public PixelEaterGame() { this.Window.Title = "Pixel Eater Project"; this.graphics = new GraphicsDeviceManager(this); this.graphics.PreferredBackBufferWidth = PixelEaterGame.WindowWidth; this.graphics.PreferredBackBufferHeight = PixelEaterGame.WindowHeigth; this.graphics.IsFullScreen = false; this.graphics.ApplyChanges(); Content.RootDirectory = "Content"; GameState = GameState.WelcomeScreen; this.welcomeScreen = new WelcomeScreen(this); this.gameplayScreen = new GameplayScreen(this, this.ShowGameOverScreen); this.gameoverScreen = new GameOverScreen(this); }
public void GoDownFloor() { if (CustomRun.instance.IsLastFloor(floorManager.CurrentFloorNumber)) { SaveGameSystem.instance?.DeleteGame(); GameOverScreen.PlayerWon(); return; } if (!LoadingNewFloor) { LoadingNewFloor = true; AudioManager.PlayNextFloor(); StartCoroutine(LoadNewFloorCoroutine()); } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); textureManager = new TextureManager(this.Content); audioManager = new AudioManager(this.Content); mSplashScreen = new SplashScreen(this.Content, new EventHandler(ControllerDetectScreenEvent)); mMenuScreen = new MenuScreen(this.Content, new EventHandler(MenuScreenEvent)); mGameScreen = new GameScreen(this.Content, new EventHandler(GameScreenEvent)); mGameOverScreen = new GameOverScreen(this.Content, new EventHandler(GameOverScreenEvent)); mCurrentScreen = mMenuScreen; }
//Initialize after each another rebirth public void NextPlay() { IsGameOver = false; GameOverScreen.SetActive(false); cam.backgroundColor = Random.ColorHSV(); StartButton.gameObject.SetActive(true); ShopButton.gameObject.SetActive(true); Logo.gameObject.SetActive(true); Hits = 0; enemies.StartCoroutine(enemies.Generate()); if (!StartButton.IsActive() || !ShopButton.IsActive()) { this.gameObject.SetActive(true); } }
protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here sfxButtonPress = Content.Load <SoundEffect>(ASSET_NAME_SFX_BUTTON_PRESS); sfxScoreReached = Content.Load <SoundEffect>(ASSET_NAME_SFX_SCORE_REACHED); sfxHit = Content.Load <SoundEffect>(ASSET_NAME_SFX_HIT); _font = Content.Load <SpriteFont>("MyFont"); spriteSheetTexture = Content.Load <Texture2D>(ASSET_NAME_SPRITESHEET); _fadeInTexture = new Texture2D(GraphicsDevice, 1, 1); _fadeInTexture.SetData(new Color[] { Color.White }); trex = new Trex(spriteSheetTexture, new Vector2(TREX_START_POS_X, TREX_START_POS_Y - Trex.TREX_DEF_SPRITE_HEIGHT), sfxButtonPress, GraphicsDevice); trex.DrawOrder = 10; trex.JumpComplete += TrexJumpComplete; trex.Died += TrexDied; _scoreBoard = new ScoreBoard(spriteSheetTexture, new Vector2(SCORE_BOARD_POS_X, SCORE_BOARD_POS_Y), trex, sfxScoreReached); _inputController = new InputController(trex); _groundManager = new GroundManager(spriteSheetTexture, _entityManager, trex); _obstacleManager = new ObstacleManager(_entityManager, trex, _scoreBoard, spriteSheetTexture, GraphicsDevice); _backroundManager = new BackGroundManager(spriteSheetTexture, _entityManager, trex); _gameOverScreen = new GameOverScreen( spriteSheetTexture, new Vector2( (WINDOW_WIDTH - GameOverScreen.GAME_OVER_TEXTURE_WIDTH) / 2, (WINDOW_HEIGHT - GameOverScreen.GAME_OVER_TEXTURE_HEIGHT) / 3 ), this ); _entityManager.AddEntity(trex); _entityManager.AddEntity(_groundManager); _entityManager.AddEntity(_scoreBoard); _entityManager.AddEntity(_obstacleManager); _entityManager.AddEntity(_gameOverScreen); _entityManager.AddEntity(_backroundManager); }
