Enemy(Game game, GameColors gameColor) : base(game) { renderColor = GameColorsUtilities.GetSystemColor(gameColor); color = gameColor; IsAlive = true; }
private void SetColors(uint value) { var index = value == 0 ? 0 : (int)Math.Log(value, 2); BackgroundColor = GameColors.GetTileBackgroundColor(index); _label.TextColor = GameColors.GetTileColor(index); }
public static GameColors[] getPrimaries(this GameColors color) { GameColors[] primaries; if (color == GameColors.Green) { primaries = new GameColors[2] { GameColors.Blue, GameColors.Yellow }; } else if (color == GameColors.Purple) { primaries = new GameColors[2] { GameColors.Blue, GameColors.Red }; } else if (color == GameColors.Orange) { primaries = new GameColors[2] { GameColors.Yellow, GameColors.Red }; } else { primaries = new GameColors[1] { color }; } return(primaries); }
public static Projectile CreateProjectile(Game game, GameColors color) { released = false; if (unusedProjectiles[(int)color] == null) { unusedProjectiles[(int)color] = new Queue<Projectile>(); } else if (unusedProjectilesToRelease[(int)color] != null) { foreach (var projectile in unusedProjectilesToRelease[(int)color]) { if (projectile.ToRelease) { unusedProjectiles[(int)color].Enqueue(projectile); } else { projectile.ToRelease = true; } } unusedProjectilesToRelease[(int)color] = (from projectile in unusedProjectilesToRelease[(int)color] where !projectile.ToRelease select projectile).ToList(); } if (unusedProjectiles[(int)color].Count > 0) { var projectile = unusedProjectiles[(int)color].Dequeue(); return projectile; } var p = new Projectile(game, color); p.Initialize(); return p; }
// private float time = 0; protected void Update() { if (iShoot) { // time += Time.deltaTime; // if (time > 1) { // time = 0; // CalculateSpitDirections (); // SpitShot (new Shot.ShotParams ()); // } currentColor = GameColors.Purple; EatColor(new Shot.ShotParams(Shot.ShotTypes.ColorShot, GameColors.Yellow, 2)); iShoot = false; } timeTillIdle += Time.deltaTime; if (timeTillIdle > nextIdleTime) { int trigger = Random.value > 0.5 ? IDLE_1_TRIGGER : IDLE_2_TRIGGER; animator.SetTrigger(trigger); nextIdleTime = Random.Range(idleMinTime, idleMaxTime); timeTillIdle = 0; } }
public MoveResult EvaluateCurrentMove(GameColors[] guessedColors) { CurrentMove.GuessedColors = guessedColors; MoveResult moveResult = CurrentMove.MoveResult; for (var i = 0; i < CurrentMove.GuessedColors.Count(); i++) { GameColors guessedColor = CurrentMove.GuessedColors[i]; if (guessedColor == DecodingBoard[i]) { moveResult.EvaluatedResultColors[i] = ResultColors.Black; } else if (DecodingBoard.Contains(guessedColor)) { moveResult.EvaluatedResultColors[i] = ResultColors.White; } else { moveResult.EvaluatedResultColors[i] = ResultColors.Undefined; } } moveResult.EvaluatedResultColors = moveResult.EvaluatedResultColors.OrderBy(e => (int)e).ToArray(); return(moveResult); }
public static string GetHexColor(GameColors colors) { switch (colors) { case GameColors.None: return("#00000000"); case GameColors.White: return("#FFFFFF"); case GameColors.Blue: return("#0047ab"); case GameColors.Black: return("#000000"); case GameColors.White | GameColors.Blue: return("#80A3D5"); case GameColors.Blue | GameColors.Black: return("#002456"); case GameColors.White | GameColors.Black: return("#808080"); case GameColors.White | GameColors.Blue | GameColors.Black: return("#556D8E"); default: return("#00000000"); } }
public void updateScore(GameColors prevColor, GameColors newColor) { if (prevColor == GameColors.Green) { numGreen--; } else if (prevColor == GameColors.Purple) { numPurple--; } else if (prevColor == GameColors.Orange) { numOrange--; } if (newColor == GameColors.Green) { numGreen++; } else if (newColor == GameColors.Purple) { numPurple++; } else if (newColor == GameColors.Orange) { numOrange++; } int numMixed = Mathf.Max(1, numGreen + numPurple + numOrange); greenScoreSlider.value = (float)(numGreen) / numMixed; purpleScoreSlider.value = (float)(numPurple) / numMixed; orangeScoreSlider.value = (float)(numOrange) / numMixed; }
