public void setController(ScreenStates state)
 {
     switch (state)
     {
         case ScreenStates.menu:
             this.state = ScreenStates.menu;
             menu.RunController();
             break;
         case ScreenStates.gameSelect:
             this.state = ScreenStates.gameSelect;
             levelSelect.RunController();
             break;
         case ScreenStates.game:
             this.state = ScreenStates.game;
             game.RunController();
             break;
         case ScreenStates.editorSelect:
             this.state = ScreenStates.editorSelect;
             break;
         case ScreenStates.editor:
             this.state = ScreenStates.editor;
             break;
         case ScreenStates.highscore:
             this.state = ScreenStates.highscore;
             highscores.RunController();
             break;
         default:
             this.state = ScreenStates.menu;
             break;
     }
 }
        void vm_PropertyChanged(object sender, PropertyChangedEventArgs e)
        {
            if (e.PropertyName == "ViewState")
            {
                ScreenStates state = vm.ViewState;
                VisualStateManager.GoToState(this, state.ToString(), true);

                if (state == ScreenStates.Editing)
                {
                    this.ApplicationBar.Buttons.Clear();
                    ApplicationBarIconButton button = new ApplicationBarIconButton(new Uri("/Assets/save.png", UriKind.Relative))
                    {
                        Text = "save"
                    };
                    button.Click += (s, args) => { vm.SaveInformationCommand.Execute(null); };
                    this.ApplicationBar.Buttons.Add(button);
                    this.ApplicationBar.Mode = ApplicationBarMode.Default;
                }
                else
                {
                    this.ApplicationBar.Buttons.Clear();
                    ApplicationBarIconButton buttonEdit = new ApplicationBarIconButton(new Uri("/Assets/edit.png", UriKind.Relative))
                    {
                        Text = "edit"
                    };
                    buttonEdit.Click += (s, args) => { vm.EditInformationCommand.Execute(null); };
                    this.ApplicationBar.Buttons.Add(buttonEdit);
                    this.ApplicationBar.Mode = ApplicationBarMode.Default;
                }
            }
        }
Esempio n. 3
0
        public void Initialize(GraphicsDevice graphics)
        {
            _graphics = graphics;

            _debugScreen.Initialize(graphics);

            _currentState = ScreenStates.MainMenu;
            NextState     = ScreenStates.MainMenu;

            _guiRenderer.Initialize(graphics, GameSettings.g_ScreenWidth, GameSettings.g_ScreenHeight);

            _mainMenuLogic.Initialize(this);

            _radialBlurLogic.Initialize(this, _radialBlurRenderer);
            _radialBlurRenderer.Initialize(graphics);

            _pixelizerLogic.Initialize(this, _pixelizerRenderer);
            _pixelizerRenderer.Initialize(graphics);

            _bokehLogic.Initialize(this, _bokehRenderer);
            _bokehRenderer.Initialize(graphics);

            _particlePhysicsLogic.Initialize(this, _particlePhysicsRenderer);
            _particlePhysicsRenderer.Initialize(graphics);

            _ssLogic.Initialize(this, _ssRenderer);
            _ssRenderer.Initialize(graphics);

            _ftLogic.Initialize(this, _ftRenderer);
            _ftRenderer.Initialize(graphics);


            _transitionManager.Initialize(graphics, this);
        }
Esempio n. 4
0
 public static void ChangeScreen(ScreenStates changeTo)
 {
     if (CurrentScreen != ScreenStates.None)
     {
         PreviousScreens.Push(CurrentScreen);
     }
     CurrentScreen = changeTo;
 }
Esempio n. 5
0
        public void Draw(GameTime gameTime, RenderTarget2D renderTarget, ScreenStates screenState)
        {
            _graphics.SetRenderTarget(renderTarget);
            switch (screenState)
            {
            case ScreenStates.MainMenu:
            {
                _graphics.Clear(Color.CornflowerBlue);
                _guiRenderer.Draw(_mainMenuLogic.getCanvas());
                break;
            }

