/// <summary> /// Returns whether the widget should be currently highlighted as far as the UICamera knows. /// </summary> static public bool IsHighlighted(GameObject go) { for (int i = mHighlighted.Count; i > 0;) { Highlighted hl = mHighlighted[--i]; if (hl.go == go) { return(true); } } return(false); }
public void ResetHighlights() { lock (_providers) { Highlighting?.Invoke(this, EventArgs.Empty); foreach (var provider in _providers) { provider.ResetHighlight(); } Highlighted?.Invoke(this, EventArgs.Empty); } }
public void ResetHighlights() { lock (_providers) { Highlighting.SafeInvoke(this); foreach (var provider in _providers) { provider.ResetHighlight(); } Highlighted.SafeInvoke(this); } }
public static bool IsHighlighted(GameObject go) { int num = mHighlighted.Count; while (num > 0) { Highlighted highlighted = mHighlighted[--num]; if (highlighted.go == go) { return(true); } } return(false); }
public override int GetHashCode() { unchecked { var hashCode = (Name != null ? StringComparer.OrdinalIgnoreCase.GetHashCode(Name) : 0); hashCode = (hashCode * 397) ^ (Analyzer != null ? StringComparer.OrdinalIgnoreCase.GetHashCode(Analyzer) : 0); hashCode = (hashCode * 397) ^ SortOption.GetHashCode(); hashCode = (hashCode * 397) ^ Highlighted.GetHashCode(); hashCode = (hashCode * 397) ^ (int)MapReduceOperation; hashCode = (hashCode * 397) ^ (int)Storage; hashCode = (hashCode * 397) ^ (int)Indexing; hashCode = (hashCode * 397) ^ (int)TermVector; return(hashCode); } }
public void HighlightSearchables(IEnumerable <object> searchables) { lock (_providers) { Highlighting.SafeInvoke(this); foreach (var searchable in searchables) { foreach (var provider in _providers) { provider.HighlightSearchable(searchable); } } Highlighted.SafeInvoke(this); } }
public void HighlightSearchables(IEnumerable <object> searchables) { lock (_providers) { Highlighting?.Invoke(this, EventArgs.Empty); foreach (var searchable in searchables) { foreach (var provider in _providers) { provider.HighlightSearchable(searchable); } } Highlighted?.Invoke(this, EventArgs.Empty); } }
private static void Highlight(GameObject go, bool highlighted) { if (go != null) { int count = mHighlighted.Count; while (count > 0) { Highlighted item = mHighlighted[--count]; if ((item != null) && (item.go != null)) { if (item.go == go) { if (highlighted) { item.counter++; return; } if (--item.counter < 1) { mHighlighted.Remove(item); Notify(go, "OnHover", false); } return; } } else { mHighlighted.RemoveAt(count); } } if (highlighted) { Highlighted highlighted3 = new Highlighted { go = go, counter = 1 }; mHighlighted.Add(highlighted3); Notify(go, "OnHover", true); } } }
/// <summary> /// Apply or remove highlighted (hovered) state from the specified object. /// </summary> static void Highlight(UIReceiver go, bool highlighted) { if (go != null) { for (int i = mHighlighted.Count; i > 0;) { Highlighted hl = mHighlighted[--i]; if (hl == null || hl.go == null) { mHighlighted.RemoveAt(i); } else if (hl.go == go) { if (highlighted) { ++hl.counter; } else if (--hl.counter < 1) { mHighlighted.Remove(hl); go.OnHover(false); // Notify(go, "OnHover", false); } return; } } if (highlighted) { Highlighted hl = new Highlighted(); hl.go = go; hl.counter = 1; mHighlighted.Add(hl); // Notify(go, "OnHover", true); go.OnHover(true); } } }
private static void Highlight(GameObject go, bool highlighted) { if (!(go != null)) { return; } int num = mHighlighted.Count; while (num > 0) { Highlighted highlighted2 = mHighlighted[--num]; if (highlighted2 == null || highlighted2.go == null) { mHighlighted.RemoveAt(num); } else if (highlighted2.go == go) { if (highlighted) { highlighted2.counter++; } else if (--highlighted2.counter < 1) { mHighlighted.Remove(highlighted2); Notify(go, "OnHover", false); } return; } } if (highlighted) { Highlighted highlighted3 = new Highlighted(); highlighted3.go = go; highlighted3.counter = 1; mHighlighted.Add(highlighted3); Notify(go, "OnHover", true); } }
