// Use this for initialization void Start() { DangerTag = transform.parent.GetComponent<FloorRythm>().DangerTag; audioSys = GameObject.Find("Audio System").GetComponent<AudioSystem>(); scoreManager = GameObject.Find("Score Manager").GetComponent<ScoreManager>(); BPM = 280;// GameObject.Find("Main Camera").GetComponent<SceneSetup>().BPM; }
public static void Initialize( Game game ) { // Create essential system instances g_AudioSystem = new AudioSystem( game ); // Register systems game.Components.Add(g_AudioSystem); }
public static AudioSystem Get() { if (audioSystem == null) { audioSystem = GameObject.FindGameObjectWithTag("AudioSystem").GetComponent<AudioSystem>(); } return audioSystem; }
public override void OnClosed(EventArgs e) { AudioSystem.Shutdown(); base.OnClosed(e); }
public void StartSFMLProgram() { #region Initialization Map Map = new Map(_m.GetLength(0), _m.GetLength(1)); for (int y = 0; y < _m.GetLength(1); y++) { for (int x = 0; x < _m.GetLength(0); x++) { switch (_m[y, x]) { case 1: Map[x, y] = new Tile { Solid = true, DownAtlas = new Vector2i(1, 0), UpAtlas = new Vector2i(1, 0), LeftAtlas = new Vector2i(1, 0), RightAtlas = new Vector2i(1, 0) }; break; case 2: Map[x, y] = new CircleTile { Solid = true, DownAtlas = new Vector2i(1, 0), UpAtlas = new Vector2i(1, 0), LeftAtlas = new Vector2i(1, 0), RightAtlas = new Vector2i(1, 0), CeilAtlas = new Vector2i(0, 0), FloorAtlas = new Vector2i(2, 0), //IsCeilMap = true }; break; case 5: Map[x, y] = new Tile { Solid = false, DownAtlas = new Vector2i(0, 0), UpAtlas = new Vector2i(0, 0), LeftAtlas = new Vector2i(1, 0), RightAtlas = new Vector2i(1, 0), CeilAtlas = new Vector2i(0, 0), FloorAtlas = new Vector2i(5, 0) }; break; case 0: Map[x, y] = new Tile { Solid = false, DownAtlas = new Vector2i(0, 0), UpAtlas = new Vector2i(0, 0), LeftAtlas = new Vector2i(1, 0), RightAtlas = new Vector2i(1, 0), CeilAtlas = new Vector2i(0, 0), FloorAtlas = new Vector2i(5, 0) }; break; case 6: Map[x, y] = new Tile { Solid = false, DownAtlas = new Vector2i(0, 0), UpAtlas = new Vector2i(0, 0), LeftAtlas = new Vector2i(1, 0), RightAtlas = new Vector2i(1, 0), CeilAtlas = new Vector2i(0, 0), FloorAtlas = new Vector2i(5, 0), IsCeilMap = true }; break; } } } window = new RenderWindow(new VideoMode(800, 600), "SFML window", Styles.Default); window.SetVisible(true); window.Closed += new EventHandler(OnClosed); window.KeyPressed += new EventHandler <KeyEventArgs>(OnKeyPressed); window.MouseMoved += Window_MouseMoved; //Vector2f screen = new Vector2f(200, 100); Vector2f screen = new Vector2f(window.Size.X, window.Size.Y); screen *= 0.3f; rs = new RenderTexture((uint)screen.X, (uint)screen.Y); caster = new RayCaster(Map, 32); Renderer ren = new Renderer(caster, window, rs, Map, fov, new Color(16, 16, 16)); ren.Textures.Add(new Texture("Texture.png")); ren.MapAtlasInUse = 0; #endregion Vector2f player = new Vector2f(caster.CellSize * 6 + 8, caster.CellSize * 5 + 8); Vector2f sp1 = player + new Vector2f(70, 15); Vector2f sp2 = player + new Vector2f(50, 70); Vector2f sp3 = new Vector2f(caster.CellSize * 6 + 8, caster.CellSize * 5 + 8) + new Vector2f(30, -30); Vector2f scen = sp1 + new Vector2f(60, 60); Vector2f M; font = new Font("Perfect DOS VGA 437 Win.ttf"); Text t = new Text("Fps: ", font, 16); int fps = 0; int fpsCounter = 0; int ticks = Environment.TickCount; int ticksFps = Environment.TickCount; int timeDelta = 0; var lamps = new List <Light>(); //{ // new Light ( // new Vector2f(sp1.X,sp1.Y), // new Color(255,255,255) // ), // new Light ( // new Vector2f(sp2.X,sp2.Y), // new Color(128,128,0) // ) //}; List <Sprite> sprites = new List <Sprite>(); Random r = new Random(); for (int i = 0; i < 5; i++) { sprites.Add(new Sprite ( new Vector2f((float)r.NextDouble() * caster.CellSize * Map.Tiles.GetLength(0), (float)r.NextDouble() * caster.CellSize * Map.Tiles.GetLength(1)), new Vector2i(3, 0) )); } Random rand = new Random(); lamps = sprites.Select(s => new Light(s.Position, new Color((byte)(rand.NextDouble() * 80), 0, (byte)(rand.NextDouble() * 80)))).ToList(); ren.GenerateLightMap(lamps, 0.5f); //sprites.Add(new Sprite //( // sp2, // new Vector2i(3, 0) //)); //Sprite p = new Sprite //( // sp1, // new Vector2i(3, 0) //); //sprites.Add(p); AudioSystem audio = new AudioSystem(32, Map, caster); Sprite playerSprite = new Sprite(player, new Vector2i(0, 0)); audio.Listener = playerSprite; int a = audio.LoadSound("ts.wav"); audio.PlaySound(a, true, sp1); float look = rs.Size.Y / 2; float height = caster.CellSize / 2; ren.SkyPosition = new Vector2f(5, 5); ren.SkyAtlas = new Vector2i(6, 0); window.MouseWheelScrolled += (o, e) => { height += e.Delta / 1; if (height > caster.CellSize) { height = caster.CellSize; } if (height < 0) { height = 0; } }; while (window.IsOpen) { if (Environment.TickCount - ticksFps >= timeDelta) { ticksFps = Environment.TickCount; if (Environment.TickCount - ticks >= 1000) { fps = fpsCounter; fpsCounter = 0; ticks = Environment.TickCount; } angle -= (window.Size.X / 2 - Mouse.GetPosition(window).X) / 4f; look += (window.Size.Y / 2 - Mouse.GetPosition(window).Y) / 3f; if (look < 0) { look = 0; } if (look > rs.Size.Y) { look = rs.Size.Y; } ren.SkyPosition += new Vector2f(0.01f, 0.05f); if (Keyboard.IsKeyPressed(Keyboard.Key.P)) { lamps.Add( new Light(player, new Color(255, 255, 255))); } angle -= Keyboard.IsKeyPressed(Keyboard.Key.Left) ? 2 : 0; angle += Keyboard.IsKeyPressed(Keyboard.Key.Right) ? 2 : 0; M = new Vector2f(0, 0); if (Keyboard.IsKeyPressed(Keyboard.Key.W)) { M += new Vector2f(CosD(angle) * 2, SinD(angle) * 2); } if (Keyboard.IsKeyPressed(Keyboard.Key.S)) { M -= new Vector2f(CosD(angle) * 2, SinD(angle) * 2); } if (Keyboard.IsKeyPressed(Keyboard.Key.D)) { M += new Vector2f(CosD(angle + 90) * 2, SinD(angle + 90) * 2); } if (Keyboard.IsKeyPressed(Keyboard.Key.A)) { M += new Vector2f(CosD(angle - 90) * 2, SinD(angle - 90) * 2); } RayResult R = caster.RayCast(player, 0); if (R.Magnitude < Math.Abs(M.X) + 10 && Math.Sign(M.X) == 1) { M.X = 0; } R = caster.RayCast(player, 180); if (R.Magnitude < Math.Abs(M.X) + 10 && Math.Sign(M.X) == -1) { M.X = 0; } R = caster.RayCast(player, 90); if (R.Magnitude < Math.Abs(M.Y) + 10 && Math.Sign(M.Y) == 1) { M.Y = 0; } R = caster.RayCast(player, 270); if (R.Magnitude < Math.Abs(M.Y) + 10 && Math.Sign(M.Y) == -1) { M.Y = 0; } player += M; Mouse.SetPosition(new Vector2i((int)window.Size.X / 2, (int)window.Size.Y / 2), window); window.DispatchEvents(); rs.Clear(Color.Black); playerSprite.Position = player; playerSprite.Angle = angle; audio.UpdateAudio(); ren.Render(player, angle, height, look, sprites, lamps); t.DisplayedString = $"Fps: {fps} - Lights: {lamps.Count}"; rs.Draw(t); ren.ShowBuffer(); Thread.Sleep(0); fpsCounter++; } } }
private void OnDestroy() { AudioSystem.Unsubscribe("ZOOMIN_STARTED", MixSnapshots); AudioSystem.Unsubscribe("ZOOMOUT_STARTED", MixSnapshots); }
