public bool PlayerStands(ushort playerNumber) { if (_players.ContainsKey(playerNumber) == false) { return(false); } if (_players[playerNumber].IsPlayable == false) { return(false); } if (_players[playerNumber].IsBust) { return(false); } _gameStatus = GameStatusEnum.PlayersTurn; // make this player unplayable and unlock the next player(if there is one) _players[playerNumber].IsPlayable = false; int nextKeyIndex = _players.IndexOfKey(playerNumber) + 1; if (nextKeyIndex < _players.Keys.Count) { ushort nextKey = _players.Keys[nextKeyIndex]; _players[nextKey].IsPlayable = true; } else { _gameStatus = GameStatusEnum.DealersTurn; _dealer.IsPlayable = true; } return(true); }
public void DrawResults( Graphics graphics, GameStatusEnum gameStatus, string playerName, int playerScore, Dictionary <string, int[]> allPlayerScores, int width, int height ) { var center = width / 2; FillBackground(graphics, gameStatus, width, height); DrawCenterBlock(graphics, width, height); var header = gameStatus == GameStatusEnum.WinScreen ? "LEVEL COMPLETED" : "YOU LOST"; graphics.DrawString(header, HeaderFont, RedBrush, center, 100, _alignCenter); graphics.DrawString($"{playerName} total score: {playerScore}", MainFont, WhiteBrush, center, 160, _alignCenter); var counter = 0; graphics.DrawString("Level results", BoldFont, WhiteBrush, center, 250, _alignCenter); foreach (var(key, value) in allPlayerScores) { graphics.DrawString(key, MainFont, RedBrush, center, 300 + counter * 80, _alignCenter); graphics.DrawString($"{value[0].ToString()}...................{value[1].ToString()}", MainFont, WhiteBrush, center, 335 + counter * 80, _alignCenter); counter++; } graphics.DrawString("Press ENTER to continue", MainFont, WhiteBrush, center, 750, _alignCenter); }
public FF_Game GetGame(string tableCode, GameStatusEnum status = GameStatusEnum.无) { using (FriendshipFirstContext context = new FriendshipFirstContext()) { if (status != GameStatusEnum.无) { return(context.ff_game.FirstOrDefault(c => c.GameStatus == (int)status && c.GameCode == tableCode)); } else { return(context.ff_game.FirstOrDefault(c => c.GameCode == tableCode)); } } //var where = LDMFilter.True<FF_Game>(); //if (status != GameStatusEnum.无) //{ // where = where.And(c => c.GameStatus == (int)status); //} //where = where.And(c => c.GameCode == tableCode); //var lst = _repository.GetList(where, "AddTime", false).Result; //if (lst != null && lst.TotalItemsCount > 0) //{ // return JsonModelResult.PackageSuccess(lst.Items.FirstOrDefault()); //} //return JsonModelResult.PackageFail(OperateResCodeEnum.查询不到需要的数据); }
public void StartGame() { firstPanel.SetActive(false); nextLevel.SetActive(false); Time.timeScale = 1f; gameStatus = GameStatusEnum.unpaused; }
private void UpdateGameStatus() { if (Model.OpenTime == null) { if (!MainWindow.GamePortal.User.CheckRateAllow(Model.Settings.RateSettings)) { GameStatus = GameStatusEnum.Block; } else { GameStatus = GameStatusEnum.New; } } else if (Model.CloseTime != null) { GameStatus = GameStatusEnum.Close; } else if (Model.GameUser.Any(p => !p.IsCapitulated && !string.IsNullOrEmpty(p.HomeType) && string.IsNullOrEmpty(p.Login))) { GameStatus = GameStatusEnum.Replace; } else { GameStatus = GameStatusEnum.Open; } }
/// <summary> /// 设置游戏状态 /// </summary> public void SetGameStatus(GameStatusEnum gameStatus, string nickname = null, string uid = null) { if (mIsPlatReady && mInstance != null) { mInstance.SetGameStatus(gameStatus, nickname, uid); } }
public void EndGame() { endScreen.SetActive(true); Time.timeScale = 0f; endScore.text += Scores.totalScore.ToString(); gameStatus = GameStatusEnum.paused; }