public void GetsColorsMatchingTheStarClass(string starClass, int rgbColor) { var expectedColor = Color.FromRgb((uint)rgbColor); var color = GameColors.GetStarClassColor(starClass); Assert.Equal(expectedColor, color); }
public void ColorChange(GameColors color, GameColors prev) { Debug.Log("color change" + color + prev); numColored[(int)color]++; numColored[(int)prev]--; if (numColored[(int)color] == numBlocks) { Win (); } }
public UserInfo(Dictionary <string, object> userJson) { cxId = userJson["cxId"] as string; ID = userJson["profileId"] as string; Username = userJson["name"] as string; Dictionary <string, object> extra = userJson["extra"] as Dictionary <string, object>; int colorIndex = (int)extra["colorIndex"]; UserGameColor = (GameColors)colorIndex; }
public void NextColor() { GameColors nextColors = _currentColors; while (nextColors == _currentColors) { nextColors = (GameColors)Random.Range(1, 8); } setColor(nextColors); }
void setFlagColors() { GameColors myColor = this.targetColors[this.playerId]; this.myFlag[0].color = myColor.GetColor(); this.myFlag[1].color = myColor.getPrimaries()[0].GetColor(); this.myFlag[2].color = myColor.getPrimaries()[1].GetColor(); this.opponentFlags[1].color = this.targetColors[(this.playerId + 1) % this.targetColors.Length].GetColor(); this.opponentFlags[0].color = this.targetColors[(this.playerId + 2) % this.targetColors.Length].GetColor(); }
void NewPotion(Vector3 pos, GameColors color) { GameObject newPotion = (GameObject)GameObject.Instantiate(PotionPrefab); newPotion.transform.parent = this.transform; pos.y = newPotion.transform.position.y; newPotion.transform.position = pos; Potion potion = (Potion)newPotion.GetComponent(typeof(Potion)); potion.color = color; potion.FillColor(color); }
private Control createTile(GameColors color) { var tile = new Button(); tile.Width = 100; tile.Height = 100; tile.Tag = color; tile.Background = getColorByName(color.ToString()); return(tile); }
private void ConsumeShot() { AudioManager.PlayAudio("Gulp"); switch (savedShotParams.type) { case Shot.ShotTypes.ColorShot: { GameColors newColor = currentColor.Add(savedShotParams.color); if (currentColor.IsRivalColor(savedShotParams.color)) { if (savedShotParams.timeToLive > 0) { InitiateSpitShot(); } } else if (newColor != currentColor) { Manager.instance.updateScore(currentColor, newColor); currentColor = newColor; sprite.color = currentColor.GetColor(); Manager.instance.checkFinish(); } } break; case Shot.ShotTypes.WhiteShot: { if (currentColor != GameColors.White) { Manager.instance.updateScore(currentColor, GameColors.White); currentColor = GameColors.White; sprite.color = currentColor.GetColor(); } } break; case Shot.ShotTypes.InstantBlech: { GameColors newColor = savedShotParams.color; Manager.instance.updateScore(currentColor, newColor); currentColor = newColor; sprite.color = currentColor.GetColor(); if (savedShotParams.timeToLive > 0) { InitiateSpitShot(); } } break; } }
public static GameColors Add(this GameColors color, GameColors colorToAdd) { switch (colorToAdd) { case GameColors.Blue: return color.AddBlue (); case GameColors.Red: return color.AddRed (); case GameColors.Yellow: return color.AddYellow (); default: return color; } }
private void tileClicked(object sender, RoutedEventArgs e) { var button = (Button)sender; GameColors tileColor = (GameColors)button.Tag; if (tileColor != correctColor) { playerLoose(); } else { correctAnswer(button); } }