            case ScreenStates.RadialBlur:
            {
                _radialBlurRenderer.Draw(gameTime, renderTarget);
                _guiRenderer.Draw(_radialBlurLogic.GetCanvas());
                break;
            }

            case ScreenStates.Pixelizer:
            {
                _pixelizerRenderer.Draw(gameTime, renderTarget);
                _guiRenderer.Draw(_pixelizerLogic.GetCanvas());
                break;
            }

            case ScreenStates.Bokeh:
            {
                _bokehRenderer.Draw(gameTime, renderTarget);
                _guiRenderer.Draw(_bokehLogic.GetCanvas());
                break;
            }

            case ScreenStates.ParticlePhysics:
            {
                _particlePhysicsRenderer.Draw(gameTime, renderTarget);
                _guiRenderer.Draw(_particlePhysicsLogic.GetCanvas());
                break;
            }

            case ScreenStates.Subsurface:
            {
                _ssRenderer.Draw(gameTime, renderTarget);
                _guiRenderer.Draw(_ssLogic.GetCanvas());
                break;
            }

            case ScreenStates.FourierTransform:
            {
                _ftRenderer.Draw(gameTime, renderTarget);
                _guiRenderer.Draw(_ftLogic.GetCanvas());
                break;
            }

            default:
                throw new ArgumentOutOfRangeException();
            }
        }
Esempio n. 6
0
    private void Start()
    {
        screenState = ScreenStates.Display;

        _screen = GetComponent <ScreenController>();

        GenerateMessage();
        mire.SetActive(false);
    }
Esempio n. 7
0
        public static void ChangeState(ScreenStates newState, ScreenStates partialState = ScreenStates.None)
        {
            if (partialState == ScreenStates.None)
            {
                partialState = newState;
            }

            ScreenStatesStack.Push(CurrentScreen);
            CurrentScreen = newState;
            TopScreen     = partialState;
        }
    void Start()
    {
        //Calls
        controller = GetComponent <Controller2DMOD> ();

        //Player Init Stats
        spawn       = transform.position;
        currentLife = maxLife;
        color       = graphics.material.color;
        wallSlideParticles.SetActive(false);
        DieParticles.SetActive(false);
        isLevelEnded = false;
        playerUI.SetActive(true);
        scoreUI.SetActive(false);
        optionsUI.SetActive(false);
        slideParticles.SetActive(false);
        TimeScoreUI.SetActive(true);
        //newAbility.SetActive(false);
        lifeBar.SetActive(true);
        swordMesh.SetActive(false);
        playerManagerAnim.enabled = false;
        FlyingShip.SetActive(false);
        UIgodMode.SetActive(false);
        deadCounterUI.SetActive(false);
        deadCounter = 0;
        graphics.material.SetTexture("_MainTex", LidricWell);
        swordTrail.Emit = false;

        if (isPlayerOverpowered)
        {
            graphics.material.SetTexture("_MainTex", LidricBad);
            swordMesh.SetActive(true);
            isLifeDecreasing = true;
        }

        if (enableIntro == true)
        {
            screenState = ScreenStates.GAME_INTRO;
            playerManagerAnim.enabled = true;
            FlyingShip.SetActive(true);
            lifeBar.SetActive(false);
            TimeScoreUI.SetActive(false);
        }

        //Gravity start calculation
        gravity         = -(2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2);
        maxJumpVelocity = Mathf.Abs(gravity) * timeToJumpApex;
        minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight);

