private void InitializeGameState() { // Load the game states here _system.AddState("texture_test", new MultipleTexturesState(_textureManager)); _system.AddState("sound_test", new SoundTestState(_soundManager)); _system.ChangeState("sound_test"); }
private void InitializeGameState() { //Load Game States _system.AddState("start_menu", new StartMenuState(_titleFont, _generalFont, _computerFont, _input, _system, _persistantGameData)); _system.AddState("inner_game", new InnerGameState(_system, _input, _persistantGameData, _generalFont, _textureManager, _soundManager)); _system.AddState("game_over", new GameOverState(_persistantGameData, _system, _input, _generalFont, _titleFont)); _system.ChangeState("start_menu");//default state }
private void InitializeGameState() { // Game states are loaded here _system.AddState("start_menu", new StartMenuState(_titleFont, _generalFont, _input, _system)); _system.AddState("inner_game", new InnerGameState(_system, _input, _persistantGameData, _generalFont)); _system.AddState("game_over", new GameOverState(_persistantGameData, _system, _input, _generalFont, _titleFont)); _system.ChangeState("start_menu"); }
private void InitEditStates() { _editState.AddState("default", new DefaultEditState(_input, _scene.NavMesh)); _editState.AddState("add_vertex", new AddVertexState(_input, _scene.NavMesh)); _editState.AddState("add_link", new AddLinkState(_input, _scene.NavMesh)); _editState.AddState("add_polygon", new AddPolygonState(_input, _scene.NavMesh)); _editState.ChangeState("default"); }
private void InitializeGameState() { // Load game states here _system.AddState("start_menu", new StartMenuState(_font, _titleFont, _generalFont, _input, _system, _soundManager)); _system.AddState("inner_game", new InnerGameState(_input, _system, _textureManager, _soundManager, _levelManager, _persistantGameData, _font, _titleFont)); _system.AddState("game_over", new GameOverState(_persistantGameData, _system, _input, _generalFont, _titleFont, _soundManager)); _system.ChangeState("start_menu"); }
private void InitializeGameState() { // Game states are loaded here _system.AddState("start_menu", new StartMenuState(_titleFont, _generalFont, _input, _system)); _system.AddState("inner_game", new InnerGameState(_system, _input, _textureManager, _persistantGameData, _generalFont)); _system.AddState("game_over", new GameOverState(_persistantGameData, _system, _input, _generalFont, _titleFont)); _system.AddState("help_state", new CreditState(_persistantGameData, _system, _input, _generalFont, _titleFont)); _system.AddState("kabajie", new KabajiEgara(_persistantGameData, _system, _input, _generalFont, _titleFont)); _system.ChangeState("start_menu"); }
private void InitializeGameState() { //Load Game States _system.AddState("sound_test_state", new SoundTestState(_soundManager)); _system.AddState("input_test_state", new InputTestState()); _system.AddState("mouse_test_state", new MouseTestState(_input)); _system.AddState("keyboard_test_state", new KeyboardTestState(_input)); _system.ChangeState("keyboard_test_state"); }
private void InitializeGameState() { //Game states loaded here _system.AddState("start_menu", new StartMenuState(_fontManager, _input, _system)); _system.AddState("inner_game", new InnerGameState(_system, _input, _persistantGameData, _fontManager, _textureManager)); _system.AddState("game_over", new GameOverState(_persistantGameData, _system, _input, _fontManager)); _system.ChangeState("start_menu"); }
/// <summary> /// 初始化游戏状态 /// </summary> private void InitializeGameState(Size _windowSize) { // Game states are loaded here _system.AddState("start_menu", new StartMenuState(_titleFont, _generalFont, _input, _system, _textureManager, _windowSize)); _system.AddState("inner_game", new InnerGameState(_system, _input, _textureManager, _persistantGameData, _generalFont, _titleFont, _windowSize)); _system.AddState("game_over", new GameOverState(_persistantGameData, _system, _input, _generalFont, _titleFont)); //system.AddState("circle_state", new CircleIntersectionState(_input)); //_system.AddState("mouse_test", new MouseButtonState(_input)); _system.ChangeState("start_menu"); //_system.ChangeState("circle_state"); //_system.ChangeState("mouse_test"); }
