void Start()
 {
     if (textAnimator == null)
     {
         textAnimator = GetComponent <TextAnimator>();
     }
 }
Esempio n. 2
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 private void Awake()
 {
     if (animator == null)
     {
         animator = this.gameObject.GetComponent <TextAnimator>();
     }
 }
Esempio n. 3
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 // a message before games starts
 private void GameStarting()
 {
     TextAnimator.AnimateText("Welsome to dungeons of Doom\nKill all monsters!\nObtain items\n", 50);
     TextAnimator.AnimateText("Good luck Hero", 50);
     Console.ReadKey();
     Console.Clear();
 }
Esempio n. 4
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        // prints the different scenarios depending on what the player faces inside the room
        private void EnterRoom()
        {
            Room    currentRoom = world[player.X, player.Y];
            Monster monster     = currentRoom.Monster;

            if (monster != null)
            {
                AttackResult result = monster.Attack(player);
                TextAnimator.AnimateText($"({monster.Name}) Health ({result.Attacker.Health}) damage player by {result.Damage}", 50);

                // Console.WriteLine($"({monster.Name}) Health ({result.Attacker.Health}) damage player by {result.Damage}");
                Console.ReadKey(true);


                //skeleton wont attack player if player are to healty, it will insted deal no damage and try to run away
                if (result.Damage == 0)
                {
                    TextAnimator.AnimateText("\nSkeleton tries to run away", 50);
                    Console.ReadKey();
                }

                // if player survived the attack or the skeleton tries to run away the player will fight back
                if (player.IsAlive)
                {
                    result = player.Attack(monster);

                    foreach (var item in player.Backpack)
                    {
                        if (item.Name == "Sword")
                        {
                            result.Damage += 5;
                        }
                    }
                    TextAnimator.AnimateText($"\nPlayer Damage Monster by {result.Damage}", 50);
                    //Console.WriteLine($"\nPlayer Damage Monster by {result.Damage}");
                    Console.ReadKey();
                }

                // if the monster died, the monster will be added to the backpack
                if (!monster.IsAlive)
                {
                    TextAnimator.AnimateText($"\n{currentRoom.Monster.Name} added to backpack", 50);
                    Console.ReadKey();
                    player.Backpack.Add(currentRoom.Monster);
                    currentRoom.Monster = null;
                }
            }

            // if there is a item in the current room the player steps into the item will be added to the backpack
            // however the item will be used on pickup, so in this case its more of a notice that the item have been picked up
            // might fix later
            if (currentRoom.Item != null)
            {
                TextAnimator.AnimateText($"{currentRoom.Item.Name} added to backpack", 50);
                player.Backpack.Add(currentRoom.Item);
                currentRoom.Item.Use(player);
                currentRoom.Item = null;
            }
        }
Esempio n. 5
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 // the gameOver method prints a player wins message if there is no more monsters on the map
 // prits You Died if player died and the game is over...
 // if key is pressed the game restarts
 private void GameOver()
 {
     Console.Clear();
     if (Monster.MonsterCount == 0)
     {
         TextAnimator.AnimateText("You have defeted all mosnters", 50);
         TextAnimator.AnimateText("Hero wins!", 50);
         Console.ReadKey();
         Play();
     }
     else if (!player.IsAlive)
     {
         TextAnimator.AnimateText("You Died", 50);
     }
     Console.ReadKey();
     Play();
 }
Esempio n. 6
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        void FindTextAnimator()
        {
            Transform targetTrans = this.transform;

            _dialogueCanvas  = GameObject.FindGameObjectWithTag("Dialogue");
            _audioSource     = _dialogueCanvas.GetComponentInChildren <AudioSource>();
            _dialogueHistory = _dialogueCanvas.GetComponentInChildren <DialogueHistory>();

            //Looks for the GameObject with the DialogueController.cs attached (First part of acquiring the TextAnimator and TextAnimatorPlayer)
            foreach (Transform child in _dialogueCanvas.transform)
            {
                if (child.GetComponent <DialogueController>())
                {
                    //Gets the child of the GameObject that has the DialogueController.cs attached to it
                    targetTrans = child.transform.GetChild(0);
                }
            }

            //Second part of acquiring the TextAnimator and TextAnimatorPlayer
            if (targetTrans != null)
            {
                //Looks for the GameObject with the TextAnimator and TextAnimatorPlayer attached
                foreach (Transform child2 in targetTrans)
                {
                    if (child2.GetComponent <TextAnimator>())
                    {
                        _textAnimator = child2.GetComponent <TextAnimator>();
                    }

                    if (child2.GetComponent <TextAnimatorPlayer>())
                    {
                        _textAnimatorPlayer = child2.GetComponent <TextAnimatorPlayer>();
                    }
                }

                if (_textAnimatorPlayer != null)
                {
                    _textAnimator.timeScale = TextAnimator.TimeScale.Scaled;
                }
            }
        }
Esempio n. 7
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 /// <summary>
 /// 生成時処理
 /// </summary>
 private void Awake()
 {
     instance = this;
 }
Esempio n. 8
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        /// <summary>
        /// Load graphics content for the game.
        /// </summary>
        public override void Activate(bool instancePreserved)
        {
            if (!instancePreserved)
            {
                if (content == null)
                {
                    content = new ContentManager(ScreenManager.Game.Services, "Content");
                }