        //Cursor
        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible   = false;
    }
Esempio n. 9
0
    public void SwitchScreen(ScreenStates state)
    {
        currentScreenState = state;

        startScreen.SetActive(currentScreenState == ScreenStates.Start);
        connectingScreen.SetActive(currentScreenState == ScreenStates.Connecting);
        connectedScreen.SetActive(currentScreenState == ScreenStates.Connected);
        disconnectedScreen.SetActive(currentScreenState == ScreenStates.Disconnected);
        questionScreen.SetActive(currentScreenState == ScreenStates.Question);
        joinedScreen.SetActive(currentScreenState == ScreenStates.Joined);
        gameJoinedScreen.SetActive(currentScreenState == ScreenStates.GameJoin);
    }
Esempio n. 10
0
 public void SetPause()
 {
     screenState = ScreenStates.GAME_PAUSED;
     optionsUI.SetActive(true);
     Time.timeScale        = 0;
     Cursor.visible        = true;
     Cursor.lockState      = CursorLockMode.None;
     blurEffect.enabled    = true;
     lowpassFilter.enabled = true;
     if (isCollectionableCollected == true)
     {
         collectionable.SetActive(true);
     }
 }
Esempio n. 11
0
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            Pixel = new Texture2D(GraphicsDevice, 1, 1);
            Pixel.SetData(new [] { Color.White });

            ConnectionString = "Server=MichaelsLaptop; Database=PacManDatabase; Trusted_Connection=True";

            CurrentState = ScreenStates.Login;

            Screens.Add(ScreenStates.Login, new LoginScreen(GraphicsDevice, Content));

            // TODO: use this.Content to load your game content here
        }
Esempio n. 12
0
    public void SwitchState(ScreenStates newState)
    {
        switch (CurrentScreenState)
        {
            case ScreenStates.MainMenu: ExitMainMenu(); break;
            case ScreenStates.HomeScreen: ExitHomeScreen(); break;
            case ScreenStates.GameScreen: ExitGameScreen(); break;
        }

        CurrentScreenState = newState;

        switch (CurrentScreenState)
        {
            case ScreenStates.MainMenu: EnterMainMenu(); break;
            case ScreenStates.HomeScreen: EnterHomeScreen(); break;
            case ScreenStates.GameScreen: EnterGameScreen(); break;
        }
    }
Esempio n. 13
0
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            Pixel = new Texture2D(GraphicsDevice, 1, 1);
            Pixel.SetData(new[] { Color.White });

            LineTexture = Content.Load <Texture2D>("flowline");
            DotTexture  = Content.Load <Texture2D>("dot");
            TurnTexture = Content.Load <Texture2D>("FlowCorner");


            CurrentScreen = ScreenStates.Game;

            Screens.Add(ScreenStates.Game, new GameScreen(GraphicsDevice, Content));



            // TODO: use this.Content to load your game content here
        }
Esempio n. 14
0
    public void ScreenOver()
    {
        // Update Status
        screenState = ScreenStates.Mire;
        GameSystem.Instance.UpdateLife();

        GameSystem.Instance.screensDisplay.Remove(this);

        // Show Mire
        mire.SetActive(true);

        // Hide Messages
        _message.gameObject.SetActive(false);

        // Stop Timer

        // if demand message was created
        if (demandGenerated)
        {
            GameSystem.Instance.messageReceived++;
        }
    }
Esempio n. 15
0
        public void setController(ScreenStates state)
        {
            switch (state)
            {
            case ScreenStates.menu:
                this.state = ScreenStates.menu;
                menu.RunController();
                break;

            case ScreenStates.gameSelect:
                this.state = ScreenStates.gameSelect;
                levelSelect.RunController();
                break;

            case ScreenStates.game:
                this.state = ScreenStates.game;
                game.RunController();
                break;

            case ScreenStates.editorSelect:
                this.state = ScreenStates.editorSelect;
                break;

            case ScreenStates.editor:
                this.state = ScreenStates.editor;
                break;

            case ScreenStates.highscore:
                this.state = ScreenStates.highscore;
                highscores.RunController();
                break;

            default:
                this.state = ScreenStates.menu;
                break;
            }
        }
Esempio n. 16
0
        protected override void OnPaint(PaintEventArgs pe)
        {
            base.OnPaint(pe);
            Graphics g = pe.Graphics;