public DnK() { Graphics = new GraphicsDeviceManager(this) { PreferredBackBufferWidth = Config.Resolution.X, PreferredBackBufferHeight = Config.Resolution.Y }; ScreenRectangle = new Rectangle(0, 0, Config.Resolution.X, Config.Resolution.Y); IsMouseVisible = true; Graphics.IsFullScreen = Config.FullScreen; Graphics.SynchronizeWithVerticalRetrace = true; // Pass through the FPS capping (60 FPS) if (!Config.FpsCapping) { IsFixedTimeStep = false; Graphics.SynchronizeWithVerticalRetrace = false; } Graphics.ApplyChanges(); Content.RootDirectory = "Content"; Components.Add(new InputHandler(this)); _stateManager = new GameStateManager(this); Components.Add(_stateManager); // Screens TitleScreen = new TitleScreen(this, _stateManager); GameConfigurationScreen = new GameConfigurationScreen(this, _stateManager); GameplayScreen = new GameplayScreen(this, _stateManager); LeaderboardScreen = new LeaderboardScreen(this, _stateManager); ImprovementScreen = new ImprovementScreen(this, _stateManager); GameOverScreen = new GameOverScreen(this, _stateManager); OptionsScreen = new OptionsScreen(this, _stateManager); KeyboardInputsScreen = new KeyboardInputsScreen(this, _stateManager); GamepadInputsScreen = new GamepadInputsScreen(this, _stateManager); _stateManager.ChangeState(TitleScreen); // FPS Components.Add(new FrameRateCounter(this)); }
// Update is called once per frame void Update() { // For demonstration purposes... if (!recipesSet) { NextRecipe(0); NextRecipe(1); NextRecipe(2); recipesSet = true; } if (gameTimer.IsExpired()) { GameOverScreen.GameOver(score); } }
public void LoadGameOver(int highscore) { _gameoverscreen = null; _gameoverscreen = new GameOverScreen(); _gameoverscreen.AddTexture ( _tstorage["map"], new Vector2(0, 0) ); _gameoverscreen.AddButton(new Button ( _tstorage["exit2"], new Vector2(1020, 700), 400, 110, CGameState.Quit )); _gameoverscreen.AddButton(new Button ( _tstorage["tryagain"], new Vector2(500, 698), 400, 110, CGameState.StartGame )); _gameoverscreen.AddTexture ( _tstorage["highscore"], new Vector2(555, 500) ); _gameoverscreen.AddTexture ( _tstorage["gameover"], new Vector2(560, 200) ); _gameoverscreen.AddText ( _fstorage["gameover_font"], new Vector2(990, 510), highscore.ToString() ); }
void CleanLists() { _listRoamers.RemoveAll(item => item == null); _listChasers.RemoveAll(item => item == null); _listSpitters.RemoveAll(item => item == null); Debug.Log("Count: " + (_listRoamers.Count + _listChasers.Count + _listSpitters.Count) + ", BossDead: " + _bossDead); if (_bossDead && (_listRoamers.Count + _listChasers.Count + _listSpitters.Count) <= 0) { Debug.Log("Passed"); if (gameOverScreen != null) { gameOverScreen.Win(); gameOverScreen = null; } } }
// ============================================================================ // ***** GAME MANAGEMENT ***** // ============================================================================ /// <summary> /// Load en premier le fichier de localization anglais pour les traductions+ abonnement d'event (ne pas oublier de les remove dans OnDestroy) /// </summary> protected void Start() { //Localization LocalizationManager.LoadLocalizedText(Path.Combine(settings.LocalizationFolderName, settings.LocalizationEnFileName)); //Sound PlayUIMusic(); //Event uiManager.OnLoadFinish += UIManager_OnLoadFinish; LevelSelector.Instance.OnPlay += LevelSelector_OnPlay; LevelSelector.Instance.OnDailyQuestPlay += LevelSelector_OnDailyQuestPlay; PauseScreen lPauseScreen = PauseScreen.Instance; lPauseScreen.OnResume += PauseSreen_OnResume; lPauseScreen.OnLeaveLevel += PauseScreen_OnLeaveLevel; Hud lHud = Hud.Instance; lHud.OnPause += Hud_OnPause; WinScreen.Instance.OnNext += WinScreen_Next; GameOverScreen lGameOverScreen = GameOverScreen.Instance; lGameOverScreen.OnNext += GameOver_Next; lGameOverScreen.OnReplay += GameOver_OnReplay; Options lOptions = Options.Instance; lOptions.OnMusicVolume += Options_OnMusicVolume; lOptions.OnSFXVolume += Options_OnSFXVolume; SelectionSquad selectionSquad = SelectionSquad.Instance; selectionSquad.OnPlay += SelectionSquad_OnPlay; selectionSquad.OnBack += SelectionSquad_OnBack; //Loading loader.LoadSceneAsync(settings.MainSceneName, true); loader.OnPreloadDone += StartMain; KPIManager.InitKPI(); }