public GameStatusStateMachine(GameStatusEnum gameStatus) { GameStatusStatesFactory.SetGameStateMachine(this); // Set GameStatusStateMachine in Factory currentGameStatusState = GameStatusStatesFactory.GetGameState(gameStatus); ChangeGameStatus(gameStatus); // To enter the currentGameStatusState currentGameStatusEnum = gameStatus; // To be set after currentGameStatusState has been entered }
public void ReStart() { Matrix.Reset(); Matrix.AddNewTile(); Matrix.AddNewTile(); GameStatue = GameStatusEnum.Normal; }
public void TogglePauseGame() { if (Time.timeScale == 1) { Time.timeScale = 0; _gameStatus = GameStatusEnum.Paused; if (GameStatusChanged != null) { GameStatusChanged(_gameStatus); } if (!Cursor.visible) { Cursor.visible = true; Cursor.lockState = CursorLockMode.None; } } else if (Time.timeScale == 0) { Time.timeScale = 1; _gameStatus = GameStatusEnum.Resumed; if (GameStatusChanged != null) { GameStatusChanged(_gameStatus); } if (Cursor.visible) { Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; } } }
// Start is called before the first frame update void Start() { gameStatusEnum = GameObject.Find("GameManager").GetComponent <GameStatusEnum>(); Application.targetFrameRate = 60; touchInputScript = inputHolder.GetComponent <TouchInput>(); }
//EnviromentSkinEnum enviromentSkinEnumScript; // Start is called before the first frame update void Start() { gameManagerObject = GameObject.Find("GameManager"); gameStatusEnum = gameManagerObject.GetComponent <GameStatusEnum>(); playerManagerObject = GameObject.Find("PlayerManager"); }
public virtual void ResumeGame() { _gameStatus = GameStatusEnum.Play; if (_timeManager != null) { _timeManager.Factor = 1f; } }
// Start is called before the first frame update void Start() { InitializeGame(); playerTurn = 0; players[playerTurn].GetComponent <PlayerScript>().InitiatePersonTurn(); gameCanvas.PlayerMovementUI(players[playerTurn].GetComponent <PlayerScript>().CurrentMovementPlayer, turno.ToString()); gameStatus = GameStatusEnum.Game; }
public virtual void PauseGame() { _gameStatus = GameStatusEnum.Pause; if (_timeManager != null) { _timeManager.Factor = 0f; } }
public bool CheckInStatus(GameStatusEnum status, out string errMsg) { errMsg = string.Empty; if (this.Status != status) { errMsg = string.Format(Constants.Instance.ErrorMessage.Already_In_The_Game, status.ToString()); } return(this.Status == status); }
// Start is called before the first frame update void Start() { GameObject gameManagerObj = GameObject.Find("GameManager"); gameStatusEnum = GameObject.Find("GameManager").GetComponent <GameStatusEnum>(); uiGameOverScript = GameObject.Find("GameManager").GetComponent <UI_GameOver>(); startPosition = this.transform.position; scoreCountScript = GameObject.Find("GameManager").GetComponent <ScoreCount>(); }
private async Task UpdateGameStateAsync(GameStatusEnum newState) { _Game.State = newState; // Save state in DB if (SaveGameStatusAsyncCallback != null) { await SaveGameStatusAsyncCallback(_Game.GameId, newState).ConfigureAwait(false); } }
public void ChangeGameStatus(GameStatusEnum gameStatus) { GetGameData().gameStatus = gameStatus; switch (gameStatus) { case GameStatusEnum.GamePre: //扫描地形 //AstarPath.active.ScanAsync(); //初始化数据 handler_GameData.GetPlayerInitData(out float playerSpeed, out int playerLife); GameBean gameData = new GameBean(playerSpeed, playerLife); SetGameData(gameData); manager_UI.RefreshAllUI(); //打开UI manager_UI.OpenUIAndCloseOther <UIGameStart>(UIEnum.GameStart); //创建金币 GameLevelBean gameLevelData = GetGameLevelData(); handler_Gold.CreateGold(gameLevelData.gold_pile, gameLevelData.gold_number, gameLevelData.gold_id); break; case