            switch (state)
            {
            case ScreenStates.menu:
                this.state = ScreenStates.menu;
                break;

            case ScreenStates.gameSelect:
                this.state = ScreenStates.gameSelect;
                break;

            case ScreenStates.game:
                this.state = ScreenStates.game;
                break;

            case ScreenStates.editorSelect:
                this.state = ScreenStates.editorSelect;
                break;

            case ScreenStates.editor:
                this.state = ScreenStates.editor;
                break;

            case ScreenStates.highscore:
                this.state = ScreenStates.highscore;
                break;

            default:
                this.state = ScreenStates.menu;
                break;
            }
        }
Esempio n. 17
0
    // Use this for initialization
    void Start()
    {
        MainCamera = Camera.main;
        CurrentScreenState = ScreenStates.MainMenu;

        notificationBar = GameObject.Find("notificationBar");
        notification = GameObject.Find("Notification").GetComponent<notificationController>();
        homeScreenController = GameObject.Find("HomeScreenBackground").GetComponent<HomeScreenController>();
    }
        public MainWindow()
        {
            //this must ALWAYS be first
            InitializeComponent();

            //// one sensor is currently supported
            this.kinectsensor = KinectSensor.GetDefault();
            // get the depth (display) extents
            FrameDescription frameDescription = this.kinectsensor.DepthFrameSource.FrameDescription;

            // open the reader for the body frames
            this.bodyFrameReader = this.kinectsensor.BodyFrameSource.OpenReader();
            this.bodyFrameReader.FrameArrived += this.Reader_FrameArrived;
            // open the sensor
            kinectsensor.Open();
            recordNumber = 0;
            //initialization Buttons for visibility

            initButtons();

            this.SetThreshold(HARD_THRESHOLD);

            currentUser = -1; //bugs out?!
            currentState = ScreenStates.HOME;

            //initialize global skeleton buffer
            bStorage = new Body[6]; //"hard"-coded limit of 6 (more like 2)

            //setup timer
            timer = new System.Windows.Threading.DispatcherTimer();
            timer.Tick += new EventHandler(timerTick);
            timer.Interval = new TimeSpan(0, 0, 0, 0, 100); //trigger every 50 ms (faster updates in progress bar)
            timerCount = 0;

            //initialize dataStore -- 4 user limit
            dataStore = new MathNet.Numerics.LinearAlgebra.Generic.Matrix<float>[4][][];
            for (int i = 0; i < dataStore.Length; i++)
            {
                //for each user give space for "1" gesture
                dataStore[i] = new MathNet.Numerics.LinearAlgebra.Generic.Matrix<float>[1][];
                for (int j = 0; j < dataStore[i].Length; j++)
                {
                    //each gesture give space for "1" sample of the gesture
                    dataStore[i][j] = new MathNet.Numerics.LinearAlgebra.Generic.Matrix<float>[numRecords];
                }
            }
            userNames = new string[]{"User 1", "User 2", "User 3", "User 4"};
            userHasData = new bool[4] { false, false, false, false };
            dataEnrolled = false;

            //set up recordingBuffer
            rb = new RecordingBuffer(5 * 30, 25); //full joints 5 seconds;
            rb.clearBuffer();

            //set state to welcome
            setProgramState(ScreenStates.HOME);

            this.kinectManager = KinectManager.Default;

            //setup the cursor with images
            Image[] cursorImages = new Image[3];
            Image cursorImage0 = new Image();
            cursorImage0.Source = ImageExtensions.ToBitmapSource(KinectLogin.Properties.Resources.hand1);
            cursorImages[0] = cursorImage0;
            Image cursorImage1 = new Image();
            cursorImage1.Source = ImageExtensions.ToBitmapSource(KinectLogin.Properties.Resources.hand2);
            cursorImages[1] = cursorImage1;
            Image cursorImage2 = new Image();
            cursorImage2.Source = ImageExtensions.ToBitmapSource(KinectLogin.Properties.Resources.hand3);
            cursorImages[2] = cursorImage2;

            this.cursorView.SetCursorImages(cursorImages);

            this.kinectManager.HandManager.Cursor = this.cursorView;
            this.kinectManager.AddStateListener(this);

