private void InitDisplayLayers() { zoomSaw = AssetService.Videos["zoom_saw"]; zoomSaw.hold = true; loadGun = AssetService.Videos["load_gun"]; loadGun.hold = true; gunNSaw = AssetService.Videos["gunNsaw"]; gunNSaw.hold = true; shedPic = AssetService.Animations["light_texture"]; shedLock = AssetService.Animations["shedLock"]; _text1 = new SdlTextLayer(_game.Width / 2, 10, "ed_targets", FontJustify.Center, FontJustify.Top); _text2 = new SdlTextLayer(0, _game.Height / 2, "ed_targets", FontJustify.Center, FontJustify.Bottom); }
public CellarRamp(Game game, int priority) : base(game, priority) { Text1 = new SdlTextLayer(15, 250, "pinregsmall", FontJustify.Left, FontJustify.Center); Text2 = new SdlTextLayer(500, 250, "pinregsmall", FontJustify.Left, FontJustify.Center); Text3 = new SdlTextLayer(15, 200, "pinregsmall", FontJustify.Left, FontJustify.Center); Text4 = new SdlTextLayer(15, 250, "pinregsmall", FontJustify.Left, FontJustify.Center); CellarRampVid = AssetService.Videos["CellarRamp"]; CellarOpen = AssetService.Videos["CellarOpen"]; ClearDmdHandler = new AnonDelayedHandler(this.ClearDmd); KickSuperJackpot = new AnonDelayedHandler(this.KickSuperJack); CheckCellarDelay = new AnonDelayedHandler(this.CheckCellarDone); _game = game; }
public override void mode_started() { _lanesEnabledCount = 0; _bonusX = 0; var anim = AssetService.Animations["light_texture"]; //anim.hold = true; var text = new SdlTextLayer(0, 0, fontNamed: "default", justify: FontJustify.Center); var layers = new List <Layer>(); layers.Add(anim); layers.Add(text); var group = new GroupedLayer(558, 300, layers); this.layer = anim; }
private void ModePicker() { _selectedMode = RandomModeName(); _modeNameText = new SdlTextLayer(_game.Width / 2, 150, "ed_LeftRamp1", FontJustify.Center, FontJustify.Center, "redYelThin"); _selectInfoText = new SdlTextLayer(_game.Width, _game.Height, "default_msg", FontJustify.Right, FontJustify.Bottom, "yelRedThin"); _modeNameText.SetText(_selectedMode); if (_userSelect) { _selectInfoText.SetText(_game.GetCurrentPlayer().name + " Select mode with flippers", blink_frames: 2); _selectedIndex = 0; } else { _selectInfoText.SetText(" "); } var layers = new List <Layer>() { _tapeRecorder, _modeNameText, _selectInfoText }; var group = new GroupedLayer(_game.Width, _game.Height, layers); _game._sound.PlaySound("Passage"); layer = group; delay("modeStart", NetProcgame.NetPinproc.EventType.None, 2.5, new NetProcgame.Game.AnonDelayedHandler(StartSelectedMode)); if (!_userSelect) { delay("choice", NetProcgame.NetPinproc.EventType.None, 0.25, new NetProcgame.Game.AnonDelayedHandler(StartSelectedMode)); } }
private void PopulateTextLayers(ref Game game) { _Text1 = new SdlTextLayer( _game.game_config.DotsW / 2, 15, "ed_LeftRamp1", FontJustify.Center, FontJustify.Bottom, "redYellow"); _Text2 = new SdlTextLayer( _game.game_config.DotsW / 2, 15, "ed_LeftRamp1", FontJustify.Center, FontJustify.Bottom, "redYellow"); ComboText = new SdlTextLayer( _game.game_config.DotsW / 2, _game.game_config.DotsH, "ed_LeftRamp1", FontJustify.Center, FontJustify.Bottom, "redYellow"); resetText(); }