/*! * \fn String colorTypeToString(GameColors i) * \brief Donne la chaine de caractere correspondante a un type de couleur * \param GameColors i le type de couleur dont on veut le nom * \return String le nom de la couleur donnee en parametre */ public static String colorTypeToString(GameColors i) { switch (i) { case GameColors.Red: return "Red"; case GameColors.Blue: return "Blue"; case GameColors.Green: return "Green"; case GameColors.Yellow: return "Yellow"; default: return "Color problem"; } }
void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("ColorChange")) { var colo = other.GetComponent<ColorChanger>(); spriter.sprite = colo.CharacterColor; ColorChange = colo.NewColor; gameColor = colo.gameColor; } if (other.CompareTag("PieceChanged") && ColorChange != null) { var piece = other.GetComponent<SpriteRenderer>(); var piecee = other.GetComponent<Piece>(); piece.sprite = ColorChange; GameManager.gameManager.ColorChange(gameColor,piecee.gameColor); piecee.gameColor = gameColor; } }
private void setGameZone(GameZone gameZone) { countCorrectAnswers = 0; currentGameZone = gameZone; GameZonePanel.Children.Clear(); correctColor = gameZone.CorrectColor; correctColorControl.Fill = getColorByName(correctColor.ToString()); foreach (var tile in gameZone.GameTiles) { GameZonePanel.Children.Add(createTile(tile.Color)); } GameTimer.ExecuteWithDelay(new Action(flipTiles), TimeSpan.FromSeconds(PREVIEW_TIME)); }
private void CreateColumn(Vector3Int pos, int col) { GameObject newChild = GameObject.Instantiate(columnPrefab, transform); MeshRenderer topRend; newChild.transform.position = pos; Transform[] childs = newChild.GetComponentsInChildren <Transform>(); for (int i = 0; i < childs.Length; i++) { if (childs[i].name == "Top") { topRend = childs[i].GetComponent <MeshRenderer>(); topRend.material.color = GameColors.GetColor(col); break; } } }
public static GameColors Add(this GameColors color, GameColors colorToAdd) { switch (colorToAdd) { case GameColors.Blue: return(color.AddBlue()); case GameColors.Red: return(color.AddRed()); case GameColors.Yellow: return(color.AddYellow()); default: return(color); } }
public static GameColors AddBlue(this GameColors color) { switch (color) { case GameColors.White: return(GameColors.Blue); case GameColors.Red: return(GameColors.Purple); case GameColors.Yellow: return(GameColors.Green); default: return(color); } }
public static GameColors AddRed(this GameColors color) { switch (color) { case GameColors.White: return(GameColors.Red); case GameColors.Blue: return(GameColors.Purple); case GameColors.Yellow: return(GameColors.Orange); default: return(color); } }
public static GameColors AddYellow(this GameColors color) { switch (color) { case GameColors.White: return(GameColors.Yellow); case GameColors.Blue: return(GameColors.Green); case GameColors.Red: return(GameColors.Orange); default: return(color); } }
public static void SetTeamColors() { TeamData[] teams = Tools.GetAtFolder <TeamData>("Data/Teams"); GameColors gameColors = (GameColors)Tools.GetFile <GameColors>("Data/Misc/GameColors.asset"); List <Color> availableColors; List <string> modifiedTeams = new List <string>(); foreach (TeamData team in teams) { availableColors = new List <Color>(gameColors.TeamColors); if (!availableColors.Contains(team.PrimaryColor)) { team.PrimaryColor = availableColors[Random.Range(0, availableColors.Count - 1)]; modifiedTeams.Add(team.Name); EditorUtility.SetDirty(team); } if (!availableColors.Contains(team.SecondaryColor) || team.SecondaryColor == team.PrimaryColor) { availableColors.Remove(team.PrimaryColor); team.SecondaryColor = availableColors[Random.Range(0, availableColors.Count - 1)]; if (!modifiedTeams.Contains(team.Name)) { modifiedTeams.Add(team.Name); } EditorUtility.SetDirty(team); } } if (modifiedTeams.Count > 0) { string output = "TEAMS MODIFIED: \n\n"; foreach (string teamName in modifiedTeams) { output += teamName + "\n"; } EditorUtility.DisplayDialog("Team Colors Updated", output, "AUXTERLIBRE!"); } else { EditorUtility.DisplayDialog("Zero Team Colors Updated", "No teams needed to have their colors changed. Good job!", "AUXTERLIBRE!"); } AssetDatabase.SaveAssets(); }