            //MessageBox.Show("Success!");
            //Loaded += OnLoaded;
        }
        void setProgramState(ScreenStates ss)
        {
            //set current State
            currentState = ss;
            StickMen.Visibility = System.Windows.Visibility.Hidden;

            switch (ss)
            {
                case ScreenStates.HOME:
                    setScreenState(ScreenStates.HOME);
                    break;
                case ScreenStates.TUTORIAL:

                    setScreenState(ScreenStates.TUTORIAL);
                    break;
                case ScreenStates.SELECTUSER_ENROLL:
                    setScreenState(ScreenStates.SELECTUSER_ENROLL);
                    break;
                case ScreenStates.SELECTUSER_LOGIN:
                    setScreenState(ScreenStates.SELECTUSER_LOGIN);
                    break;
                case ScreenStates.RECORDING_ENROLL:
                    StickMen.Visibility = System.Windows.Visibility.Visible;
                    rb.clearBuffer();
                    setScreenState(ScreenStates.RECORDING_ENROLL);
                    startTimer(3);
                    break;
                case ScreenStates.RECORDING_LOGIN_GUESS:
                    StickMen.Visibility = System.Windows.Visibility.Visible;
                    rb.clearBuffer();
                    setScreenState(ScreenStates.RECORDING_LOGIN_GUESS);
                    startTimer(3);
                    break;
                case ScreenStates.RECORDING_LOGIN_GIVEN:
                    StickMen.Visibility = System.Windows.Visibility.Visible;
                    rb.clearBuffer();
                    setScreenState(ScreenStates.RECORDING_LOGIN_GIVEN);
                    startTimer(3);
                    break;
                case ScreenStates.RESULT:
                    setScreenState(ScreenStates.RESULT);
                    break;
                default:
                    //do nothing?! HOW DID IT GET HERE
                    setScreenState(ScreenStates.HOME);
                    break;
            }
        }
Esempio n. 20
0
        public void Update(GameTime gameTime)
        {
            //Switch States!
            if (_currentState != NextState)
            {
                _transitionManager.Begin(800, _currentState);
                _currentState = NextState;
            }

            _transitionManager.Update(gameTime);

            Input.Update(gameTime);
            GUIControl.Update(Input.mouseLastState, Input.mouseState);

            switch (_currentState)
            {
            case ScreenStates.MainMenu:
            {
                _mainMenuLogic.Update(gameTime);
                break;
            }

            case ScreenStates.RadialBlur:
            {
                _radialBlurLogic.Update(gameTime);
                break;
            }

            case ScreenStates.Pixelizer:
            {
                _pixelizerLogic.Update(gameTime);
                break;
            }

            case ScreenStates.Bokeh:
            {
                _bokehLogic.Update(gameTime);
                break;
            }

            case ScreenStates.ParticlePhysics:
            {
                _particlePhysicsLogic.Update(gameTime);
                break;
            }

            case ScreenStates.Subsurface:
            {
                _ssLogic.Update(gameTime);
                break;
            }

            case ScreenStates.FourierTransform:
            {
                _ftLogic.Update(gameTime);
                break;
            }

            default:
                throw new ArgumentOutOfRangeException();
            }

            _debugScreen.Update(gameTime);

            //Reload
        }
        void setScreenState(ScreenStates ss)
        {
            List<Button> VisibleButtons = null;