/// <summary> /// Apply or remove highlighted (hovered) state from the specified object. /// </summary> static void Highlight(GameObject go, bool highlighted) { if (go != null) { for (int i = mHighlighted.Count; i > 0;) { Highlighted hl = mHighlighted[--i]; if (hl == null || hl.go == null) { mHighlighted.RemoveAt(i); } else if (hl.go == go) { if (highlighted) { ++hl.counter; } else if (--hl.counter < 1) { mHighlighted.Remove(hl); go.SendMessage("OnHover", false, SendMessageOptions.DontRequireReceiver); } return; } } if (highlighted) { Highlighted hl = new Highlighted(); hl.go = go; hl.counter = 1; mHighlighted.Add(hl); go.SendMessage("OnHover", true, SendMessageOptions.DontRequireReceiver); } } }
private static void InteractiveMain() { var useColoredInput = !HasFlag("--no-color"); if (useColoredInput) { _readLine = () => Highlighted.ReadLine(ref _highlighter); Console.CancelKeyPress += (sender, eventArgs) => Console.ResetColor(); } else { _readLine = Console.ReadLine; } _input = new Queue <char>(); _first = true; var state = CreateState(true, out var options); while (true) { try { options.FirstLineNumber = _line + 1; foreach (var program in MondProgram.CompileStatements(ConsoleInput(), "stdin", options)) { InteractiveRun(state, program); } } catch (Exception e) { PrintException(e); } } }
/// <summary> /// Apply or remove highlighted (hovered) state from the specified object. /// </summary> static void Highlight (GameObject go, bool highlighted) { if (go != null) { for (int i = mHighlighted.Count; i > 0; ) { Highlighted hl = mHighlighted[--i]; if (hl == null || hl.go == null) { mHighlighted.RemoveAt(i); } else if (hl.go == go) { if (highlighted) { ++hl.counter; } else if (--hl.counter < 1) { mHighlighted.Remove(hl); Notify(go, "OnHover", false); } return; } } if (highlighted) { Highlighted hl = new Highlighted(); hl.go = go; hl.counter = 1; mHighlighted.Add(hl); Notify(go, "OnHover", true); } } }
/// <summary> /// Apply or remove highlighted (hovered) state from the specified object. /// </summary> static void Highlight(GameObject go, bool highlighted) { if (go != null) { for (int i = mHighlighted.Count; i > 0; ) { Highlighted hl = mHighlighted[--i]; if (hl == null || hl.go == null) { mHighlighted.RemoveAt(i); } else if (hl.go == go) { if (highlighted) { ++hl.counter; } else if (--hl.counter < 1) { mHighlighted.Remove(hl); go.SendMessage("OnHover", false, SendMessageOptions.DontRequireReceiver); } return; } } if (highlighted) { Highlighted hl = new Highlighted(); hl.go = go; hl.counter = 1; mHighlighted.Add(hl); go.SendMessage("OnHover", true, SendMessageOptions.DontRequireReceiver); } } }
/// <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() { gameState = GameState.Menu; // Set the previous keyboard state variable to what the current keyboard state is (which is nothing) _prevKbState = Keyboard.GetState(); _Extraction = new GamePiece(400, 560, 256, 256); // Set the button state to hightlight the "Play Button" buttonState = Highlighted.Play; // Create height and width varibles that can be used throughout the class gameHeight = graphics.PreferredBackBufferHeight; gameWidth = graphics.PreferredBackBufferWidth; // Set all of the Human values: _p = new Player(GameVariables.playerStartX, GameVariables.playerStartY, GameVariables.spriteWidth, GameVariables.spriteHeight); // The actual Player humanStep = GameVariables.stepSpeed; // The rate at which the player will take a step zombieStep = GameVariables.stepSpeed; //The HUD rectangle object _h = new GamePiece(-9, -1, 480, 110); scoreTimer = 0; // Create the map objects (It is important to note that the first digit is the Y value, while the second is the X) mt00 = new MapTile(3, 1, gameWidth, gameHeight, this.Content.Load<Texture2D>("00")); mt01 = new MapTile(1, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("01")); mt02 = new MapTile(1, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("02")); mt03 = new MapTile(1, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("03")); mt04 = new MapTile(1, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("04")); mt05 = new MapTile(1, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("05")); mt06 = new MapTile(1, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("06")); mt07 = new MapTile(1, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("07")); //mt02 = new MapTile(2, 1, gameWidth, gameHeight, this.Content.Load<Texture2D>("grass")); //mt03 = new MapTile(5, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("grass")); mt10 = new MapTile(2, 1, gameWidth, gameHeight, this.Content.Load<Texture2D>("10")); mt11 = new MapTile(3, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("11")); mt12 = new MapTile(3, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("12")); mt13 = new MapTile(3, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("13")); mt14 = new MapTile(3, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("14")); mt15 = new MapTile(3, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("15")); mt16 = new MapTile(3, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("16")); mt17 = new MapTile(3, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("17")); //mt12 = new MapTile(0, 2, gameWidth, gameHeight, this.Content.Load<Texture2D>("road")); mt20 = new MapTile(2, 1, gameWidth, gameHeight, this.Content.Load<Texture2D>("20")); mt21 = new MapTile(3, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("21")); mt22 = new MapTile(3, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("22")); mt23 = new MapTile(3, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("23")); mt24 = new MapTile(3, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("24")); mt25 = new MapTile(3, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("25")); mt26 = new MapTile(3, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("26")); mt27 = new MapTile(3, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("27")); mt30 = new MapTile(2, 1, gameWidth, gameHeight, this.Content.Load<Texture2D>("30")); mt31 = new MapTile(3, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("31")); mt32 = new MapTile(3, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("32")); mt33 = new MapTile(3, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("33")); mt34 = new MapTile(3, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("34")); mt35 = new MapTile(3, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("35")); mt36 = new MapTile(3, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("36")); mt37 = new MapTile(3, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("37")); mt40 = new MapTile(2, 1, gameWidth, gameHeight, this.Content.Load<Texture2D>("40")); mt41 = new MapTile(3, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("41")); mt42 = new MapTile(3, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("42")); mt43 = new MapTile(3, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("43")); mt44 = new MapTile(3, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("44")); mt45 = new MapTile(3, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("45")); mt46 = new MapTile(3, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("46")); mt47 = new MapTile(3, 0, gameWidth, gameHeight, this.Content.Load<Texture2D>("47")); // Then add them to the list to reference by number listofMaptiles = new List<MapTile>(); listofMaptiles.Add(mt00); listofMaptiles.Add(mt01); listofMaptiles.Add(mt02); listofMaptiles.Add(mt03); listofMaptiles.Add(mt04); listofMaptiles.Add(mt05); listofMaptiles.Add(mt06); listofMaptiles.Add(mt07); //listofMaptiles.Add(mt03); listofMaptiles.Add(mt10); listofMaptiles.Add(mt11); listofMaptiles.Add(mt12); listofMaptiles.Add(mt13); listofMaptiles.Add(mt14); listofMaptiles.Add(mt15); listofMaptiles.Add(mt16); listofMaptiles.Add(mt17); listofMaptiles.Add(mt20); listofMaptiles.Add(mt21); listofMaptiles.Add(mt22); listofMaptiles.Add(mt23); listofMaptiles.Add(mt24); listofMaptiles.Add(mt25); listofMaptiles.Add(mt26); listofMaptiles.Add(mt27); listofMaptiles.Add(mt30); listofMaptiles.Add(mt31); listofMaptiles.Add(mt32); listofMaptiles.Add(mt33); listofMaptiles.Add(mt34); listofMaptiles.Add(mt35); listofMaptiles.Add(mt36); listofMaptiles.Add(mt37); listofMaptiles.Add(mt40); listofMaptiles.Add(mt41); listofMaptiles.Add(mt42); listofMaptiles.Add(mt43); listofMaptiles.Add(mt44); listofMaptiles.Add(mt45); listofMaptiles.Add(mt46); listofMaptiles.Add(mt47); // And