/// <summary> /// Initialize /// </summary> /// <returns>True if successful</returns> public bool Initialize() { assets.LoadAll(); if (!LoadMap()) { return(false); } RB.MusicVolumeSet(0.5f); RB.MusicPlay(assets.musicGame); SceneTitle scene = new SceneTitle(); scene.Initialize(); SwitchScene(scene); RB.EffectSet(RB.Effect.Scanlines, 0.25f); RB.EffectSet(RB.Effect.Noise, 0.05f); if (!mStandalone) { RB.PresentDisable(); } return(true); }
/// <summary> /// Enter the scene /// </summary> /// <param name="parameters">Scene parameters</param> public override void Enter(object parameters) { mResultSet = new ResultSet(); RB.MusicPlay(C.MUSIC_MAIN_MENU); RB.MusicVolumeSet(1.0f); }
/// <summary> /// Enter the scene /// </summary> /// <param name="parameters">Scene parameters</param> public override void Enter(object parameters) { var game = (RetroDungeoneerGame)RB.Game; mResultSet = new ResultSet(); RB.MusicPlay(game.assets.musicMainMenu); RB.MusicVolumeSet(1.0f); }
/// <summary> /// Enter the scene /// </summary> /// <param name="parameters">Scene parameters</param> public override void Enter(object parameters) { mGameReady = false; var enterParams = (EnterParameters)parameters; mResultSet = new ResultSet(); mConsole = new Console(new Vector2i((int)(RB.DisplaySize.width * 0.66f), RB.DisplaySize.height / 3)); if (enterParams.testMap) { InitializeNewGame.SetupTestGameVariables(ref mPlayer, ref mGameMap); mGameState = GameState.PLAYER_TURN; mGameReady = true; mSaveOnExit = true; } else if (enterParams.savedFilename == null) { InitializeNewGame.SetupGameVariables(ref mPlayer, ref mGameMap); mGameState = GameState.PLAYER_TURN; mGameReady = true; mSaveOnExit = true; } else { var ret = DataLoaders.LoadGame(enterParams.savedFilename, ref mPlayer, ref mGameMap, ref mGameState, mConsole); if (ret == false) { return; } else { mGameReady = true; mSaveOnExit = true; } } mFOVRecompute = true; mFloodMap = new FloodMap(mGameMap.size); mCamera.SetPos(mPlayer); ChangeState(GameState.PLAYER_TURN); mConsole.Log(C.FSTR.Set("Welcome! Press H for help.")); RB.MusicPlay(mGameMap.music); mCurrentMusic = mGameMap.music; RB.MusicVolumeSet(0.75f); // If some key is down when entering scene then lock input until all keys are up. This prevents // the player accidentally moving if (RB.AnyKeyDown()) { mInputLocked = true; } }
/// <summary> /// Initialize /// </summary> /// <returns>True if successful</returns> public bool Initialize() { RB.SpriteSheetSetup(SPRITESHEET_SPRITES, "Demos/SuperFlagRun/Sprites", new Vector2i(16, 16)); RB.SpriteSheetSetup(SPRITESHEET_TITLE, "Demos/SuperFlagRun/SpritesTitle", new Vector2i(16, 16)); RB.SpriteSheetSetup(SPRITESHEET_TERRAIN, "Demos/SuperFlagRun/TilemapTerrain", new Vector2i(16, 16)); RB.SpriteSheetSetup(SPRITESHEET_DECO, "Demos/SuperFlagRun/TilemapDeco", new Vector2i(16, 16)); RB.SpriteSheetSet(SPRITESHEET_SPRITES); RB.FontSetup(GAME_FONT, 'A', 'Z', new Vector2i(0, 130), 0, new Vector2i(12, 12), 6, 1, -1, false); if (!LoadMap()) { return(false); } RB.SoundSetup(SOUND_JUMP, "Demos/SuperFlagRun/Jump"); RB.SoundSetup(SOUND_PICKUP_FLAG, "Demos/SuperFlagRun/Pickup"); RB.SoundSetup(SOUND_DROP_FLAG, "Demos/SuperFlagRun/DropFlag"); RB.SoundSetup(SOUND_START_GAME, "Demos/SuperFlagRun/StartGame"); RB.SoundSetup(SOUND_FOOT_STEP, "Demos/SuperFlagRun/FootStep"); RB.MusicSetup(0, "Demos/SuperFlagRun/Music/GoLucky"); RB.MusicVolumeSet(0.5f); RB.MusicPlay(0); SceneTitle scene = new SceneTitle(); scene.Initialize(); SwitchScene(scene); RB.EffectSet(RB.Effect.Scanlines, 0.25f); RB.EffectSet(RB.Effect.Noise, 0.05f); if (!mStandalone) { RB.PresentDisable(); } return(true); }
/// <summary> /// Kill the player /// </summary> /// <param name="resultSet">Result</param> /// <param name="player">Player entity</param> public static void KillPlayer(ResultSet resultSet, EntityID player) { var pe = player.e; pe.sprite = S.GRAVESTONE; pe.color = new Color32(200, 200, 200, 255); C.FSTR.Set(pe.name); pe.name.Set("grave of ").Append(C.FSTR); pe.renderOrder = RenderFunctions.RenderOrder.CORPSE; // Delete all equipment, this prevents paperDoll rendering on the grave pe.equipment = null; resultSet.AddMessage(C.FSTR.Set("You ").Append(C.STR_COLOR_DEAD).Append("@w145died@w000@-!")); RB.SoundPlay(C.SOUND_PLAYER_DEATH, 1.0f); RB.MusicVolumeSet(1.0f); RB.MusicPlay(C.MUSIC_DEATH); EffectManager.Instance.AddEffect(new EffectPlayerDeath(player)); }