public void InitStateSystem() //初始化管理员 { IdleState idle = new IdleState(this.gameObject, this); idle.AddTransition(Transition.eTransiton_Object_Walk, StateID.eStateID_Object_Walk); WalkState walk = new WalkState(this.gameObject, this); walk.AddTransition(Transition.eTransiton_Object_Idle, StateID.eStateID_Object_Idle); m_StateSystem = new StateSystem(); m_StateSystem.AddState(idle); m_StateSystem.AddState(walk); }
public Form1() { _fastLoop = new FastLoop(GameLoop); _system = new StateSystem(); InitializeComponent(); Stage.InitializeContexts(); Setup2DGraphics(ClientSize.Width, ClientSize.Height); Sys.LoadMap(); Sys.InitializeMap(); Sys.halfHeight = ClientSize.Height / 2; Sys.halfWidth = ClientSize.Width / 2; Sys.preX = ClientSize.Width / Sys.currentMap.map.GetLength(0); Sys.preY = ClientSize.Height / Sys.currentMap.map.GetLength(1); Gl.glScalef(0.02f / Sys.preX, 0.02f / Sys.preY, 1); _system.AddState("map", Sys.currentMap); _system.ChangeState("map"); Form2 frm = new Form2(); frm.Show(); timer1.Enabled = true; //Gl.glTranslatef(-ClientSize.Width / 2, -ClientSize.Height / 2, 0); }
public void StateSystemExists() { StateSystem _system = new StateSystem(); _system.AddState("splash", new SplashScreenState(_system)); _system.AddState("title", new SplashScreenState(_system)); _system.AddState("playing", new SplashScreenState(_system)); _system.AddState("settings", new SplashScreenState(_system)); Assert.IsTrue( _system.Exists("splash") && _system.Exists("title") && _system.Exists("playing") && _system.Exists("settings") ); }
public void CreateState() { StateSystem stateSystem = new StateSystem(); DrawSpriteState drawSpriteState = new DrawSpriteState(); stateSystem.AddState("drawSprite", drawSpriteState); stateSystem.ChangeState("drawSprite"); }
private void StateInit() { for (int i = 0; i < _trans.childCount; i++) { BaseState state = _trans.GetChild(i).GetComponent <BaseState>(); _system.AddState(state); } }
public void InitializeInnerStateSystem() { _innerStateSystem.AddState("paused", new InnerMenuState( _input, _fontManager, _innerStateSystem)); _innerStateSystem.AddState("unpaused", new InnerGameplayState( _input, _fontManager, _textureManager, _innerStateSystem, _gameData, _renderer)); _innerStateSystem.ChangeState("unpaused"); }
private static void InitializeStates() { stateSystem = new StateSystem(); stateSystem.AddState("game", new GameState()); stateSystem.SetCurrentState("game"); }
private static void InitializeStates() { StateSystem = new StateSystem(); StateSystem.RenderWindow = RenderWindow; StateSystem.AddState("animation_group_state", new AnimationGroupState()); StateSystem.SetCurrentState("animation_group_state"); }
public void StateSystemUpdateTest() { stateSystemUpdate = new StateSystem(); stateSystemUpdate.AddState("drawSprite", new DrawSpriteState()); stateSystemUpdate.ChangeState("drawSprite"); FastLoop fastLoop = new FastLoop(GameLoopTest); }
public void TestAddedStateExists() { StateSystem stateSystem = new StateSystem(); stateSystem.AddState("splash", new SplashScreenState(stateSystem)); // Does the added function now exist? Assert.IsTrue(stateSystem.Exists("splash")); }
private static void InitializeStates() { StateSystem = new StateSystem(); StateSystem.RenderWindow = RenderWindow; StateSystem.AddState("animated_tile_state", new AnimatedTileTestState()); StateSystem.SetCurrentState("animated_tile_state"); }
public void StateSystemChangeWorks() { StateSystem stateSystem = new StateSystem(); stateSystem.AddState("splash", new SplashScreenState(stateSystem)); stateSystem.ChangeState("splash"); Assert.True(true); }
private void InitializeGameState() { //Game states loaded here _system.AddState("main_menu_state", new MainMenuState( _input, _fontManager, _system)); _system.AddState("inner_game_state", new InnerGameState( _input, _system, _textureManager, _fontManager, _gameData)); _system.ChangeState("main_menu_state"); }
private static void InitializeStates() { StateSystem = new StateSystem(); StateSystem.RenderWindow = RenderWindow; //StateSystem.AddState("top_view_state", new TopViewMapState()); //StateSystem.AddState("parallax_screen_state", new ParallaxScreenState()); StateSystem.AddState("character_animation_state", new CharacterAnimationState()); //StateSystem.SetCurrentState("top_view_state"); //StateSystem.SetCurrentState("parallax_screen_state"); StateSystem.SetCurrentState("character_animation_state"); }