private void SetupScreens() { _homeScreen = HomeScreen.Instance; _homeScreen.Initialize(Content); _cinematicScreen = CinematicScreen.Instance; _cinematicScreen.Initialize(Content); _instructionScreen = InstructionScreen.Instance; _instructionScreen.Initialize(Content); _mainScreen = MainScreen.Instance; _mainScreen.Initialize(Content); _gameOverScreen = GameOverScreen.Instance; _gameOverScreen.Initialize(Content); }
// refresh all boxes and lines, and local score public override void NewGame() { FirstScore = 0; SecondScore = 0; GameOverScreen.SetActive(false); MyHUD.SetActive(true); foreach (S_Box b in MyBoxes) { b.Refresh(); } foreach (S_Line l in MyLines) { l.HardOccupy(false); } }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); MenuScreen = new MenuScreen(this); MenuScreen.IsActive = true; LevelScreen1 = new LevelScreen1(this); LevelScreen2 = new LevelScreen2(this); EndScreen = new EndScreen(this); GameOverScreen = new GameOverScreen(this); screens.Add(LevelScreen1); screens.Add(LevelScreen2); screens.Add(MenuScreen); screens.Add(EndScreen); screens.Add(GameOverScreen); }
//Implements death after falling for too long public IEnumerator DeadByFall() { if (IsFalling() && !Jump()) { yield return(new WaitForSeconds(1.5f)); CloudsDestroyer(); EnemiesDestroyer(); IsGameOver = true; PointsForGameOverScreen = CurrentPoints; cam.gameObject.transform.parent = null; cam.transform.position = new Vector2(0f, 0f); this.gameObject.SetActive(false); gameObject.transform.position = new Vector3(0.0f, -4.3f, 0.0f); enemies.StopAllCoroutines(); CurrentPointsText.canvasRenderer.gameObject.SetActive(false); CloudsGenerator.transform.position = new Vector2(0f, 2f); EnemiesGenerator.transform.position = new Vector2(0f, 2f); if (PlayerPrefs.HasKey("All points")) { Points = CurrentPoints + PlayerPrefs.GetInt("All points"); } else { Debug.Log("Error, no key"); } PlayerPrefs.SetInt("All points", Points); sm.points = Points; CurrentPoints = 0; Hits = 0; DiedByFall = true; int range = Random.Range(0, 2); if (range == 1) { ShowAd(); } if (IsGameOver) { GameOverScreen.SetActive(true); } } }
protected override void LoadContent() { ressource.loadcontent(Content); spriteBatch = new SpriteBatch(GraphicsDevice); gameover = new GameOverScreen(this, spriteBatch, ressource.ecriture, ressource.gameover); Components.Add(gameover); gameover.hide(); edm = new EDM(this, spriteBatch); Components.Add(edm); edm.hide(); pause = new menudepause(this, spriteBatch, ressource.ecriture, ressource.pixel); Components.Add(pause); pause.hide(); menu = new menu(this, spriteBatch, Content.Load<SpriteFont>("SpriteFont"), ressource.templar); Components.Add(menu); menu.hide(); menudujeu = new menudujeu(this, spriteBatch, Content.Load<SpriteFont>("spriteFont"), ressource.th); Components.Add(menudujeu); menudujeu.hide(); option = new option(this, spriteBatch, Content.Load<SpriteFont>("spriteFont"), ressource.option); Components.Add(option); option.hide(); main = new gamemain(this, spriteBatch, activeScreen); Components.Add(main); main.hide(); activeScreen = menu; activeScreen.Show(); MediaPlayer.Play(ressource.menu); MediaPlayer.IsRepeating = true; MediaPlayer.Volume = 0; SoundEffect.MasterVolume = 0.05f; ecran = false; }
public void ShowFinishLevel(int coinsCollected, float elapsedTime) { foreach (BaseClassScreen screen in screens) { if (screen.ScreenId == "Levelcompleted_Screen") { screen.OpenWindow(); GameOverScreen gameOverScreen = (GameOverScreen)screen; if (gameOverScreen != null) { gameOverScreen.SetStats(coinsCollected, elapsedTime); } } else { screen.CloseWindow(); } } }
