public ActionResult display() { var game_summary = _query_service.query_for_single <BlackJackTableView>( x => x.player_token == _player_authenticator.get_player_token()); var account_view = _query_service.query_for_single <AccountView>( x => x.player_token == _player_authenticator.get_player_token()); var game_play_view = new GamePlayView(); game_play_view.table = game_summary; game_play_view.account_information_view = new AccountInformationView() { player_is_logged_in = true, player_name = account_view.name }; if (game_summary == null) { return(RedirectToAction("Bet", "Bet")); } else { if (TempData.ContainsKey("Message")) { game_summary.game_message = TempData["Message"].ToString(); } return(View(game_play_view)); } }
// idx : 游戏idx public void OnGameClick(int idx) { GamePlayView gp = mGamePlayView.GetComponent <GamePlayView>(); gp.SetGameIdx(idx); ViewManager.ReplaceView(mGamePlayView, gameObject.name); }
public void Start() { var cockroaches = new List <Cockroach>(); var gameplayView = new GamePlayView(cockroaches, Prefabs, GameSettings, MainCamera); var interfaceView = new UIView(Screens); var model = new GameModel(GameSettings); _presenter = new ApplicationPresenter(gameplayView, interfaceView, model, Screens, GameSettings); }
public void AddCar(Player player, Model model, GamePlayView gameplay) { if (model == null) { model = Game.Content.Load <Model>(@"Models/porsche"); } var car = gameplay.MakeCar(); Cars[player] = car; }
public GamePlayState(GamePlayMediator mediator) { this.Mediator = mediator; this.GamePlayModel = mediator._gamePlayModel; this.View = mediator._view; this.ProjectSettings = mediator._projectSettings; this.RemoteDataModel = mediator._remoteDataModel; this.Animals = mediator._animalViews; }
public override void Init(IModule module) { base.Init(module); viewScript = InstantiateView <GamePlayView>("GamePlay/Prefabs/GamePlayView"); control = new GamePlayController(); control.view = (GamePlayView)viewScript; control.Start(); RegisterController(control); RegisterView(viewScript); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { GameState nextState = currentView.UpdateState(gameTime); if (currentState != nextState) { switch (nextState) { case GameState.None: break; case GameState.MainMenu: currentView = new MenuView(this, GameState.MainMenu); break; case GameState.OptionsMenu: currentView = new OptionsMenu(this); break; case GameState.Gameplay: if (!(currentView is GamePlayView)) { currentView = Components.First(component => component is GamePlayView) as GamePlayView; } break; case GameState.PausedGameplay: break; case GameState.MultiplayerMenu: this.GetService <ServerClient>().Connect(System.Net.IPAddress.Loopback); currentView = new GamePlayView(this, 0, GameModeChoice.SimpleRace); //MultiplayerMenu(this); break; case GameState.SingleplayerMenu: break; case GameState.Exiting: this.Exit(); break; default: break; } currentState = nextState; } base.Update(gameTime); }
public virtual void Update(GameTime gameTime, GamePlayView gamePlay) { if (!allStatesFinished) { GameModeState current = states[CurrentState]; if (current.IsStateFinished()) { CurrentState++; Console.WriteLine("Passed from state " + (CurrentState - 1) + " to state " + CurrentState); } if (CurrentState > states.Count - 1) { Console.WriteLine("Game over!"); GameOverProcedure(); } } }
public override void Update(GameTime gameTime, GamePlayView gamePlay) { if (TotalRaceTime != TimeSpan.Zero && allStatesFinished) { gameInstance.GetService <ServerClient>().SendRaceTime(TotalRaceTime); } if (Statistics != null) { var playerHeading = Statistics.CategorizedItems.First(h => h.Updateable); playerHeading.Items.Clear(); int place = 1; foreach (var player in players.OrderBy(p => p.RaceTime)) { playerHeading.Items[place++ + ". " + player.PlayerName] = player.RaceTime == TimeSpan.MaxValue ? "" : player.RaceTime.ToString(@"m\:ss\:ff"); } } base.Update(gameTime, gamePlay); }
public override void Update(GameTime gameTime, GamePlayView gamePlay) { if (StartTime == TimeSpan.Zero && GameStarted) { StartTime = gameTime.TotalGameTime; } if (Mode == Mode.Singleplayer && !countdown && gamePlay.Initialized) { countdown = true; StartCountdown(); } /*Console.Write("players: "); * foreach (var player in players) * { * Console.Write(player.PlayerName + " (" + player.Lap + "),"); * } * Console.WriteLine();*/ PlayerPlace = CalculatePlayerPosition(); gameInstance.GetService <HUDComponent>().SetPlayerPosition(PlayerPlace); base.Update(gameTime, gamePlay); }
/// <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() { // Draw as fast as possible :) graphics.SynchronizeWithVerticalRetrace = false; graphics.ApplyChanges(); // set our necessary classes for the game GameApplication.Instance.SetGame(this); GameApplication.Instance.SetGraphicsDevice(GraphicsDevice); ResourceManager.Instance.Content = Content; // the console breaks with our current structure but its still a Singleton // thus its not that bad. This needs to have some more workarounds but // currently its ok the way it is! keyboardInputService = new KeyboardInputService(); Services.AddService(typeof(GameConsole.IKeyboardInputService), keyboardInputService); Components.Add(new GameConsole(Services, "Content\\" + GameApplication.Instance.FontPath + "ConsoleFont")); GameConsole.Instance.StringParser = new StringParser(); GameConsole.Instance.ToggleKey = Keys.F11; //GameConsole.Instance.SelectedObjects.Add(WorldManager.Instance); GameConsole.Instance.SelectedObjects.Add(this); // set up our game views GamePlayView gamePlayView = new GamePlayView(); // MainMenuGameView mainMenu = new MainMenuGameView(); // GameViewManager.Instance.AddGameView(mainMenu); GameViewManager.Instance.AddGameView(gamePlayView); base.Initialize(); }
public GamePlayViewController CreateGamePlayViewController() { GamePlayView gamePlayView = Instantiate(_gamePlayViewPrefab); return(new GamePlayViewController(gamePlayView, _wireframe, this)); }
void Awake() { Instance = this; }
public GamePlayState(GamePlayMediator mediator) : base(mediator) { Mediator = mediator; GamePlayModel = mediator._gamePlayModel; View = mediator._view; }