//called when game ends void finish(GameColors winningColor) { isFinished = true; //fireworks for (int i = 0; i < 3; i++) { GameObject winEffect = Instantiate(winningAnimation); winEffect.transform.position = new Vector3(Random.Range(-1, 1), Random.Range(-1, 1), 1); } //text and continue button winningText.text = (winningColor.ToString() + " wins!"); endPanel.SetActive(true); }
void shoot(Vector3 dir, int intType, int intColor, int timeToLive) { if (debugPrints) { print("Shooot!"); } Shot.ShotTypes type = (Shot.ShotTypes)intType; GameColors color = (GameColors)intColor; GameObject myShot = (GameObject)Instantiate(shot); myShot.GetComponent <Shot> ().InitShot(new Shot.ShotParams(type, color, timeToLive)); var shotRigidBody = myShot.GetComponent <Rigidbody> (); shotRigidBody.transform.position = this.transform.position + mozzleOffset; shotRigidBody.velocity = dir; Manager.instance.updateTurn(); }
public GameCell(double size) { _fontInitialSize = size / 2; InputTransparent = true; BackgroundColor = GameColors.GetTileBackgroundColor(0); //WidthRequest = HeightRequest = size; _label = new Label { FontAttributes = FontAttributes.Bold, TextColor = Color.White, FontSize = GetFontSize(string.Empty), VerticalOptions = LayoutOptions.Center, HorizontalOptions = LayoutOptions.Center }; Children.Add(_label); }
public static void MakeBackgroundColor(GameColors color) { ConsoleColor consoleColor = ConsoleColor.Black; switch (color) { case GameColors.None: break; case GameColors.Red: consoleColor = ConsoleColor.Red; break; case GameColors.Cyan: consoleColor = ConsoleColor.Cyan; break; case GameColors.Grey: consoleColor = ConsoleColor.Gray; break; case GameColors.Green: consoleColor = ConsoleColor.Green; break; case GameColors.White: consoleColor = ConsoleColor.White; break; case GameColors.Yellow: consoleColor = ConsoleColor.Yellow; break; case GameColors.DarkGrey: consoleColor = ConsoleColor.DarkGray; break; default: break; } Console.BackgroundColor = consoleColor; }
public Formation(Game game, int numEnemies, Vector3 startPoint) : base(game) { this.startPoint = startPoint; enemies = new List<Enemy>(numEnemies); velocities = new List<Vector3>(); if (NarlyGame.difficulty == NarlyGame.Difficulty.Easy) { color = Utility.RandomEnum<GameColors>(2); } else if (NarlyGame.difficulty == NarlyGame.Difficulty.Medium) { color = Utility.RandomEnum<GameColors>(3); } else { color = Utility.RandomEnum<GameColors>(); } }
protected override void OnRender(ChromaCanvas canvas) { var enteredHyperspace = Game.FsdJumpType == FsdJumpType.Hyperspace; var changed = enteredHyperspace != _enteredHyperspace; _enteredHyperspace = enteredHyperspace; var enteredNow = changed && enteredHyperspace; var exitedNow = changed && !enteredHyperspace; if (enteredNow) { _starClassColor = GameColors.GetStarClassColor(Game.FsdJumpStarClass); return; } if (exitedNow) { StartAnimation(); } if (!Animated) { return; } if (AnimationElapsed >= _flashTotalLength) { StopAnimation(); return; } var cKey = PulseColor(Game.Colors.Hud.Transform(Colors.KeyboardDimBrightness), _starClassColor, _flashTotalLength); var cDev = PulseColor(Game.Colors.Hud.Transform(Colors.DeviceDimBrightness), _starClassColor, _flashTotalLength); canvas.Keyboard.Max(cKey); canvas.Mouse.Max(cDev); canvas.Mousepad.Max(cDev); canvas.Keypad.Max(cKey); canvas.Headset.Max(cDev); canvas.ChromaLink.Max(cDev); }
