFont); _title.SetColor(new Color(0, 0, 0, 1)); // Center on x and move toward the top _title.SetPosition(-_title.Width / 2, 300); }
public StartMenuState(Engine.Font titleFont, Engine.Font generalFont, Input input, StateSystem system) { _system = system; _generalFont = generalFont; _input = input; InitializeMenu(); _title = new Text("Shooter", titleFont); _title.SetColor(new Color(0, 0, 0, 1)); // Centerre on the x and place somewhere near the top _title.SetPosition(-_title.Width / 2, 300); }
public StartMenuState(Engine.Font titleFont, Engine.Font generalFont, Input input, StateSystem system, TextureManager textureManager) { _system = system; _generalFont = generalFont; _input = input; _textureManager = textureManager; _blockManager = new BlockManager(_textureManager, 0, 0, new Vector(1, 1, 1)); DropBlocks(); InitializeMenu(); _title = new Text("Subway Tetris", titleFont); _title.SetColor(new Color(0.85f, 0.85f, 0.10f, 1)); // Centerre on the x and place somewhere near the top _title.SetPosition(-_title.Width / 2, 300); }
public InnerGameState(StateSystem system, Input input, TextureManager textureManager, PersistentGameData gameData, Font generalFont) { _input = input; _system = system; _gameData = gameData; _generalFont = generalFont; _textureManager = textureManager; _bloodStream = new Text("BloodStream", generalFont); _bloodStream.SetColor(new Color(0, 0, 0, 1)); _bloodStream.SetPosition(-600, 0); OnGameStart(); }
public CreditState(PersistantGameData data, StateSystem system, Input input, Font generalFont, Font titleFont) { _gameData = data; _system = system; _input = input; _generalFont = generalFont; _titleFont = titleFont; _titleHelp = new Text("How to Play", _titleFont); _blurbHelp = new Text("", _generalFont); _blurbHelp = new Text("Directional keys-move,Enter or X(gamepad) to fire", _generalFont); FormatText(_titleHelp, 300); FormatText(_blurbHelp, 200); }
public KabajiEgara(PersistantGameData data, StateSystem system, Input input, Font generalFont, Font titleFont) { _gameData = data; _system = system; _input = input; _generalFont = generalFont; _titleFont = titleFont; _titleHelp = new Text("Kabaji Egara", _titleFont); //_blurbHelp = new Text("", _generalFont); _blurbHelp = new Text("COM-0513-10 2013", _generalFont); FormatText(_titleHelp, 300); FormatText(_blurbHelp, 200); }
public StartMenuState(StateSystem stateSystem, TextureManager textureManager, Input input, GameData gameData) { this.input = input; this.textureManager = textureManager; this.stateSystem = stateSystem; this.gameData = gameData; // Create title titleFont = new Font(textureManager.Get("title_font"), FontParser.Parse("titleFont.fnt")); titleText = new Text("bTris", titleFont); titleText.SetPosition(-titleText.Width / 2, 150); titleText.SetColor(new Color(1, 1, 1, 1)); InitializeMenu(); }
public GameOverState(PersistentGameData data, StateSystem system, Input input, Font generalFont, Font titleFont) { _gameData = data; _system = system; _input = input; _generalFont = generalFont; _titleFont = titleFont; _titleWin = new Text("Completed this level!", _titleFont); _blurbWin = new Text("You defeated the invaders!", _generalFont); _titleLose = new Text("Game Over!", _titleFont); _blurbLose = new Text("Try again . ..", _generalFont); FormatText(_titleWin, 300); FormatText(_blurbWin, 200); FormatText(_titleLose, 300); FormatText(_blurbLose, 200); }
public GameOverState(Input input, StateSystem stateSystem, GameData gameData, TextureManager textureManager) { this.input = input; this.stateSystem = stateSystem; this.gameData = gameData; this.textureManager = textureManager; scoreboard = new Scoreboard(gameData, textureManager); scoreboard.SetPosition(new Point(-scoreboard.Width / 2, 0)); gameOverFont = new Font(textureManager.Get("title_font"), FontParser.Parse("titleFont.fnt")); gameOverText = new Text("Game Over", gameOverFont); gameOverText.SetPosition(-gameOverText.Width / 2, 100); returnFont = new Font(textureManager.Get("effects_font"), FontParser.Parse("effectsFont.fnt")); returnText = new Text("Press Enter to return to the start menu", returnFont); returnText.SetPosition(-returnText.Width / 2, -200); }
public GameOverState(PersistentGameData data, StateSystem system, Input input, Font generalFont, Font titleFont) { _gameData = data; _system = system; _input = input; _generalFont = generalFont; _titleFont = titleFont; _titleWin = new Text("Complete!", _titleFont); _blurbWin = new Text("Congratulations, you won!", _generalFont); _titleLose = new Text("Game Over!", _titleFont); _blurbLose = new Text("Please try again...", _generalFont); FormatText(_titleWin, 300); FormatText(_blurbWin, 200); FormatText(_titleLose, 300); FormatText(_blurbLose, 200); }
public PlayingState(StateSystem system, TextureManager manager, Input input, Engine.Font infoFont, Vector playArea, Vector clientSize) { _system = system; _textureManager = manager; _input = input; _infoFont = infoFont; _playArea = playArea; _clientSize = clientSize; InitializeMenu(); _paused = false; _blockManager = new BlockManager(_textureManager, clientSize.X, clientSize.Y, new Vector(_scalingFactor, _scalingFactor, 0)); if (_scalingFactor < 1.0 && _scalingFactor > 0.5) { _playArea.X += _blockManager.BlockWidth * _scalingFactor; } _blockManager.SetBounds(-(_playArea.Y), _playArea.Y, -(_playArea.X), _playArea.X); _scoreText = new Text("Score: " + _blockManager.CompletedRows, _infoFont); _scoreText.SetPosition((clientSize.X / 2) - 250, 0); _scoreText.SetColor(new Color(0.19f, 0.8f, 0.19f, 1)); _pausedText = new Text("PAUSED", _infoFont); _pausedText.SetPosition(-_pausedText.Width/2, 250); _pausedText.SetColor(new Color(0.35f, 0.35f, 0.67f, 1)); GameStart(); }
public ConvexPolyDrawerState(Input input, PathFinder pathFinder, StateSystem system) { _input = input; _stateSystem = system; _pathFinder = pathFinder; }
private void InitializeGameStates() { stateSystem = new StateSystem(); // Add game states stateSystem.AddState("start_menu", new StartMenuState(stateSystem, textureManager, input, gameData)); stateSystem.AddState("controls", new ControlsState(input, stateSystem, textureManager)); stateSystem.AddState("inner_game", new InnerGameState(input, stateSystem, textureManager, gameData, effectsManager)); stateSystem.AddState("game_over", new GameOverState(input, stateSystem, gameData, textureManager)); // Set starting state stateSystem.ChangeState("start_menu"); }