public void GameOver() { TurnText.text = "Game Over"; p1But.interactable = false; p2But.interactable = false; if (cardMan.p1Cards.Count > cardMan.p2Cards.Count) { GameOverText.text = "Player 1 Wins!"; } else if (cardMan.p1Cards.Count < cardMan.p2Cards.Count) { GameOverText.text = "Player 2 Wins!"; } else if (cardMan.p1Cards.Count == cardMan.p2Cards.Count) { GameOverText.text = "Game Draw!"; } GameOverScreen.SetActive(true); }
public static void Main() { Console.BufferHeight = Console.WindowHeight = 30; Console.BufferWidth = Console.WindowWidth = 70; Console.CursorVisible = false; // Infinite loop allows for multiple game sessions while (true) { IEngine startScreen = new StartScreen(); startScreen.Run(); IEngine gameEngine = new GameEngine(scoreContainer); gameEngine.Run(); IEngine gameOverScreeen = new GameOverScreen(scoreContainer); gameOverScreeen.Run(); } }
protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); _sfxButtonPress = Content.Load <SoundEffect>(ASSET_NAME_SFX_BUTTON_PRESS); _sfxHit = Content.Load <SoundEffect>(ASSET_NAME_SFX_HIT); _sfxScoreReached = Content.Load <SoundEffect>(ASSET_NAME_SFX_SCORE_REACHED); _spriteSheetTexture = Content.Load <Texture2D>(ASSET_NAME_SPRITESHEET); _invertedSpriteSheet = _spriteSheetTexture.InvertColors(Color.Transparent); _fadeInTexture = new Texture2D(GraphicsDevice, 1, 1); _fadeInTexture.SetData(new Color[] { Color.White }); _trex = new Trex(_spriteSheetTexture, new Vector2(TREX_START_POS_X, TREX_START_POS_Y - Trex.TREX_DEFAULT_SPRITE_HEIGHT), _sfxButtonPress); _trex.DrawOrder = 100; _trex.JumpComplete += trex_JumpComplete; _trex.Died += trex_Died; _scoreBoard = new ScoreBoard(_spriteSheetTexture, new Vector2(SCORE_BOARD_POS_X, SCORE_BOARD_POS_Y), _trex, _sfxScoreReached); //_scoreBoard.Score = 498; //_scoreBoard.HighScore = 12345; _inputController = new InputController(_trex); _groundManager = new GroundManager(_spriteSheetTexture, _entityManager, _trex); _obstacleManager = new ObstacleManager(_entityManager, _trex, _scoreBoard, _spriteSheetTexture); _skyManager = new SkyManager(_trex, _spriteSheetTexture, _invertedSpriteSheet, _entityManager, _scoreBoard); _gameOverScreen = new GameOverScreen(_spriteSheetTexture, this); _gameOverScreen.Position = new Vector2(WINDOW_WIDTH / 2 - GameOverScreen.GAME_OVER_SPRITE_WIDTH / 2, WINDOW_HEIGHT / 2 - 30); _entityManager.AddEntity(_trex); _entityManager.AddEntity(_groundManager); _entityManager.AddEntity(_scoreBoard); _entityManager.AddEntity(_obstacleManager); _entityManager.AddEntity(_gameOverScreen); _entityManager.AddEntity(_skyManager); _groundManager.Initialize(); LoadSaveState(); }
/* * Método: private void GameIsOver() * * Función: finalizar juego * * Descripción: Verifica si el juego ha terminado, ya sea con una victoria * o con una derrota. Si el juego ha terminado, guarda la puntuación final * del jugador y detiene el reloj de actualizaciones del juego. */ private void GameIsOver() { if (GameData.gameOver) { GameData.gameStart = false; //el jugador ha ganado if (GameData.victory) { /*Aplicar multiplier basado en el tiempo que tomo para completar * el juego y las vidas restantes del jugador.