            //toggle all buttons + widgets to OFF
            RecordingProgress.Visibility = System.Windows.Visibility.Hidden;
            ProgressText.Visibility = System.Windows.Visibility.Hidden;
            TutorialText.Visibility = System.Windows.Visibility.Hidden;

            foreach (Button b in allButtons)
            {
                b.Visibility = System.Windows.Visibility.Hidden;
            }

            switch (ss)
            {
                case ScreenStates.HOME:
                    //have mechanism to stop recording or no.
                    HomeButton.Content = "Home/Back";
                    VisibleButtons = welcomeButtons;
                    break;
                case ScreenStates.TUTORIAL:
                    //VisibleButtons = welcomeButtons;
                    HomeButton.Visibility = System.Windows.Visibility.Visible;
                    //RecordingProgress.Visibility = System.Windows.Visibility.Visible;
                    TutorialText.Visibility = System.Windows.Visibility.Visible;
                    ReadyButton.Visibility = System.Windows.Visibility.Visible;
                    break;
                case ScreenStates.SELECTUSER_ENROLL:
                    TutorialText.Visibility = System.Windows.Visibility.Visible;
                    HomeButton.Visibility = System.Windows.Visibility.Visible;
                    HomeButton.Content = "Currently in Enroll: Home/Back";
                    VisibleButtons = selectUserButtons;
                    break;
                case ScreenStates.SELECTUSER_LOGIN:
                    HomeButton.Visibility = System.Windows.Visibility.Visible;
                    HomeButton.Content = "Currently in Login: Home/Back";
                    VisibleButtons = selectUserButtons;
                    break;
                case ScreenStates.RECORDING_ENROLL:
                    RecordingProgress.Visibility = System.Windows.Visibility.Visible;
                    ProgressText.Visibility = System.Windows.Visibility.Visible;
                    break;
                case ScreenStates.RECORDING_LOGIN_GUESS:
                    RecordingProgress.Visibility = System.Windows.Visibility.Visible;
                    ProgressText.Visibility = System.Windows.Visibility.Visible;
                    break;
                case ScreenStates.RECORDING_LOGIN_GIVEN:
                    RecordingProgress.Visibility = System.Windows.Visibility.Visible;
                    ProgressText.Visibility = System.Windows.Visibility.Visible;
                    break;
                case ScreenStates.RESULT:
                    HomeButton.Content = "Results/Press to Back";
                    HomeButton.Visibility = System.Windows.Visibility.Visible;
                    break;
                default:
                    //do nothing?! HOW DID IT GET HERE
                    VisibleButtons = welcomeButtons;
                    break;
            }

            if (VisibleButtons != null)
            {
                foreach (Button b in VisibleButtons)
                {
                    b.Visibility = System.Windows.Visibility.Visible;
                }
            }
        }
Esempio n. 22
0
 public static void AddScreen(ScreenStates screenState, Screen screen)
 {
     Screens.Add(screenState, screen);
 }
        protected override void OnPaint(PaintEventArgs pe)
        {
            base.OnPaint(pe);
            Graphics g = pe.Graphics;

            switch (state)
            {
                case ScreenStates.menu:
                    this.state = ScreenStates.menu;
                    break;
                case ScreenStates.gameSelect:
                    this.state = ScreenStates.gameSelect;
                    break;
                case ScreenStates.game:
                    this.state = ScreenStates.game;
                    break;
                case ScreenStates.editorSelect:
                    this.state = ScreenStates.editorSelect;
                    break;
                case ScreenStates.editor:
                    this.state = ScreenStates.editor;
                    break;
                case ScreenStates.highscore:
                    this.state = ScreenStates.highscore;
                    break;
                default:
                    this.state = ScreenStates.menu;
                    break;
            }
        }
Esempio n. 24
0
 public void SetDead()
 {
     state       = States.DEAD;
     screenState = ScreenStates.SCRIPTED;
 }
Esempio n. 25
0
 void SetGodMode()
 {
     screenState = ScreenStates.GODMODE;
     UIgodMode.SetActive(true);
 }
Esempio n. 26
0
 void SetGameRunning()
 {
     screenState = ScreenStates.GAME_RUNNING;
 }