GameStatusEnum.GameIng: //开启角色创建 UserDataBean userData = handler_GameData.GetUserData(); CharacterDataBean playerCharacterData = new CharacterDataBean(CharacterTypeEnum.Player) { life = userData.life + GetGameData().playerForLife, maxLife = userData.life + GetGameData().playerForLife, moveSpeed = userData.speed + GetGameData().GetPlayerSpeed() }; CharacterDataBean enemyCharacterData = new CharacterDataBean(CharacterTypeEnum.Enemy) { life = GetGameLevelData().enemy_life, maxLife = GetGameLevelData().enemy_life, moveSpeed = GetGameLevelData().enemy_speed }; StartCoroutine(handler_Character.InitCreateCharacter(playerCharacterData, enemyCharacterData, GetGameLevelData().enemy_number)); //创建船 Action enemyShipCallBack = () => { //开启敌舰自动攻击 handler_Ship.OpenShipFireAutoForEnemy(); }; handler_Ship.CreateShip(CharacterTypeEnum.Player, 1, null); handler_Ship.CreateShip(CharacterTypeEnum.Enemy, GetGameLevelData().enemy_ship_id, enemyShipCallBack); //开启经验计算 StartCoroutine(CoroutineForLevelProgress()); break; case GameStatusEnum.GameEnd: //打开UI manager_UI.OpenUIAndCloseOther <UIGameEnd>(UIEnum.GameEnd); CleanGameData(); break; } }
private void Start() { GameLoopManager.Instance.Managers += OnUpdate; _states = new Dictionary <GameStatusEnum, IGamesStates>(); _states.Add(GameStatusEnum.PRELOAD, new PreloadState()); _states.Add(GameStatusEnum.MENU, new MainMenuState()); _states.Add(GameStatusEnum.LOADING, new LoadingState()); _states.Add(GameStatusEnum.GAME, new GameState()); _states.Add(GameStatusEnum.DEV, new DevState()); _currentGameStatus = GameStatusEnum.PRELOAD; ChangeState(GameStatusEnum.GAME); }
// Start is called before the first frame update void Start() { gameManagerObject = GameObject.Find("GameManager"); mainGameManagerScript = gameManagerObject.GetComponent <GameManagerMain>(); gameStatusEnum = gameManagerObject.GetComponent <GameStatusEnum>(); smoothMoveBodyScript = playerBody.GetComponent <SmoothMoveBody>(); playerOnBoatScript = this.gameObject.GetComponent <PlayerOnBoat>(); }
// Start is called before the first frame update void Start() { mainDataScript = GameObject.Find("PlayerData").GetComponent <MainData>(); gameStatusEnum = GameObject.Find("GameManager").GetComponent <GameStatusEnum>(); scoreCount = GameObject.Find("GameManager").GetComponent <ScoreCount>(); topScoreScript = this.gameObject.GetComponent <UI_TopScore>(); barrierStartSpawnScript = GameObject.Find("BarrierSpawnManager").GetComponent <BarrierStartSpawn>(); startPlayerPosition = playerNextPosition.transform.position; //positionAt start touchInputScript = inputHolder.GetComponent <TouchInput>(); mainGameManagerScript = this.gameObject.GetComponent <GameManagerMain>(); }
private void Initialize() { totalScoreText.text = "Score = " + Scores.totalScore.ToString(); if (Scores.totalScore == 0) { firstPanel.SetActive(true); } else { nextLevel.SetActive(true); } gameStatus = GameStatusEnum.paused; Time.timeScale = 0f; }
public void ReStart() { for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { Matrix._cells[i, j] = 0; } } GameStatue = GameStatusEnum.Normal; Matrix._score = 0; _matrixHelper.AddNewTile(); _matrixHelper.AddNewTile(); }