*/ score += (score * 10 / time) * hp; txtScore.Text = "SCORE: " + score; VictoryScreen.BackgroundImage = Resources.VictoryImg; VictoryScreen.BackgroundImageLayout = ImageLayout.Stretch; VictoryScreen.Height = (int)(Height * 0.65); VictoryScreen.Width = (int)(Width * 0.80); VictoryScreen.Top = (int)(Height * 0.20); VictoryScreen.Left = (int)(Width * 0.08); VictoryScreen.Show(); } //el jugador ha perdido else { GameOverScreen.BackgroundImage = Resources.GameOverImg; GameOverScreen.BackgroundImageLayout = ImageLayout.Stretch; GameOverScreen.Height = (int)(Height * 0.5); GameOverScreen.Width = (int)(Width * 0.8); GameOverScreen.Top = (int)(Height * 0.25); GameOverScreen.Left = (int)(Width * 0.08); GameOverScreen.Show(); } //detener relojes secondsTimer.Stop(); gameTimer.Stop(); //guardar puntuación Score s = new Score(score, playahata.username); ScoreDAO.AddScore(s); } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); Global.Pixel = new Texture2D(GraphicsDevice, 1, 1); Global.Pixel.SetData <Color>(new Color[] { Color.White }); HighScoreControl.Images = new System.Collections.Generic.Dictionary <ControlTypes, Texture2D>(); HighScoreControl.Images.Add(ControlTypes.Tap, Content.Load <Texture2D>("Screen Images/Tap Asset")); HighScoreControl.Images.Add(ControlTypes.Swipe, Content.Load <Texture2D>("Screen Images/Swipe Asset")); TitleScreen titleScreen = new TitleScreen(GraphicsDevice, 1080, 1920); GameScreen gameScreen = new GameScreen(GraphicsDevice, 1080, 1920); GameOverScreen gameOverScreen = new GameOverScreen(GraphicsDevice, 1080, 1920); OptionScreen optionScreen = new OptionScreen(GraphicsDevice, 1080, 1920); ControlSelectScreen controlScreen = new ControlSelectScreen(GraphicsDevice, 1080, 1920); StatScreen highScoreScreen = new StatScreen(GraphicsDevice, 1080, 1920); ScreenManager.Add(gameScreen); ScreenManager.Add(titleScreen); ScreenManager.Add(optionScreen); ScreenManager.Add(controlScreen); ScreenManager.Add(highScoreScreen); ScreenManager.Add(gameOverScreen); ScreenManager.Load(Content); Global.ElapsedGameTime = TimeSpan.Zero; Vector2 currentScale = new Vector2(GraphicsDevice.Viewport.Width / 1080f, GraphicsDevice.Viewport.Height / 1920f); #if WINDOWS MouseManager.Instance.Scale = currentScale; #else //Global.ShowAds(true); #endif ScreenManager.Scale(currentScale); ScreenManager.MainScreen = "Title"; }
public Invaders() { m_Graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; InputManager inputManager = new InputManager(this); ScreensMananger screensManager = new ScreensMananger(this); MenuMananger menuManager = new MenuMananger(this); SoundManager soundManager = new SoundManager(this); CollisionsManager collisionsManager = new CollisionsManager(this); GameManager gameManager = new GameManager(this); MenuScreen menuScreen = new MenuScreen(this); GameOverScreen gameOverScreen; WelcomeScreen welcomeScreen; menuScreen.Graphics = m_Graphics; gameOverScreen = new GameOverScreen(this); welcomeScreen = new WelcomeScreen(this); gameOverScreen.MenuScreen = welcomeScreen.MenuScreen = menuScreen; screensManager.Push(gameOverScreen); screensManager.SetCurrentItem(welcomeScreen); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { GameContent.Initialize(Content); // Create a new SpriteBatch, which can be used to draw textures. _spriteBatch = new SpriteBatch(GraphicsDevice); _introScreen = new IntroScreen(this); _mainMenu = new TitleScreen(this); _credits = new CreditsScreen(this); _gameOver = new GameOverScreen(this); _options = new OptionsScreen(this); _loadscreen = new LoadScreen(this); _savescreen = new SaveScreen(this); _loadingScreen = new LoadingScreen(this); _howToPlay = new HowToPlay(this); GameStateManager.Parent = this; //System.Threading.ThreadPool.QueueUserWorkItem(LoadContentAsync); }