also to a dictionary for reference by name for their number that references which // Maptile its connected to dictionaryofMaptiles = new Dictionary<MapTile, int>(); for (int i = 0; i < listofMaptiles.Count; i++) { dictionaryofMaptiles.Add(listofMaptiles[i], i); } // Set the current maptile currentMaptile = listofMaptiles[0]; // Method where you can connect all of the barriers to a map tile SetUpBarrierConnections(); //making the lsit of zombies _zs = new List<Zombie>(); foreach (Zombie z in currentMaptile.GetSetZombieList) { _zs.Add(z); } //Bullet stuffs listBullet = new List<Bullet>(); _b = new Bullet(); bulletTimer = GameVariables.bTimer; //changing how much ammo ammo = 20; dcs = new List<DartCollectible>(); foreach (DartCollectible dc in currentMaptile.GetSetDartCollectibles) { dcs.Add(dc); } //making the start score 0 score = 0; //CheckExternal(); base.Initialize(); }
/// <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) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // Puts whatever the current keyboard state is into this variable to be used later _kbstate = Keyboard.GetState(); _gpstate = GamePad.GetState(PlayerIndex.One); if (bulletTimer < GameVariables.bTimer) { bulletTimer += gameTime.ElapsedGameTime.TotalSeconds; if (bulletTimer >= GameVariables.bTimer) { bulletTimer = GameVariables.bTimer; } } // Finite state machine for the menu, the game, the pause screen, // and the game over screen switch (gameState) { #region The Start Menu case GameState.Menu: switch (buttonState) // Press button to alter which item is highlighted to { // to change where player will go on the menu // If the "Play" button is highlighted case Highlighted.Play: { if (SingleKeyPress(Keys.D) || _gpstate.ThumbSticks.Left.X == 1 || _gpstate.DPad.Right == ButtonState.Pressed) // Press "D" to move right to the Credits option if (bulletTimer == GameVariables.bTimer) { buttonState = Highlighted.Credits; } if (SingleKeyPress(Keys.Enter) || _gpstate.Buttons.Start == ButtonState.Pressed || _gpstate.Buttons.A == ButtonState.Pressed) // Press "Enter" to start the game gameState = GameState.GameManager; break; } // If the "Credits" button is highlighted case Highlighted.Credits: { if (SingleKeyPress(Keys.D) || _gpstate.ThumbSticks.Left.X == 1 || _gpstate.DPad.Right == ButtonState.Pressed) // Press "D" to move right to the Quit option buttonState = Highlighted.Quit; else if (SingleKeyPress(Keys.A) || _gpstate.ThumbSticks.Left.X == -1 || _gpstate.DPad.Left == ButtonState.Pressed) // Press "A" to move left to the Play option buttonState = Highlighted.Play; if (SingleKeyPress(Keys.Enter) || _gpstate.Buttons.Start == ButtonState.Pressed || _gpstate.Buttons.A == ButtonState.Pressed) // Press "Enter" to enter the credits menu gameState = GameState.Credits; break; } // If the "Quit" button is highlighted case Highlighted.Quit: { if (SingleKeyPress(Keys.A) || _gpstate.ThumbSticks.Left.X == -1 || _gpstate.DPad.Left == ButtonState.Pressed) // Press "A" to move Left to the Credits option buttonState = Highlighted.Credits; if (SingleKeyPress(Keys.Enter) || _gpstate.Buttons.Start == ButtonState.Pressed || _gpstate.Buttons.A == ButtonState.Pressed) // Press "Enter" to quit the game this.Exit(); break; } } break; #endregion #region The Game case GameState.GameManager: MediaPlayer.Pause(); // Stop the music from playing from the menu timer -= gameTime.ElapsedGameTime.TotalSeconds; // Start the timer up for later use if (SingleKeyPress(Keys.Escape) || SingleKeyPress(Keys.P) || _gpstate.Buttons.Start == ButtonState.Pressed) { // If "P" or "Escape" is press opent he pause menu gameState = GameState.Pause; } // To move the player if (_kbstate.IsKeyDown(Keys.W) || _gpstate.ThumbSticks.Left.Y > 0 || _gpstate.DPad.Up == ButtonState.Pressed) // Press "W" to move up { _p.YValue -= _p.moveSpeed; _p.DState = GamePiece.Direction.Up; } if (_kbstate.IsKeyDown(Keys.A) || _gpstate.ThumbSticks.Left.X < 0 || _gpstate.DPad.Left == ButtonState.Pressed) // Press "A" to move left { _p.XValue -= _p.moveSpeed; _p.DState = GamePiece.Direction.Left; } if (_kbstate.IsKeyDown(Keys.S) || _gpstate.ThumbSticks.Left.Y < 0 || _gpstate.DPad.Down == ButtonState.Pressed) // Press "S" to move down { _p.YValue += _p.moveSpeed; _p.DState = GamePiece.Direction.Down; } if (_kbstate.IsKeyDown(Keys.D) || _gpstate.ThumbSticks.Left.X > 0 || _gpstate.DPad.Right == ButtonState.Pressed) // Press "D" to move right { _p.XValue += _p.moveSpeed; _p.DState = GamePiece.Direction.Right; } if (bulletTimer == GameVariables.bTimer) { if (SingleKeyPress(Keys.Space) || _gpstate.Triggers.Right == 1) { if (ammo > 0) { _b.Active = true; AddProjectile(new Vector2(_p.XValue, _p.YValue)); ammo--; } } bulletTimer = 0; //bulletTimer -= gameTime.ElapsedGameTime.TotalSeconds; } foreach (DartCollectible dc in dcs) { if (_p.CheckCollision(dc) == true && dc.GetSetCollected != true && ammo +5 <= 20 ) { ammo += GameVariables.dartCollectibleWorth; dc.GetSetCollected = true; } } updateScore(); //troll code //if (_kbstate.IsKeyDown(Keys.Space)) //{ // AddProjectile(new Vector2(_p.XValue, _p.YValue)); //{ //makes sure bullets dont fly off the screen UpdateProjectiles(); //checks if bullets collide with zombies bulletCollision(); //Screen"wrap", more like a big wall ScreenWrap(); ScreenWall(_p); // For each zombie activate their AI's and make sure they don't run into one another for (int i = 0; i < _zs.Count; i++) { _zs.ElementAt(i).AI(_p, gameTime.ElapsedGameTime.TotalSeconds); ScreenWall(_zs.ElementAt(i)); for (int j = 0; j < _zs.Count; j++) { if (j != i) { _zs.ElementAt(i).HitOtherZomibe(_zs.ElementAt(j)); } } } //***game over condition(s) goes here*** if (score >= 300 && extracted == false) { extraction = true; currentMaptile.extraction = true; } if (extraction == true) { currentMaptile.GetSetZombieList.Clear(); currentMaptile.SpawnZombies(10); foreach (Zombie z in currentMaptile.GetSetZombieList) { _zs.Add(z); } extracted = true; extraction = false; } #if DEBUG if (SingleKeyPress(Keys.NumPad0) == true) { gameState = GameState.GameOver; } #endif break; #endregion #region The Pause Menu case GameState.Pause: switch (highlight) { // If the Resume button is highlighted case Pause.Resume: { if (SingleKeyPress(Keys.D) || _gpstate.ThumbSticks.Left.X == 1 || _gpstate.DPad.Right == ButtonState.Pressed) // Press "D" to move right to the Quit option highlight = Pause.Quit; if (SingleKeyPress(Keys.Enter) || _gpstate.Buttons.Start == ButtonState.Pressed || _gpstate.Buttons.A == ButtonState.Pressed) // Press "Enter" to go back to the game gameState = GameState.GameManager; break; } // If the Quit button is highlighted case Pause.Quit: { if (SingleKeyPress(Keys.A) || _gpstate.ThumbSticks.Left.X == -1 || _gpstate.DPad.Left == ButtonState.Pressed) // Press "A" to move left to the Resume option highlight = Pause.Resume; if (SingleKeyPress(Keys.Enter) || _gpstate.Buttons.Start == ButtonState.Pressed || _gpstate.Buttons.A == ButtonState.Pressed) // Press "Enter" to exit the game { Reset(); // Reset the game before exiting gameState = GameState.Menu; } break; } } break; #endregion //***pust to options conditions here***// #region The GameOver Screen case GameState.GameOver: if (SingleKeyPress(Keys.Enter) || _gpstate.Buttons.Start == ButtonState.Pressed || _gpstate.Buttons.A == ButtonState.Pressed) { //reset the values of the game Reset(); gameState = GameState.Menu; } //***quick quit from game over conditons could go here if needed***// break; #endregion #region The Credits Screen case GameState.Credits: if (SingleKeyPress(Keys.Escape) || _gpstate.Buttons.B == ButtonState.Pressed || _gpstate.Buttons.Back == ButtonState.Pressed) // Press "Escape" to exit the Credits screen { gameState = GameState.Menu; } break; #endregion } // Set the current keyboard state into the previous keyboard variable _prevKbState = _kbstate; base.Update(gameTime); }
public static void CallHighlightIncomplete() { Highlighted?.Invoke(); }