/// <summary> /// Initialize your game here. /// </summary> /// <returns>Return true if successful</returns> public bool Initialize() { // You can load a spritesheet here RB.SpriteSheetSetup(0, "Demos/BrickBust/Sprites", new Vector2i(10, 10)); RB.SpriteSheetSet(0); mMainMenu = new MainMenu(); RB.EffectSet(RB.Effect.Scanlines, 0.2f); RB.EffectSet(RB.Effect.Noise, 0.01f); RB.ShaderSetup(C.SHADER_SHADOW, "Demos/BrickBust/DrawShaderShadow"); RB.ShaderSpriteSheetTextureSet(C.SHADER_SHADOW, "_SpritesTexture", 0); RB.SoundSetup(C.SOUND_HIT_BRICK, "Demos/BrickBust/Sounds/hit"); RB.SoundSetup(C.SOUND_HIT_WALL, "Demos/BrickBust/Sounds/hit2"); RB.SoundSetup(C.SOUND_EXPLODE, "Demos/BrickBust/Sounds/explode"); RB.SoundSetup(C.SOUND_DEATH, "Demos/BrickBust/Sounds/death"); RB.SoundSetup(C.SOUND_START, "Demos/BrickBust/Sounds/start"); RB.SoundSetup(C.SOUND_POWERUP, "Demos/BrickBust/Sounds/powerup"); RB.SoundSetup(C.SOUND_LASERSHOT, "Demos/BrickBust/Sounds/lasershot"); RB.SoundSetup(C.SOUND_LASERHIT, "Demos/BrickBust/Sounds/laserhit"); RB.MusicSetup(C.MENU_MUSIC, "Demos/BrickBust/Music/BossFight"); RB.MusicSetup(C.LEVEL_MUSIC, "Demos/BrickBust/Music/Stage2"); RB.MusicVolumeSet(0.4f); LevelDef.Initialize(); ChangeState(GameState.MAIN_MENU); if (UnityEngine.Application.isMobilePlatform) { C.ACTION_VERB = "TAP"; } return(true); }
/// <summary> /// Initialize your game here. /// </summary> /// <returns>Return true if successful</returns> public bool Initialize() { assets.LoadAll(); mMainMenu = new MainMenu(); RB.EffectSet(RB.Effect.Scanlines, 0.2f); RB.EffectSet(RB.Effect.Noise, 0.01f); RB.MusicVolumeSet(0.4f); LevelDef.Initialize(); ChangeState(GameState.MAIN_MENU); if (UnityEngine.Application.isMobilePlatform) { Global.ACTION_VERB = "TAP"; } return(true); }
/// <summary> /// Update /// </summary> public override void Update() { var demo = (DemoReel)RB.Game; for (int i = mFadeSounds.Count - 1; i >= 0; i--) { var soundRef = mFadeSounds[i]; RB.SoundVolumeSet(soundRef, RB.SoundVolumeGet(soundRef) * 0.75f); if (RB.SoundVolumeGet(soundRef) < 0.01f) { mFadeSounds.RemoveAt(i); } } if (!RB.MusicIsPlaying()) { mMusicTurnSpeed--; if (mMusicTurnSpeed < 0) { mMusicTurnSpeed = 0; } } mMusicTicks += mMusicTurnSpeed; for (int i = 0; i < mPianoButtons.Length; i++) { mPianoButtons[i].Update(); if (mPianoButtons[i].Pressed) { break; } } for (int i = 0; i < mEffectButtons.Length; i++) { mEffectButtons[i].Update(); if (mEffectButtons[i].Pressed) { break; } } mMusicPlayButton.Update(); mPositionalButton.Update(); mNextButton.Update(); mPrevButton.Update(); int color = 1; if ((RB.Ticks % 200 > 170 && RB.Ticks % 200 < 180) || (RB.Ticks % 200) > 190) { color = 5; } mNextButton.LabelColor = color; mPrevButton.LabelColor = color; if (RB.ButtonPressed(RB.BTN_SYSTEM)) { Application.Quit(); } mListenerPos = new Vector2i(330 + (Mathf.Sin(mPositionalTicks / 50.0f) * 100), (RB.DisplaySize.height / 2) + 32); if (mPositionalPlaying) { mSoundPos = RB.PointerPos(); RB.SoundPosSet(mPosSoundRef, mSoundPos); } RB.SoundListenerPosSet(mListenerPos); var positionalVol = RB.SoundVolumeGet(mPosSoundRef); // Change music volume to inverse of waterfall volume if (demo.IsMusicPlaying()) { RB.MusicVolumeSet((1.0f - positionalVol) * demo.MusicVolume()); } if (mPositionalPlaying) { mPositionalTicks++; positionalVol += 0.05f; if (positionalVol > 1) { positionalVol = 1; } RB.SoundVolumeSet(mPosSoundRef, positionalVol); } else { positionalVol -= 0.05f; if (positionalVol < 0) { positionalVol = 0; } RB.SoundVolumeSet(mPosSoundRef, positionalVol); } UpdateMusicButtonLabel(); UpdatePositionalButtonLabel(); }
/// <summary> /// Play music /// </summary> public void MusicPlay() { RB.MusicVolumeSet(MusicVolume()); RB.MusicPlay(mMusic); mMusicIsPlaying = true; }
/// <summary> /// Play music /// </summary> public void MusicPlay() { RB.MusicVolumeSet(1); RB.MusicPlay(0); mMusicOn = true; }