// Use this for initialization void Start() { _animator = GetComponent <Animator>(); if (gameObject.name.Contains("White")) { _color = GameColors.White; _key = "q"; } else if (gameObject.name.Contains("Blue")) { _color = GameColors.Blue; _key = "w"; } else if (gameObject.name.Contains("Black")) { _color = GameColors.Black; _key = "e"; } }
public enum GameStatusType { WaitType, MoveType, ShootType }; /*!< Les etats (GameStatus) utilises */ /*! * \fn String colorTypeToString(GameColors i) * \brief Donne la chaine de caractere correspondante a un type de couleur * \param GameColors i le type de couleur dont on veut le nom * \return String le nom de la couleur donnee en parametre */ public static String colorTypeToString(GameColors i) { switch (i) { case GameColors.Red: return("Red"); case GameColors.Blue: return("Blue"); case GameColors.Green: return("Green"); case GameColors.Yellow: return("Yellow"); default: return("Color problem"); } }
public Brush GetColorFromGameColors(GameColors color) { switch (color) { case GameColors.Blue: return Brushes.Blue; case GameColors.Brown: return Brushes.Brown; case GameColors.Green: return Brushes.Green; case GameColors.Purple: return Brushes.Purple; case GameColors.Red: return Brushes.Red; case GameColors.Yellow: return Brushes.Yellow; default: throw new ArgumentException("Invalid color " + color.ToString()); } }
// private float time = 0; protected void Update() { if (iShoot) { // time += Time.deltaTime; // if (time > 1) { // time = 0; // CalculateSpitDirections (); // SpitShot (new Shot.ShotParams ()); // } currentColor = GameColors.Purple; EatColor (new Shot.ShotParams (Shot.ShotTypes.ColorShot, GameColors.Yellow, 2)); iShoot = false; } timeTillIdle += Time.deltaTime; if (timeTillIdle > nextIdleTime) { int trigger = Random.value > 0.5 ? IDLE_1_TRIGGER : IDLE_2_TRIGGER; animator.SetTrigger (trigger); nextIdleTime = Random.Range (idleMinTime, idleMaxTime); timeTillIdle = 0; } }
public ShotParams() { if (rand == null) { rand = new System.Random(); } float sumW = 0; foreach (var item in shotTypeWeights) { type = item.Key; sumW += item.Value; } int typeIndex = (int)(rand.NextDouble() * sumW); float currW = 0; foreach (var item in shotTypeWeights) { currW += item.Value; if (typeIndex < currW) { type = item.Key; break; } } color = possibleColors [(int)(UnityEngine.Random.value * possibleColors.Length)]; if (type == ShotTypes.InstantBlech) { timeToLive = 1; } else { timeToLive = 2; } }
public void updateScore(GameColors prevColor, GameColors newColor) { if (prevColor == GameColors.Green) { numGreen--; } else if (prevColor == GameColors.Purple) { numPurple--; } else if (prevColor == GameColors.Orange) { numOrange--; } if (newColor == GameColors.Green) { numGreen++; } else if (newColor == GameColors.Purple) { numPurple++; } else if (newColor == GameColors.Orange) { numOrange++; } int numMixed = Mathf.Max(1, numGreen + numPurple + numOrange) ; greenScoreSlider.value = (float)(numGreen) / numMixed; purpleScoreSlider.value = (float)(numPurple) / numMixed; orangeScoreSlider.value = (float)(numOrange) / numMixed; }
//called when game ends void finish(GameColors winningColor) { isFinished = true; //fireworks for (int i = 0; i < 3; i++) { GameObject winEffect = Instantiate (winningAnimation); winEffect.transform.position = new Vector3(Random.Range(-1, 1), Random.Range(-1, 1), 1); } //text and continue button winningText.text = (winningColor.ToString() + " wins!"); endPanel.SetActive(true); }
public Card(GameColors _color) { Color = _color; }
public static Color GetSystemColor(GameColors gameColor) { return colors[(int)gameColor]; }
Projectile(Game game, GameColors color) : base(game) { this.GameColor = color; }