private void InitializeGameState() { // Game states are loaded here // start_state - draw some custom convex polygons and perform an intersection test // on each one. _system.AddState("start_state", new PolygonCreateState(_input)); // second try - draw one custom poly and work out a graph of nodes for path finding. _system.AddState("second_try", new NavMeshCreateState(_input)); // setup - create a poly with node set for the second state // test path - choose some nodes and plots a path between them _system.AddState("setup", new PathTest.SetupStatePathCreation(_input, _system, _pathData)); _system.AddState("test_path", new PathTest.PathCreationState(_input, _pathData, _numberFont)); // thid time _system.AddState("third_time", new ConvexPolyDrawer.ConvexPolyDrawerState(_input, _pathFinder, _system)); _system.AddState("pathfinder", new ConvexPolyDrawer.PathFinderState(_input, _pathFinder, _numberFont)); _system.ChangeState("third_time"); }
public void TestAddedStateExists() { var stateSystem = new StateSystem(); stateSystem.AddState("splash", new SplashScreenState(stateSystem)); }
static void Main(string[] args) { Game.ClientSize = new Size(1280, 720); //load textures TextureManager.LoadTexture("face", "./Assets/face.tif"); TextureManager.LoadTexture("face_alpha", "./Assets/face_alpha.tif"); //create state system System.AddState("splash", new SplashScreenState(System)); System.AddState("title_menu", new TitleScreenState()); System.AddState("sprite_test", new DrawSpriteState(TextureManager)); System.AddState("test_sprite_class", new TestSpriteClassState(TextureManager)); //set init state System.ChangeState("test_sprite_class"); //set up events Game.Load += (sender, e) => { Game.VSync = VSyncMode.On; }; Setup2D(Game.Width, Game.Height); Game.Resize += (sender, e) => { GL.Viewport(0, 0, Game.Width, Game.Height); Setup2D(Game.Width, Game.Height); }; Game.UpdateFrame += (sender, e) => { // add game logic, input handling if (Game.Keyboard[Key.Escape]) { Game.Exit(); } if (Game.Keyboard[Key.AltRight] && Game.Keyboard[Key.Enter]) { if (Game.WindowState == WindowState.Normal) { Game.WindowState = WindowState.Fullscreen; } else { Game.WindowState = WindowState.Normal; } } System.Update(e.Time); }; Game.RenderFrame += (sender, e) => { System.Render(); Game.SwapBuffers(); }; // Run the game at 60 updates per second Game.Run(60.0); Game.Dispose(); }
private void InitializeGameState() { // Load the game states here _system.AddState("tile_map_state", new TileMapState(_textureManager)); _system.ChangeState("tile_map_state"); }
private void InitializeGameState() { // Load the game states here _system.AddState("3d_test", new Test3DState()); _system.ChangeState("3d_test"); }
private void InitializeGameState() { // Game states are loaded here _system.AddState("start_menu", new StartMenuState(_titleFont, _generalFont, _input, _system)); _system.ChangeState("start_menu"); }
public Game(int width, int height) : base(width, height) { // Load textures _textureManager.LoadTexture("penguin", "Images/penguin.png"); _textureManager.LoadTexture("font", "Fonts/Arial/font.png"); // Add all states that will be used _system.AddState("splash", new SplashScreenState(_system)); _system.AddState("title_menu", new TitleMenuState()); _system.AddState("settings", new SettingsMenuState()); _system.AddState("playing", new PlayingGameState()); _system.AddState("sprite_test", new DrawSpriteState(_textureManager)); _system.AddState("new_sprite_test", new TestSpriteClassState(_textureManager)); _system.AddState("text_test_state", new TextTestState(_textureManager)); _system.AddState("fps_test_state", new FPSTestState(_textureManager)); _system.AddState("wave_graph_state", new WaveformGraphState()); _system.AddState("special_eff_state", new SpecialEffectState(_textureManager)); _system.AddState("circle_intersect", new CircleIntersectionState(_input)); _system.AddState("rectangle_intersect", new RectangleIntersectionState(_input)); // select the start state _system.ChangeState("rectangle_intersect"); // Setup orthographic view Setup2DGraphics(ClientSize.Width, ClientSize.Height); }