                kinectRGBVideo.Texture = new Texture2D(ScreenManager.GraphicsDevice, 640, 480, false, SurfaceFormat.Color);

                kinectRuntime = new Runtime();
                kinectRuntime.Initialize(RuntimeOptions.UseColor | RuntimeOptions.UseSkeletalTracking | RuntimeOptions.UseDepthAndPlayerIndex);
                kinectRuntime.VideoStream.Open(ImageStreamType.Video, 2, ImageResolution.Resolution640x480, ImageType.Color);

                kinectRuntime.VideoFrameReady    += VideoFrameReady;
                kinectRuntime.SkeletonFrameReady += SkeletonFrameReady;

                kinectRGBVideo.Position = new Vector2(183, 225);
                UI_KinectFrameOffset    = new Vector2(183, 225);

                // Game Set inits.
                //Game Level is initiated which has all the number of sets game and instruction
                gameLevelManager = new GameLevelManager(this.currentLevel, ref content);
                generateGameSet();

                // Load sounds
                correct_snd = new GameSFX(content.Load <SoundEffect>("kling"));

                //Loads the background music and plays it
                GameMusic background = new GameMusic(content.Load <Song>("background_music3"));
                background.PlayLooping();

                particleEffect   = new ParticleEffect();
                particleRenderer = new SpriteBatchRenderer
                {
                    GraphicsDeviceService = (IGraphicsDeviceService)ScreenManager.Game.Services.GetService(typeof(IGraphicsDeviceService))
                };
                particleRenderer.LoadContent(content);
                particleEffect = content.Load <ParticleEffect>(("BasicExplosion"));
                particleEffect.LoadContent(content);
                particleEffect.Initialise();

                //Interface Layer
                UI_FrameLayer               = content.Load <Texture2D>("frame");
                UI_FrameLayerPosition       = new Vector2(0, 0);
                UI_Font_Instruction         = content.Load <SpriteFont>("SpriteFont");
                UI_FontPosition_Instruction = new Vector2(500, 90);
                UI_Font_Score               = content.Load <SpriteFont>("SpriteFont");
                UI_FontPosition_Score       = new Vector2(500, 22);
                UI_Font_Level               = content.Load <SpriteFont>("SpriteFont");
                UI_FontPosition_Level       = new Vector2(80, 22);
                UI_Font_Time         = content.Load <SpriteFont>("SpriteFont");
                UI_FontPosition_Time = new Vector2(850, 22);

                //Interactive Elements
                textAnim_GoodJob  = new TextAnimator(content.Load <SpriteFont>("SpriteFont"));
                textAnim_GameOver = new TextAnimator(content.Load <SpriteFont>("SpriteFont"));

                // once the load has finished, we use ResetElapsedTime to tell the game's
                // timing mechanism that we have just finished a very long frame, and that
                // it should not try to catch up.
                ScreenManager.Game.ResetElapsedTime();

                // Debugger
                if (debuggerOn)
                {
                    skeletonDebugger = new SkeletonOverlayDebugger(kinectRuntime);
                    shapeDebugger.init(ScreenManager.GraphicsDevice);
                }
            }
        }
Esempio n. 9
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    private void Start()
    {
        animator = GetComponent <TextAnimator>();

        animator.StartAnimation();
    }
            public void Show()
            {
                bool notLongEnough = !TextAnimator.IsTagLongEnough(effectTag.stringValue);

                //tag is short
                if (notLongEnough)
                {
                    GUI.backgroundColor = errorColor;
                }

                EditorGUI.BeginChangeCheck();
                if (Application.isPlaying)
                {
                    GUI.enabled = false;
                }
                EditorGUILayout.PropertyField(effectTag);
                if (notLongEnough)
                {
                    EditorGUILayout.LabelField("[!] This tag is too short.", EditorStyles.miniLabel);
                }

                if (Application.isPlaying)
                {
                    EditorGUILayout.LabelField("(You can't edit the tag IDs while in playmode.)", EditorStyles.centeredGreyMiniLabel);
                    GUI.enabled = true;
                }

                GUI.backgroundColor = Color.white;

                if (EditorGUI.EndChangeCheck())
                {
                    effectTag.stringValue = effectTag.stringValue.Replace(" ", "");
                }

                if (!isAppearance)
                {
                    EditorGUILayout.BeginVertical(EditorStyles.helpBox);
                    EditorGUILayout.LabelField("--Emission--", EditorStyles.centeredGreyMiniLabel);
                    emission.Show();
                    EditorGUILayout.EndVertical();
                }

                EditorGUILayout.BeginVertical(EditorStyles.helpBox);
                EditorGUILayout.LabelField("--Movement--", EditorStyles.centeredGreyMiniLabel);
                movementX.Show();
                movementY.Show();
                movementZ.Show();
                EditorGUILayout.EndVertical();