public Game1() { _graphics = new GraphicsDeviceManager(this); ScreenRectangle = new Rectangle( 0, 0, ScreenWidth, ScreenHeight); IsMouseVisible = true; Content.RootDirectory = "Content"; Components.Add(new InputHandler(this)); _gameStateManager = new GameStateManager(this); Components.Add(_gameStateManager); _ = new TextureManager(); TitleScreen = new TitleScreen(this, _gameStateManager); StartMenuScreen = new StartMenuScreen(this, _gameStateManager); GamePlayScreen = new GamePlayScreen(this, _gameStateManager); CharacterGeneratorScreen = new CharacterGeneratorScreen(this, _gameStateManager); SkillScreen = new SkillScreen(this, _gameStateManager); LoadGameScreen = new LoadGameScreen(this, _gameStateManager); ConversationScreen = new ConversationScreen(this, _gameStateManager); ShopScreen = new ShopState(this, _gameStateManager); InventoryScreen = new InventoryScreen(this, _gameStateManager); CombatScreen = new CombatScreen(this, _gameStateManager); GameOverScreen = new GameOverScreen(this, _gameStateManager); LootScreen = new LootScreen(this, _gameStateManager); StatsScreen = new StatsScreen(this, _gameStateManager); LevelScreen = new LevelScreen(this, _gameStateManager); QuestCompleteState = new QuestCompleteState(this, _gameStateManager); _gameStateManager.ChangeState(TitleScreen); IsFixedTimeStep = false; _graphics.SynchronizeWithVerticalRetrace = false; }
public static void changeScreen(UserControl current, string next) { //tmp is set to the form that this control is on Form tmp = current.FindForm(); tmp.Controls.Remove(current); UserControl ns = null; switch (next) { case "GameScreen": ns = new GameScreen(); break; case "InstructionScreen": ns = new InstructionScreen(); break; case "MenuScreen": ns = new MenuScreen(); break; case "OptionScreen": ns = new OptionScreen(); break; case "ScoreScreen": ns = new ScoreScreen(); break; case "GameOverScreen": ns = new GameOverScreen(); break; } ns.Size = new Size(controlWidth, controlHeight); ns.Location = startCentre; tmp.Controls.Add(ns); ns.Focus(); }
void ShowGameOver(bool didWolfWin) { isGameOver = true; GameOverScreen goScreen = new GameOverScreen(didWolfWin); Debug.Log("Game over! wolf won?" + didWolfWin); if (didWolfWin) { FXPlayer.WolfWin(); } else { FXPlayer.VillWin(); } AddChild(goScreen); goScreen.alpha = 0.0f; goScreen.scale = 0.4f; Go.to(goScreen, 0.5f, new TweenConfig().alpha(1.0f).setDelay(0.5f)); Go.to(goScreen, 0.5f, new TweenConfig().scaleXY(1.0f).setDelay(0.5f).backOut()); }
void CheckFights() { if (Steps == 0) { bs = new BattleScreen(); bs.Run(); if (Mcharacter.ActualLife == 0) { if (CanFight) { go = new GameOverScreen(); go.Run(); finished = true; } else { Steps = RandomSteps(); } } Steps = RandomSteps(); } }
// Applies incoming damage public override int TakeDamage(Vector2Int locationOfAttack, int damage) { int oldHealth = Health; if (damage >= 0) // Damage { // Do we have defense? if (statusEffects.TryGetValue(BattleManager.StatusEffectEnum.defense, out StatusEffectDataHolder val)) { int oldDamage = damage; damage -= val.EffectValue; ApplyStatusEffect(BattleManager.StatusEffectEnum.defense, -1 * oldDamage); // Deal damage to defense } if (damage > 0) { AudioManager.PlayPlayerHit(); Splatter.Play(locationOfAttack); StartCoroutine(HitColoration()); Health -= damage; } } else // healing { Health -= damage; if (Health > maxHealth) { Health = maxHealth; } } if (Health <= 0) { SaveGameSystem.instance?.DeleteGame(); GameOverScreen.PlayerDeath(); } return(oldHealth - Health); }
private void OnValidate() { if (!_gameScreen) { _gameScreen = FindObjectOfType <GameScreen>(); } if (!_pauseScreen) { _pauseScreen = FindObjectOfType <PauseScreen>(); } if (!_waitingScreen) { _waitingScreen = FindObjectOfType <WaitingStartScreen>(); } if (!_gameOverScreen) { _gameOverScreen = FindObjectOfType <GameOverScreen>(); } }
public HangManGame(IWordList wordList) { // DATA allTheWords = wordList; currentWord = new Word(allTheWords.PickRandomWord()); hangingMan = new HangingMan(); incorrectGuesses = new HashSet <string>(); // CONTROLS incorrectGuessesControl = new IncorrectGuessesControl(); currentWordControl = new CurrentWordControl(); currentWordControl.ChangeDisplayedWord(currentWord.GetWord()); nextGuessControl = new ValueView <char>("Enter your next guess: ") { TypeConversionErrorMessage = "Please enter only a single letter." }; hangManControl = new HangManControl(hangingMan); gameOverScreen = new GameOverScreen(); }