public static bool IsRivalColor(this GameColors color, GameColors otherColor) { return (color == GameColors.Green && otherColor == GameColors.Red) || (color == GameColors.Orange && otherColor == GameColors.Blue) || (color == GameColors.Purple && otherColor == GameColors.Yellow); }
public override void Update(GameTime gameTime) { foreach (var particle in particles) { particle.SetCamera(camera.View, camera.Projection); particle.Update(gameTime); } Laser = null; float elapsedTime = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState keyboardState = Keyboard.GetState(); GamePadState gamePadState = GamePad.GetState(ControllingPlayer); // Narly death code =================================================== if (keyboardState.IsKeyDown(Keys.Z)) { health -= 0.03f;//temp for testing } // Handle Narly death if (health <= 0) { //Hack to make the reticle disappear when we're dead reticle.Destination = new Vector3(9001, 9001, 9001); reticle.Source = new Vector3(9001, 9001, 9001); // Narly is dead. Do something smart! time = time + elapsedTime; if (time < 0.3f) { scaleFactor = (1.00f + (0.3f - time) / 10) * scaleFactor; } else if (scaleFactor > 0.05f) { //scaleFactor = 0.95f * scaleFactor; scaleFactor = (1.00f - (time - 0.3f) / 10) * scaleFactor; } else { dead = true; //stops the model from drawing } Matrix.CreateScale(scaleFactor, out scale); return; //Don't update input, color change, anything else } // End Narly death code =============================================== // Begin color changing code ======================================================= if (transitioningUp) { time = Math.Min(duration, time + elapsedTime); //color = new Color((Color.White.ToVector3() - color.ToVector3()) * time / duration + color.ToVector3()); color = new Color((Color.White.ToVector3() - color.ToVector3()) * time / duration + color.ToVector3()); if (time >= duration) { transitioningUp = false; transitioningDown = true; gameColor = transitionToGameColor; } NarlyGame.rumble.colorRumbleTimer = 0.10f; } else if (transitioningDown) { color = new Color((GameColorsUtilities.GetSystemColor(transitionToGameColor).ToVector3() - color.ToVector3()) * (duration - time) / duration + color.ToVector3()); time = Math.Max(0.0f, time - elapsedTime); if (time <= 0.0f) { transitioningDown = false; } } else if (keyboardState.IsKeyDown(Keys.Down) || gamePadState.Buttons.A == ButtonState.Pressed) { transitioningUp = true; transitionToGameColor = GameColors.Green; } else if (keyboardState.IsKeyDown(Keys.Right) || gamePadState.Buttons.B == ButtonState.Pressed) { transitioningUp = true; transitionToGameColor = GameColors.Red; } else if (keyboardState.IsKeyDown(Keys.Up) || gamePadState.Buttons.Y == ButtonState.Pressed) { transitioningUp = true; transitionToGameColor = GameColors.Yellow; } else if (keyboardState.IsKeyDown(Keys.Left) || gamePadState.Buttons.X == ButtonState.Pressed) { transitioningUp = true; transitionToGameColor = GameColors.Blue; } // End color changing code =============================================== // Narly movement code =================================================== UpdateDestination(gameTime); // Lock player to screen screenPoint.Z = 0.997f; screenPoint.X = MathHelper.Clamp(screenPoint.X, screenEdgeBuffer, Game.GraphicsDevice.PresentationParameters.BackBufferWidth - screenEdgeBuffer); screenPoint.Y = MathHelper.Clamp(screenPoint.Y, screenEdgeBuffer, Game.GraphicsDevice.PresentationParameters.BackBufferHeight - screenEdgeBuffer); destination.Z = 1.0f; destination.X = MathHelper.Clamp(destination.X, screenEdgeBuffer, Game.GraphicsDevice.PresentationParameters.BackBufferWidth - screenEdgeBuffer); destination.Y = MathHelper.Clamp(destination.Y, screenEdgeBuffer, Game.GraphicsDevice.PresentationParameters.BackBufferHeight - screenEdgeBuffer); farPoint = GraphicsDevice.Viewport.Unproject(destination, camera.Projection, camera.View, Matrix.Identity); Position = GraphicsDevice.Viewport.Unproject(screenPoint, camera.Projection, camera.View, Matrix.Identity); direction = farPoint - Position; float speed = 1.0f; Vector3.Multiply(ref direction, (float)(gameTime.ElapsedGameTime.TotalSeconds * speed), out direction); Vector3 tempPosition = Position; tempPosition.Y += direction.Y; tempPosition.X += direction.X; Position = tempPosition; // End movement code ===================================================== // Reticle code ========================================================== screenPoint = GraphicsDevice.Viewport.Project(Position, camera.Projection, camera.View, Matrix.Identity); //position.Z = 0.8f; reticle.Destination = destination; reticle.Source = screenPoint; // End reticle code ====================================================== Vector3.Multiply(ref direction, 200.0f, out direction); if (gamePadState.IsButtonDown(Buttons.RightTrigger)) { firing = true; Fire(gameTime); } else { firing = false; } ////////////Starwhal effects///////////////// if (gamePadState.IsButtonDown(Buttons.LeftTrigger) && starwhalPower >= 1.0f) { starwhalPowerActive = true; } if (starwhalPowerActive) { NarlyGame.rumble.damageRumbleTimer = 0.01f; color = TextEffects.GetShiftingColor(); if (direction.X <= 0 && barrelRollSpeed <= 0.2f) { barrelRollSpeed += 0.05f; } else if (barrelRollSpeed >= -0.2f) { barrelRollSpeed -= 0.05f; } barrelRollAngle += barrelRollSpeed; starwhalPower -= 0.1f * elapsedTime; // Starwhal power lasts 10 seconds if (starwhalPower <= 0) { starwhalPowerActive = false; starwhalPower = 0; color = GameColorsUtilities.GetSystemColor(gameColor); while (barrelRollAngle > 2 * MathHelper.Pi) { barrelRollAngle -= 2 * MathHelper.Pi; } while (barrelRollAngle < -2 * MathHelper.Pi) { barrelRollAngle += 2 * MathHelper.Pi; } } } else { barrelRollSpeed = 0; barrelRollAngle *= 0.9f; } if (takingDamage) { float colorShift = (float)(1 - 0.6 * Math.Abs(Math.Sin(20 * damageRollCounter))); color.R = (byte)(GameColorsUtilities.GetSystemColor(gameColor).R * colorShift); color.G = (byte)(GameColorsUtilities.GetSystemColor(gameColor).G * colorShift); color.B = (byte)(GameColorsUtilities.GetSystemColor(gameColor).B * colorShift); if (damageRollCounter < 0.75f) { damageRollCounter += elapsedTime; damageRollAngle = (float)(0.5 * Math.Sin(20 * damageRollCounter)); } else { color = GameColorsUtilities.GetSystemColor(gameColor); takingDamage = false; damageRollCounter = 0; } } else { damageRollAngle *= 0.9f; // settle back to 0 } ////////////////////////////////////////// for (int i = 0; i < particleEmitter.Count(); ++i) { particles[i].On = Laser != null; float lerp = (float)i / particleEmitter.Count(); Vector3 particlePosition = new Vector3( MathHelper.Lerp(Position.X, farPoint.X, lerp), MathHelper.Lerp(Position.Y, farPoint.Y, lerp), MathHelper.Lerp(Position.Z, farPoint.Z, lerp)); particleEmitter[i].Update(gameTime, particlePosition); } base.Update(gameTime); }
public void RemoveColor(GameColors color) { _currentColors = _currentColors & ~color; onCurrentColorsChanged(); }
public Tile(int x, int y, GameColors color) { GridX = x; GridY = y; Color = color; }