                EditorGUILayout.BeginVertical(EditorStyles.helpBox);
                EditorGUILayout.LabelField("--Scale--", EditorStyles.centeredGreyMiniLabel);
                scaleX.Show();
                scaleY.Show();
                EditorGUILayout.EndVertical();

                EditorGUILayout.BeginVertical(EditorStyles.helpBox);
                EditorGUILayout.LabelField("--Rotation--", EditorStyles.centeredGreyMiniLabel);
                rotX.Show();
                rotY.Show();
                rotZ.Show();
                EditorGUILayout.EndVertical();

                EditorGUILayout.BeginVertical(EditorStyles.helpBox);
                EditorGUILayout.LabelField("--Color--", EditorStyles.centeredGreyMiniLabel);
                color.Show();
                EditorGUILayout.EndVertical();
            }
Esempio n. 11
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 private void Awake()
 {
     textAnimator = GetComponent <TextAnimator>();
     namePlateAnimator.onEvent += OnEvent;
     textAnimator.onEvent      += OnEvent;
 }
Esempio n. 12
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        protected override void LoadContent()
        {
            // Rendering inits.
            spriteBatch             = new SpriteBatch(GraphicsDevice);
            kinectRGBVideo.Texture  = new Texture2D(GraphicsDevice, gameWidth, gameHeight, false, SurfaceFormat.Color);
            kinectRGBVideo.Position = new Vector2(183, 228); //Ryan --- changed position
            this.kinectFrameOffset  = new Vector2(183, 228);

            // Game Set inits.
            initGameSetList();
            generateGameSet();

            // Load sounds
            correct_snd = new GameSFX(Content.Load <SoundEffect>("kling"));

            //Loads the background music and plays it
            GameMusic background = new GameMusic(Content.Load <Song>("background_music3"));

            background.PlayLooping();

            particleRenderer.LoadContent(Content);

            particleEffect = Content.Load <ParticleEffect>(("BasicExplosion"));
            particleEffect.LoadContent(Content);
            particleEffect.Initialise();

            //Handling Interface Layer on the screen
            UI_FrameLayer         = Content.Load <Texture2D>("frame");
            UI_FrameLayerPosition = new Vector2(0, 0);

            //Handling Font Sprite on the screen
            font    = Content.Load <SpriteFont>("SpriteFont");
            fontPos = new Vector2(535, 25);

            // Interactive elements (text animator)
            textAnimator = new TextAnimator(Content.Load <SpriteFont>("SpriteFont"));

            // Debug inits
            shapeDebugger.init(GraphicsDevice);

            /*
             * //skeleton right hand
             * GameTextureInstance texture = GameTextureInstance.CreateBlank(GraphicsDevice, 20, 20);
             * texture.Position = new Vector2(0, 0);
             * texture.Alpha = 1;
             * texture.Color = Color.Orange;
             * skeletonSpots.Add(texture);
             *
             * //Left hand
             * texture = GameTextureInstance.CreateBlank(GraphicsDevice, 20, 20);
             * texture.Position = new Vector2(0, 0);
             * texture.Alpha = 1;
             * texture.Color = Color.BlueViolet;
             * skeletonSpots.Add(texture);
             *
             * //hotspots
             * texture = GameTextureInstance.CreateBlank(GraphicsDevice, HotSpotSizes, HotSpotSizes);
             * texture.Position = new Vector2(EdgeOffset);
             * texture.Alpha = HotSpotAlpha;
             * hotSpots.Add(texture);
             *
             * texture = GameTextureInstance.CreateBlank(GraphicsDevice, HotSpotSizes, HotSpotSizes);
             * texture.Position = new Vector2(GraphicsDevice.Viewport.Width - texture.Texture.Width - EdgeOffset, EdgeOffset);
             * texture.Alpha = HotSpotAlpha;
             * hotSpots.Add(texture);
             *
             * texture = GameTextureInstance.CreateBlank(GraphicsDevice, HotSpotSizes, HotSpotSizes);
             * texture.Position = new Vector2(10, GraphicsDevice.Viewport.Height - texture.Texture.Height - EdgeOffset);
             * texture.Alpha = HotSpotAlpha;
             * hotSpots.Add(texture);
             *
             * texture = GameTextureInstance.CreateBlank(GraphicsDevice, HotSpotSizes, HotSpotSizes);
             * texture.Position = new Vector2(GraphicsDevice.Viewport.Width - texture.Texture.Width - EdgeOffset, GraphicsDevice.Viewport.Height - texture.Texture.Height - EdgeOffset);
             * texture.Alpha = HotSpotAlpha;
             * hotSpots.Add(texture);
             *
             * //debug textures
             * GameTextureInstance texture = GameTextureInstance.CreateBlank(GraphicsDevice, 80, 80);
             * texture.Alpha = 0.3f;
             * texture.Color = Color.HotPink;
             * debugSpots.Add(texture);
             *
             * texture = GameTextureInstance.CreateBlank(GraphicsDevice, 80, 80);
             * texture.Alpha = 0.3f;
             * texture.Color = Color.HotPink;
             * debugSpots.Add(texture);
             *
             *
             * ResetSquareColors();
             */
        }
Esempio n. 13
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 void Awake()
 {
     _textAnimator = GetComponent <TextAnimator>();
 }