public GroupedLayer SetStatus(string text1, string text2, int seconds = 2, string font = "default", string style1 = "redYelThin", string style2 = "yelRedThin", int topTextX = 558 / 2, int topTextY = 90, int bottomTextX = 558 / 2, int bottomTextY = 220, bool composite = true ) { var topText1 = new SdlTextLayer(topTextX, topTextY, font, FontJustify.Center, FontJustify.Center, style1); var topText2 = new SdlTextLayer(topTextX, topTextY, font, FontJustify.Center, FontJustify.Center, style2); var botText1 = new SdlTextLayer(bottomTextX, bottomTextX, font, FontJustify.Center, FontJustify.Center, style1); var botText2 = new SdlTextLayer(bottomTextX, bottomTextX, font, FontJustify.Center, FontJustify.Center, style2); topText1.SetText(text1, seconds); topText2.SetText(text1, seconds, 2); botText1.SetText(text2, seconds); botText2.SetText(text2, seconds, 2); var layers = new List <Layer>() { topText1, topText2, botText1, botText2 }; GroupedLayer group; if (!composite) { group = new GroupedLayer(_game.Width, _game.Height, layers); } else { group = new GroupedLayer(_game.Width, _game.Height, layers, true); } return(group); }
private ScriptedLayer BuilSkillLayers() { var anim = AssetService.Animations["DeerWall"]; var skillBonusText10K = new SdlTextLayer(150, 210, "ed_common", FontJustify.Center, false); skillBonusText10K.SetText("10,000", -1, 2); var skillBonusText1M = _game.DisplayHelper.GenerateMultiTextLayer("1,000,000", font: "ed_common", styleName: "redYellow"); var skillBonus100K = _game.DisplayHelper.GenerateMultiTextLayer("100,000", font: "ed_common", styleName: "redYellow"); var skillBonusLeft10k = new GroupedLayer(HorseGame.DisplayConfig.DotsW, HorseGame.DisplayConfig.DotsH, new List <Layer>() { anim, skillBonusText10K }); var skillBonusMid1M = new GroupedLayer(HorseGame.DisplayConfig.DotsW, HorseGame.DisplayConfig.DotsH, new List <Layer>() { anim, skillBonusText1M }); var skillBonus100KR = new GroupedLayer(HorseGame.DisplayConfig.DotsW, HorseGame.DisplayConfig.DotsH, new List <Layer>() { anim, skillBonus100K }); var script = new List <Pair <double, Layer> >(); script.Add(new Pair <double, Layer>(1, skillBonusLeft10k)); script.Add(new Pair <double, Layer>(1, skillBonusMid1M)); script.Add(new Pair <double, Layer>(1, skillBonus100KR)); var scriptLayer = new ScriptedLayer(HorseGame.DisplayConfig.DotsW, HorseGame.DisplayConfig.DotsH, script); return(scriptLayer); }
private void PlayMultiBallScenes() { _videosRunning = true; var skipInfo = new SdlTextLayer(_game.Width, _game.Height, "med", FontJustify.Left, FontJustify.Bottom, "redYellow"); skipInfo.SetText("hold flipper to skip", blink_frames: 2); _game.DisableAllLamps(); _game.LampCtrl.stop_show(); VideoLayer anim = new VideoLayer(); ScriptedLayer textLockScript; if (_lockedBalls != 0) { _game.LampCtrl.play_show("cellarLock1"); _game.CellarHatch(false); var strtext = string.Format("Cellar Multiball | Ball {0} Locked", _lockedBalls); textLockScript = _game.DisplayHelper.GenerateScriptedMultiTextLayer( strtext, _game.Width, _game.Height, 2.0, "ed_targets", "redYellow"); textLockScript.set_target_position(36, 100); var time = 0.0; switch (_lockedBalls) { case 1: anim = AssetService.Videos["Cellar1-SonOfABitch"]; _game._sound.PlaySound("Cellar1-SonOfABitch"); time = 7.5; break; case 2: anim = AssetService.Videos["Cellar2-LetMeOut"]; _game._sound.PlaySound("Cellar2-LetMeOut"); time = 3.5; break; case 3: anim = AssetService.Videos["Cellar3-Henrietta"]; _game.LampCtrl.play_show("CellarMultiball"); _game._sound.PlaySound("Cellar3-Henrietta"); time = 9.0; break; default: break; } delay("cellarAnims", NetProcgame.NetPinproc.EventType.None, time, CheckCellarDelay); var grouped = new GroupedLayer(_game.Width, _game.Height, new List <Layer>() { anim, textLockScript }); layer = grouped; anim.reset(); } }