private void ConsumeShot() { AudioManager.PlayAudio ("Gulp"); switch (savedShotParams.type) { case Shot.ShotTypes.ColorShot: { GameColors newColor = currentColor.Add (savedShotParams.color); if (currentColor.IsRivalColor (savedShotParams.color)) { if (savedShotParams.timeToLive > 0) { InitiateSpitShot (); } } else if (newColor != currentColor) { Manager.instance.updateScore (currentColor, newColor); currentColor = newColor; sprite.color = currentColor.GetColor (); Manager.instance.checkFinish (); } } break; case Shot.ShotTypes.WhiteShot: { if (currentColor != GameColors.White) { Manager.instance.updateScore (currentColor, GameColors.White); currentColor = GameColors.White; sprite.color = currentColor.GetColor (); } } break; case Shot.ShotTypes.InstantBlech: { GameColors newColor = savedShotParams.color; Manager.instance.updateScore (currentColor, newColor); currentColor = newColor; sprite.color = currentColor.GetColor (); if (savedShotParams.timeToLive > 0) { InitiateSpitShot (); } } break; } }
public ShotParams(ShotTypes type, GameColors color, int timeToLive) { this.type = type; this.color = color; this.timeToLive = timeToLive; }
public static Enemy Create(Game game, GameColors gameColor) { released = false; if (unusedEnemies[(int)gameColor] == null) { unusedEnemies[(int)gameColor] = new Queue<Enemy>(); } else if (unusedEnemiesToRelease[(int)gameColor] != null) { foreach (var enemy in unusedEnemiesToRelease[(int)gameColor]) { if (enemy.ToRelease) { unusedEnemies[(int)gameColor].Enqueue(enemy); } else { enemy.ToRelease = true; } } unusedEnemiesToRelease[(int)gameColor] = (from enemy in unusedEnemiesToRelease[(int)gameColor] where !enemy.ToRelease select enemy).ToList(); } if (unusedEnemies[(int)gameColor].Count > 0) { Enemy enemy = unusedEnemies[(int)gameColor].Dequeue(); enemy.renderColor = GameColorsUtilities.GetSystemColor(gameColor); enemy.IsAlive = true; enemy.particleSystem.On = false; enemy.IsDying = false; enemy.enteredScreen = false; enemy.lastVelocity = Vector3.Zero; enemy.health = 5; enemy.time = 0; enemy.timeToFire = 0; enemy.takingDamage = false; enemy.damageRollAngle = 0; enemy.damageRollAngle2 = 0; enemy.damageRollCounter = 0; enemy.position = Vector3.Zero; enemy.ToRelease = false; return enemy; } else { Enemy enemy = new Enemy(game, gameColor); enemy.Initialize(); return enemy; } }
public void KilledEnemy(GameColors gameColor) { int points = (int)(100 * health); if (!starwhalPowerActive && gameColor != this.gameColor) { points *= 2; } else if (starwhalPowerActive) { points *= 4; } NarlyGame.score += points; }
protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); _colors = new GameColors(); _patterns = new GamePatterns(); _imageDescriptors = new GameImageDescriptors(); _images = new Images(GraphicsDevice, _colors, _patterns); _imageRenderer = new ImageRenderer(_imageDescriptors, _images, _spriteBatch); _gameController = new GameController(this,_imageRenderer); _previousKeyboardState = Keyboard.GetState(); _players.ToList().ForEach(x => _previousGamePadState[x] = GamePad.GetState(x)); }
public Player(Game game, PlayerIndex player) : base(game) { //starwhalPowerActive = false; //barrelRollAngle = 0; //barrelRollSpeed = 0; //takingDamage = false; //damageRollAngle = 0; //damageRollCounter = 0; ControllingPlayer = player; sphereOffset = new Vector3(0.0f, 0.0f, 45.0f * scaleFactor); gameColor = GameColors.Red; color = Color.Red; reticle = new Reticle(Game); Game.Components.Add(reticle); destination = new Vector3(0.5f * Game.GraphicsDevice.PresentationParameters.BackBufferWidth, 0.5f * Game.GraphicsDevice.PresentationParameters.BackBufferHeight, 1.0f); Game.Services.AddService(typeof(IPlayer), this); }
public static GameColors[] getPrimaries(this GameColors color) { GameColors[] primaries; if (color == GameColors.Green) { primaries = new GameColors[2] { GameColors.Blue, GameColors.Yellow }; } else if (color == GameColors.Purple) { primaries = new GameColors[2] { GameColors.Blue, GameColors.Red }; } else if (color == GameColors.Orange) { primaries = new GameColors[2] { GameColors.Yellow, GameColors.Red }; } else { primaries = new GameColors[1] { color }; } return primaries; }