//Implements death after collision public void DeadByCollision(Collision2D col) { Hits++; if (Hits == 2 || this.gameObject.transform.position.y <= -4.5f || col.gameObject.tag == "Enemy") { //Gamepley stuff IsGameOver = true; PointsForGameOverScreen = CurrentPoints; gameObject.transform.position = new Vector3(0.0f, -4.3f, 0.0f); cam.gameObject.transform.parent = null; cam.gameObject.SetActive(true); gameObject.SetActive(false); enemies.StopAllCoroutines(); CloudsGenerator.transform.position = new Vector2(0f, 2f); EnemiesGenerator.transform.position = new Vector2(0f, 2f); cam.transform.position = new Vector2(0f, 0f); Hits = 0; CloudsDestroyer(); EnemiesDestroyer(); //Saving stuff if (PlayerPrefs.HasKey("All points")) { Points = CurrentPoints + PlayerPrefs.GetInt("All points"); } else { Debug.Log("error, no key"); } PlayerPrefs.SetInt("All points", Points); sm.points = Points; CurrentPoints = 0; //UI stuff CurrentPointsText.canvasRenderer.gameObject.SetActive(false); if (IsGameOver) { GameOverScreen.SetActive(true); } } }
/// <summary> /// shows the gameover screen. /// </summary> private void gameOver() { if (_lives <= 0) { GameOverScreen gameOver = new GameOverScreen ("you ran out of lives", _currentLevel); game.AddChild (gameOver); } if (_time <= 0) { GameOverScreen gameOver = new GameOverScreen ("you ran out of time", _currentLevel); game.AddChild (gameOver); } Destroy (); }
void Start() { timerText = GameObject.Find("WaveTimeUI").GetComponent<Text>(); kidText = GameObject.Find("GirlCount").GetComponent<Text>(); momText = GameObject.Find("MomCount").GetComponent<Text>(); dadText = GameObject.Find("DadCount").GetComponent<Text>(); GO = GameObject.Find("gameover").GetComponent<GameOverScreen>(); winScreen = GameObject.Find("WinScreen").GetComponent<GameOverScreen>(); flameHealth = GameObject.Find("SkullFlame").GetComponent<Image>(); Ready = GameObject.Find("Ready").GetComponent<Image>(); Wave = GameObject.Find("Wave").GetComponent<Image>(); waveNumber = GameObject.Find("waveNumber").GetComponent<Image>(); readyNumber = GameObject.Find("readyNumber").GetComponent<Image>(); source = GetComponent<AudioSource>(); ms = GameObject.Find("MainSpawn").GetComponentInChildren<spawnAI>(); ks = GameObject.Find("KitchenSpawn").GetComponentInChildren<spawnAI>(); ws = GameObject.Find("WindowSpawn").GetComponentInChildren<spawnAI>(); bs = GameObject.Find("BathroomSpawn").GetComponentInChildren<spawnAI>(); Ghoul = GameObject.Find("Player").GetComponent<player>(); stopTimeUI = GameObject.Find("timePower").GetComponent<Image>(); speedUI = GameObject.Find("speedPower").GetComponent<Image>(); roomScareUI = GameObject.Find("scarePower").GetComponent<Image>(); mainCam = GameObject.Find("Camera").GetComponent<Cam>(); score = 0; waveCount = -1; totalWaves = 10; momWait = 0; dadWait = 0; timing = true; timer = -wavePrepTime; waveTimer = timer; kitchenTimer = timer; mainTimer = timer; windowTimer = timer; bathroomTimer = timer; currSpawn = 0; roomScareCurrent = 0; stopTimeCurrent = 0; speedCurrent = 0; speedUI.fillAmount = (float)speedCurrent / (float)speedMax; roomScareUI.fillAmount = (float)roomScareCurrent / (float)roomScareMax; stopTimeUI.fillAmount = (float)stopTimeCurrent / (float)stopTimeMax; fast = false; if (GameModeControl.mode == 2) Time.timeScale = speedMod; else Time.timeScale = 1; totalWaves = 10; populateEnemy(GameModeControl.mode); num = new Sprite[10]; numDesat = new Sprite[10]; for(int i = 0; i < 10; i++) { num[i] = Resources.Load<Sprite>("WaveUI/WaveUI/" + (i+1)); numDesat[i] = Resources.Load<Sprite>("WaveUI/WaveUI/" + (i+1) + "desat"); } //num[0] = Resources.Load<Sprite>("WaveUI/WaveUI/" + (1)); //numDesat[0] = Resources.Load<Sprite>("WaveUI/WaveUI/" + (1) + "desat"); spawnNextWave(); }