//----------------------------------------------------------------------------- // Overridden Methods //----------------------------------------------------------------------------- public override void OnCollect(GameControl gameControl) { gameControl.Inventory.GetAmmo(ammoID).Amount += amount; AudioSystem.PlaySound(GameData.SOUND_GET_ITEM); }
//Input public override void Invoke() { base.Invoke(); AudioSystem.PlaySound(AudioSystem.Setting.soundClips[sound], data); }
//----------------------------------------------------------------------------- // Overridden Methods //----------------------------------------------------------------------------- public override void OnSwingBegin() { base.OnSwingBegin(); AudioSystem.PlaySound(GameData.SOUND_SWORD_SPIN); }
private void GoToLeaderBoardState() { AudioSystem.Play(AudioLabel.Click); StateManager.UpdateGameState(States.LeaderBoards); }
public override void OnSwingBegin() { AudioSystem.PlaySound(GameData.SOUND_FIRE_ROD); }
// Use this for initialization void Start() { // gameObject.renderer.sortingLayerName = ""; audioSys = GameObject.Find("Audio System").GetComponent<AudioSystem>(); scoreManager = GameObject.Find("Score Manager").GetComponent<ScoreManager>(); }
protected override void Attached(SystemRegistry registry) { _audioSystem = registry.GetSystem <AudioSystem>(); }
public override void Invoke() { base.Invoke(); AudioSystem.ChangeMusic(AudioSystem.Setting.musicClips[clipIndex], data); }
private void Start() { audioSystem = GameObject.FindWithTag("AudioSystem").GetComponent <AudioSystem>(); rb = GetComponent <Rigidbody2D>(); isAttacking = false; }
//----------------------------------------------------------------------------- // Lever Methods //----------------------------------------------------------------------------- public override void OnToggle(bool switchState) { AudioSystem.PlaySound(GameData.SOUND_SWITCH); }
public void PlayJingle(string soundFile) { musicInstance?.Stop(0.5f); jingleInstance?.Stop(0.5f); jingleInstance = AudioSystem.PlayMusic("Audio/Music/" + soundFile, false); }
// Bump the monster. public static void Bump(Monster monster, Entity sender, EventArgs args) { AudioSystem.PlaySound(GameData.SOUND_BOMB_BOUNCE); monster.Bump(sender.Center); }
public override void OnHurt(DamageInfo damage) { AudioSystem.PlaySound(GameData.SOUND_MONSTER_HURT); }
protected override void Attached(SystemRegistry registry) { _assetSystem = registry.GetSystem <AssetSystem>(); _sls = registry.GetSystem <SceneLoaderSystem>(); _audioSystem = registry.GetSystem <AudioSystem>(); }
void Start() { AudioSystem.ChangeMusic(audioCode); }
public void EnableGame(AudioSystem system) { m_system = system; m_FSM.SetState(new TRRunningState(this)); }
/*** Script Methods ***/ // Use this for initialization void Start() { /*** Init. Game System ***/ // Default camera zoom Camera.main.orthographicSize = Globals.MinCameraSize + (Globals.MaxCameraSize - Globals.MinCameraSize) / 2.0f; // Instantiate all game-level objects SManager = gameObject.AddComponent(typeof(SpriteManager)) as SpriteManager; ProjManager = gameObject.AddComponent(typeof(ProjectileManager)) as ProjectileManager; ShipManager = gameObject.AddComponent(typeof(ShipsManager)) as ShipsManager; SceneManager = gameObject.AddComponent(typeof(SceneryManager)) as SceneryManager; ResManager = gameObject.AddComponent(typeof(ResourceManager)) as ResourceManager; BuildingManager = gameObject.AddComponent(typeof(BuildingManager)) as