public async Task <bool> UpdateGameStatusAsync(string gameId, GameStatusEnum gameStatus) { var createResponse = await CosmosClient.CreateDatabaseIfNotExistsAsync(_DatabaseName, _DatabaseThroughput); var database = createResponse.Database; var containerProperties = new ContainerProperties(_GamesContainerName, _GamesContainerPartitionKeyPath); var containerResponse = await database.CreateContainerIfNotExistsAsync( containerProperties, _GamesContainerThroughput); var container = containerResponse.Container; var query = new QueryDefinition($"SELECT * FROM {_GamesContainerName} c WHERE c.game_id = @game_id") .WithParameter("@game_id", gameId); var queryIterator = container.GetItemQueryIterator <Game>(query, requestOptions: new QueryRequestOptions() { MaxConcurrency = 1 }); Game game = null; while (queryIterator.HasMoreResults) { var response = await queryIterator.ReadNextAsync(); game = response.FirstOrDefault(); } if (game == null) { return(false); } game.State = gameStatus; var upsertItemResponse = await container.UpsertItemAsync(game, new PartitionKey(game.GameId)); if (upsertItemResponse.StatusCode == HttpStatusCode.Created || upsertItemResponse.StatusCode == HttpStatusCode.OK) { return(true); } return(false); }
public void ChangeGameStatus(GameStatusEnum gameStatus) { if (currentGameStatusEnum == gameStatus) { Debug.LogWarning($"GameStatusStateMachine : Trying to set an already active {currentGameStatusEnum} GameStatusState!!"); return; } if (currentGameStatusState != null) { PreviousGameStatusEnum = currentGameStatusEnum; currentGameStatusEnum = gameStatus; currentGameStatusState.Exit(); } Debug.Log($"Game Current State : {currentGameStatusEnum}"); currentGameStatusState = GameStatusStatesFactory.GetGameState(gameStatus); currentGameStatusState.Enter(); }
private void FillBackground(Graphics graphics, GameStatusEnum gameStatus, int width, int height) { for (var i = 0; i < height / 16; i++) { for (var j = 0; j < width / 16; j++) { var destRect = new Rectangle(new Point(j * GameEntity.FormsSize * 2, i * GameEntity.FormsSize * 2), new Size(GameEntity.FormsSize * 2, GameEntity.FormsSize * 2)); var srcRect = new Rectangle(new Point(1 * 16, 1 * 16), new Size(16, 16)); graphics.DrawImage(MainSprites, destRect, srcRect, GraphicsUnit.Pixel); } } var semiTransBrush = gameStatus == GameStatusEnum.WinScreen ? new SolidBrush(Color.FromArgb(100, 4, 114, 77)) : new SolidBrush(Color.FromArgb(100, 178, 13, 48)); var rect = new Rectangle(0, 0, width, height); graphics.FillRectangle(semiTransBrush, rect); }
public void UpdateStaus(GameStatusEnum newStatus) { if (currentStatus == newStatus) { return; } currentStatus = newStatus; switch (currentStatus) { case (GameStatusEnum.InLobbySearch): Destroy(currentStatusElementUI); currentStatusElementUI = Instantiate(UIStatusElements[0], this.transform); break; case (GameStatusEnum.InLobbyIddle): Destroy(currentStatusElementUI); // implement visual element (tank roaming around?) for iddle break; } }
public void TryMove(DirectionEnum directionEnum) { if (_matrixHelper.Move(directionEnum)) { if (IsWin()) { GameStatue = GameStatusEnum.Win; } else { _matrixHelper.AddNewTile(); } } else { if (IsFailed()) { GameStatue = GameStatusEnum.Failed; } } }
void Start() { scoreCountScript = this.gameObject.GetComponent <ScoreCount>(); gameStatusEnum = GameObject.Find("GameManager").GetComponent <GameStatusEnum>(); //spawnRoadManager = GameObject.Find("SkinShell").GetComponent<SpawnRoadManager>(); stepsToSpawn = BarrierValueHolder.barrierValueHolder.stepsToSpawn; stepDistance = GameObject.Find("PlayerNextPosition").GetComponent <PlayerMove>().stepDistance; barrierStartSpawnScript = GameObject.Find("SkinShell").GetComponent <BarrierStartSpawn>(); //Debug.Log($"desitance to spawn = {stepsToSpawn}"); playerNextPosition = GameObject.Find("PlayerNextPosition"); playerCurrentPosition = GameObject.Find("PlayerCurrentPosition"); startPlayerPosition = playerNextPosition.transform.position; mainDataScript = MainData.mainDataScript; }
public GameStatus(GameStatusEnum status, int age) { CreationTime = DateTime.Now; }