// Use this for initialization void Start () { lives = GameObject.Find ("Lives").GetComponent<Text>(); lives_left = tot_lives; GO = GameObject.Find ("gameover").GetComponent<GameOverScreen>(); }
void Start() { instance = this; }
/// <summary> /// Eindigt het spel, /// een spel hoort te eindigen, /// hierin sluit hij het spel /// </summary> public void EndGame() { MediaPlayer.Stop(); // Misschien een 'speel opnieuw' knopje? screen_gameover = new GameOverScreen(this); currentGameState = GameState.GameOverScreen; screen_game.world.Clear(); // No more start screen screen_game = null; }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // collection of players players = new List<Player>() { new Player(PlayerIndex.One, Content), new Player(PlayerIndex.Two, Content), new Player(PlayerIndex.Three, Content), new Player(PlayerIndex.Four, Content) }; // collection of screens mainMenuScreen = new MainMenuScreen(GameState.OnMainMenu); mainGameScreen = new MainGameScreen(GameState.RunningGame); gameOverScreen = new GameOverScreen(GameState.OnGameOver); screens = new Dictionary<GameState, BaseScreen>() { {mainMenuScreen.GameState, mainMenuScreen}, {mainGameScreen.GameState, mainGameScreen}, {gameOverScreen.GameState, gameOverScreen} }; base.Initialize(); //CREATE THE MEDIA PLAYER MediaPlayer.Volume = 1.0f; MediaPlayer.Play(mainMenuScreen.menuMusic); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // set up the display window graphics.PreferredBackBufferWidth = 500; graphics.PreferredBackBufferHeight = 500; graphics.ApplyChanges(); // update the ViewportHeight and ViewportWidth constants so the screens know // how to draw themselves GameConstants.ViewportHeight = graphics.GraphicsDevice.Viewport.Height; GameConstants.ViewportWidth = graphics.GraphicsDevice.Viewport.Width; // display title in the window Window.Title = "Alien Attack"; // setup the state of the game currentGameState = GameConstants.GameState.Title; currentKeyboardState = Keyboard.GetState(); prevKeyBoardState = currentKeyboardState; // set up the screens titleScreen = new TitleScreen(); instructionScreen = new InstructionScreen(); highScoreScreen = new HighScoreScreen(); creditsScreen = new CreditsScreen(); introScreen = new IntroScreen(); readyScreen = new GetReadyScreen(); gameOverScreen = new GameOverScreen(); // set up the game objects gameCamera = new Camera(); player = new Player(); enemies = new Enemies(); map = new Map(); miniMap = new MiniMap(); skybox = new Skybox(); // set up the ingame displays score = new Score(); highScore = new HighScore(); // set up the soundtrack gameSongs = new GameSongs(); base.Initialize(); }
void ShowGameOver(bool didWolfWin) { isGameOver = true; GameOverScreen goScreen = new GameOverScreen(didWolfWin); Debug.Log("Game over! wolf won?" + didWolfWin); if(didWolfWin) { FXPlayer.WolfWin(); } else { FXPlayer.VillWin(); } AddChild(goScreen); goScreen.alpha = 0.0f; goScreen.scale = 0.4f; Go.to(goScreen,0.5f, new TweenConfig().alpha(1.0f).setDelay(0.5f)); Go.to(goScreen,0.5f, new TweenConfig().scaleXY(1.0f).setDelay(0.5f).backOut()); }
void Awake() { instance = this; }
/// <summary> /// Checks if the ship is dead /// </summary> private void CheckShipKilled() { if (ship.Health == 0 && !gameOver) { gameOver = true; //Change screen to GameOver screen GameScreen nextScreen = new GameOverScreen(score); ScreenManager.ChangeScreens(this, nextScreen); } }