BuildingManager; AManager = gameObject.AddComponent(typeof(AudioManager)) as AudioManager; SongManager = gameObject.AddComponent(typeof(AudioSystem)) as AudioSystem; OverlayView = gameObject.AddComponent(typeof(GameOverlay)) as GameOverlay; ContextMenuView = gameObject.AddComponent(typeof(GameContextMenu)) as GameContextMenu; /*** Background System ***/ // Allocate the background sprites BackgroundSprites = new Sprite[BackgroundLayerCount]; for(int i = 0; i < BackgroundLayerCount; i++) { // Alloc and retain Sprite Background = new Sprite("Textures/BGLayer" + i); BackgroundSprites[i] = Background; // Make the sprite geometry as big as the max camera, and center it on the camera BackgroundSprites[i].SetGeometrySize(new Vector2(Globals.MaxCameraSize, Globals.MaxCameraSize) * 2.5f * Camera.main.aspect); BackgroundSprites[i].SetPosition(-BackgroundSprites[i].GetGeometrySize() / 2.0f); BackgroundSprites[i].SetDepth(Globals.BackgroundDepth - i); // Each layet is closer to the camera // Register sprite SManager.AddSprite(Background); } /*** Add Scene Elements & Load Enemey Spawn List ***/ // Load the level gen. (note that we finish loading in the "OnLevelWasLoaded" because // of a Unity3D-specific design issue LevelLoaded = false; LevelGen = new LevelManager(TargetLevel); /*** TESTING: Add temp ships ***/ // Create a few ships destroyers bottom right for(int i = 0; i < 6; i++) { int x = UnityEngine.Random.Range(-500, 500); int y = UnityEngine.Random.Range(-500, 500); BaseShip Friendly = null; if(i == 0) Friendly = new CarrierShip(); else if(i == 1) Friendly = new DestroyerShip(); else Friendly = new FighterShip(); Friendly.SetPos(new Vector2(x, y)); ShipManager.ShipsList.Add(Friendly); } }
private void StartNewGame() { AudioSystem.Play(AudioLabel.Click); Main.StartNewGame(); }
private void OnDestroy() { AudioSystem.Unsubscribe(FadeOutEvent, OnFadeOut); }
public override void Update() { if (isLifting) { } else if (isReturning) { AudioSystem.LoopSoundWhileActive(GameData.SOUND_SWITCH_HOOK_LOOP); // Return to player. Vector2F trajectory = (RoomControl.Player.Center + new Vector2F(0, 3)) - Center; if (trajectory.Length <= speed) { if (collectible != null) { collectible.Collect(); } Destroy(); } else { physics.Velocity = trajectory.Normalized * speed; } } else if (isHooked) { // This is the state when latched on to on object, before lifting up. timer++; if (timer >= GameSettings.SWITCH_HOOK_LATCH_DURATION) { // Start lifting if object is still alive. if (IsHookedObjectAlive()) { BeginSwitching(); } else { BeginReturn(true); } } } else { AudioSystem.LoopSoundWhileActive(GameData.SOUND_SWITCH_HOOK_LOOP); // Check for collectibles to pick up. foreach (Collectible c in Physics.GetEntitiesMeeting <Collectible>(CollisionBoxType.Soft)) { if (c.IsPickupable && c.IsCollectibleWithItems) { collectible = c; c.Destroy(); BeginReturn(true); } } // Return after extending to the maximum distance. distance += speed; if (distance >= length) { BeginReturn(false); } } base.Update(); // This should handle room edge collisions. if (!isReturning && !isHooked && !isLifting && physics.IsColliding) { BeginReturn(false); } }
private void SetupCombat(Player player, BaseEnemy enemy) { GetNode <TextureRect>("Background").Texture = Backgrounds.RandomElement(); AudioSystem.StopAllMusic(); _playerCombat.CharacterInstance = player; _enemyCombat.CharacterInstance = enemy; _combatMenu.currentMenu = CombatMenu.Menu.Main; _combatMenu.ResetUI(); _playerInstance = player; _enemyInstance = enemy; if (!_playerInstance.IsConnected(nameof(BaseEntity.HealthChanged), _combatMenu, nameof(_combatMenu.UpdatePlayerHealthValue))) { _playerInstance.Connect(nameof(BaseEntity.HealthChanged), _combatMenu, nameof(_combatMenu.UpdatePlayerHealthValue)); } if (!_enemyInstance.IsConnected(nameof(BaseEntity.HealthChanged), _combatMenu, nameof(_combatMenu.UpdateEnemyHealthValue))) { _enemyInstance.Connect(nameof(BaseEntity.HealthChanged), _combatMenu, nameof(_combatMenu.UpdateEnemyHealthValue)); } if (!_enemyCombat.IsConnected(nameof(CombatChar.DamageTaken), this, nameof(OnEnemy_TakeDamage))) { _enemyCombat.Connect(nameof(CombatChar.DamageTaken), this, nameof(OnEnemy_TakeDamage)); } _combatMenu.SetPlayerHealthValue(_playerInstance.maxHealth, _playerInstance.Health); _combatMenu.SetEnemyHealthValue(_enemyInstance.Stat.MaxHealth, _enemyInstance.Health); var weaponName = _playerInstance.EquippedWeapon; var weaponTexture = GD.Load <Texture>(string.Format(WeaponTexturePath, weaponName.ToLower())); if (weaponTexture == null) { GD.PushWarning($"Weapon Battle sprite for {weaponName} not found"); } _combatMenu.playerWeapon.Texture = weaponTexture; ((AtlasTexture)_combatMenu.enemyImage.Texture).Atlas = _enemyInstance.battleTexture; ((AtlasTexture)_combatMenu.enemyImage.Texture).Region = new Rect2( CombatAnimationUtil.AnimationStateRegionPositionX[ CombatAnimationUtil.AnimationState.Normal], CombatAnimationUtil.BattleTexturePosY, CombatAnimationUtil.BattleTextureWidth, CombatAnimationUtil.BattleTextureHeight); StartCombat(); }
// private float cooldown = 1.0f; // private float timer; // Use this for initialization void Start() { random = new System.Random(); audioSys = GameObject.Find("Audio System").GetComponent<AudioSystem>(); // timer = 0.0f; }
public override void ApplyData() { AudioSystem.SetMusicVolume(musicVolume); AudioSystem.SetSoundVolume(soundVolume); }
private async void StartCombat() { var introPlayer = AudioSystem.PlayMusic(AudioSystem.MusicCollection.BattleIntro); introPlayer.Connect("finished", this, nameof(PlayBattleMusic)); var combat = true; while (combat) { _combatMenu.UpdateParticle(_enemyInstance); combat = await TakeTurn(); if (combat) { foreach (var statusEffectsKey in _playerInstance.statusEffects.Keys.ToList()) { var statusEffect = _playerInstance.statusEffects[statusEffectsKey]; statusEffect.OnTurnEnd(_playerCombat); if (statusEffect.expired) { _playerInstance.statusEffects.Remove(statusEffectsKey); } } foreach (var statusEffectsKey in _enemyInstance.statusEffects.Keys.ToList()) { var statusEffect = _enemyInstance.statusEffects[statusEffectsKey]; statusEffect.OnTurnEnd(_enemyCombat); if (statusEffect.expired) { _enemyInstance.statusEffects.Remove(statusEffectsKey); } } if (CheckCombatEnd()) { if (_playerInstance.Health <= 0) { await _combatMenu.ShowCombatLabel("YOU DIED", 2); await _combatMenu.ShowCombatLabel("GAME OVER", 2); _combatMenu.combatLabel.Visible = true; EndCombat(CombatUtil.CombatOutcome.CombatLose); } else if (_enemyInstance.Health <= 0) { await _combatMenu.ShowCombatLabel("YOU WON", 2); await _combatMenu.ShowCombatLabel("CONGRATULATION", 2); _combatMenu.combatLabel.Visible = true; EndCombat(CombatUtil.CombatOutcome.CombatWin); } combat = false; } } if (combat) { _combatMenu.ResetUI(); } } }
public PlayAudio(ITaskIdBuilder id, AudioSystem audioSystem) : base(id) { this.audioSystem = audioSystem; }