Esempio n. 1
0
        public NodeTitle(GameUI myGameUI, int myDepth)
            : base(myGameUI, 
                myDepth, 
                myGameUI.Puzzle.Details.Name,
                new Font("Lucida Console", 17f),
                new SolidBrush(Color.Yellow),
                new SolidBrush(Color.DarkOrange),
                new VectorInt(myGameUI.GameCoords.WindowRegion.TopMiddle.Add(-50, 3)))
        {
            secondLine = new NodeEffectText(myGameUI, myDepth - 1, "Sokoban rocks!", CurrentAbsolute.Add(0, 30));
            secondLine.Brush = new SolidBrush(secondLineColour);
            secondLine.Font = new Font("Arial", 11f);
            secondLine.IsVisible = false;

            currentLine = 0;
            lines = GetTextLines().ToArray();

            myGameUI.Add(secondLine);

            chain = new ActionChain();
            chain.Add(new ActionMethod(SelectNextMessage));
            chain.Add(new ActionCounter(20, 250, 4, new ActionDelegate(SetAlpha))); // FadeIn
            chain.Add(new ActionCounter(0, 50)); // wait
            chain.Add(new ActionCounter(250, 0, -7, new ActionDelegate(SetAlpha))); // FadeOut
            chain.Add(new ActionRetartChain(chain));

            chain.Init();
        }
Esempio n. 2
0
        public NodePuzzleWin(GameUI myGameUI, int myDepth, VectorInt pos)
            : base(myGameUI, myDepth)
        {
            CurrentAbsolute = pos;
            chain = new ActionChain();
            chain.Add(new ActionCounter(0, 100, 2, ReSizeText));

            chain.Init();

            winner = new NodeEffectText(myGameUI, myDepth+1, "Congratz!!!", new Font("Arial", 10f), font, fontBK, pos);
            myGameUI.Add(winner);
        }
        public NodeControllerStatus(GameUI myGameUI, int myDepth)
            : base(myGameUI, myDepth)
        {
            VectorInt locStatus = myGameUI.GameCoords.PositionStatus;

            labelMoves = new NodeEffectText(myGameUI, myDepth + 1, "Moves", locStatus);
            valueMoves = new NodeEffectText(myGameUI, myDepth + 1, "", locStatus.Add(0, 20));
            valueMoves.Brush = new SolidBrush(Color.LightBlue);
            myGameUI.Add(labelMoves);
            myGameUI.Add(valueMoves);

            labelPushes = new NodeEffectText(myGameUI, myDepth + 1, "Pushes", locStatus.Add(0, 40));
            valuePushes = new NodeEffectText(myGameUI, myDepth + 1, "", locStatus.Add(0, 60));
            valuePushes.Brush = new SolidBrush(Color.LightBlue);
            myGameUI.Add(labelPushes);
            myGameUI.Add(valuePushes);

            labelComplete = new NodeEffectText(myGameUI, myDepth + 1, "Complete", locStatus.Add(0, 80));
            valueComplete = new NodeEffectText(myGameUI, myDepth + 1, "", locStatus.Add(0, 100));
            valueComplete.Brush = new SolidBrush(Color.LightBlue);
            myGameUI.Add(labelComplete);
            myGameUI.Add(valueComplete);

            labelUndo = new NodeEffectText(myGameUI, myDepth + 1, "Undo", locStatus.Add(0, 120));
            valueUndo = new NodeEffectText(myGameUI, myDepth + 1, "", locStatus.Add(0, 140));
            valueUndo.Brush = new SolidBrush(Color.LightBlue);
            myGameUI.Add(labelUndo);
            myGameUI.Add(valueUndo);

            labelRestart = new NodeEffectText(myGameUI, myDepth + 1, "Restart", locStatus.Add(0, 160));
            valueRestart = new NodeEffectText(myGameUI, myDepth + 1, "", locStatus.Add(0, 180));
            valueRestart.Brush = new SolidBrush(Color.LightBlue);
            myGameUI.Add(labelRestart);
            myGameUI.Add(valueRestart);

            labelTime = new NodeEffectText(myGameUI, myDepth + 1, "Time", locStatus.Add(0, 200));
            valueTime = new NodeEffectText(myGameUI, myDepth + 1, "", locStatus.Add(0, 220));
            valueTime.Brush = new SolidBrush(Color.LightBlue);
            myGameUI.Add(labelTime);
            myGameUI.Add(valueTime);
        }
Esempio n. 4
0
        /// <summary>
        /// Inititialise the special effects
        /// </summary>
        private void InitFX()
        {
            #if DEBUG
            NodeDebug debug = new NodeDebug(this, int.MaxValue);
            Add(debug);
            #endif

            if (initType == InitTypes.SolutionReplay)
            {
                // Exit
                return;
            }

            cursor = new NodeCursor(this, int.MaxValue);
            Add(cursor);

            if (initType == InitTypes.NewGame)
            {
                NodeEffectText start = new NodeEffectText(this, 10, "Welcome to SokoSolve, START!", Player.CurrentAbsolute);
                start.Brush = new SolidBrush(Color.FromArgb(80, Color.White));
                start.BrushShaddow = new SolidBrush(Color.FromArgb(80, Color.Black));
                start.Path = new Paths.Spiral(Player.CurrentCentre);
                Add(start);

                sound.PlaySound(sfxWelcome);

                sound.PlayMusic(sound.GetHandle("Camokaze-Low.mp3"));

            }
            else if (initType == InitTypes.Restart)
            {
                NodeEffectText start = new NodeEffectText(this, 10, "Starting again, eh?", Player.CurrentAbsolute);
                start.Brush = new SolidBrush(Color.FromArgb(180, Color.Gold));
                start.BrushShaddow = new SolidBrush(Color.FromArgb(180, Color.Black));
                start.Path = new Paths.Spiral(Player.CurrentCentre);
                Add(start);

                sound.PlaySound(sfxRestart);
            }
            else if (initType == InitTypes.Undo)
            {
                NodeEffectText start = new NodeEffectText(this, 10, new string[] { "Hmmm", "Grrr", "Pity", "???"}, GameCoords.WindowRegion.Center);
                start.Brush = new SolidBrush(Color.Cyan);
                Add(start);

                sound.PlaySound(sfxUndo);
            }

            NodeControllerStatus status = new NodeControllerStatus(this, 500);
            Add(status);

            NodeControllerCommands commands = new NodeControllerCommands(this, 501);
            Add(commands);

            NodeTitle title = new NodeTitle(this, 1000);
            Add(title);

            NodeControllerBookmarks waypoint = new NodeControllerBookmarks(this, 502);
            Add(waypoint);
        }
        void Button_OnClick(object sender, NotificationEvent e)
        {
            GameUI.FireNotificationEvent(e);

            switch(e.Command)
            {
                case("Undo") : GameUI.Undo(); return;
                case ("Restart"): GameUI.Reset(); return;
                case ("Exit"): GameUI.Exit(); return;
                case ("Up"): GameUI.Player.doMove(Direction.Up); return;
                case ("Down"): GameUI.Player.doMove(Direction.Down); return;
                case ("Left"): GameUI.Player.doMove(Direction.Left); return;
                case ("Right"): GameUI.Player.doMove(Direction.Right); return;
                case ("Help"):
                    NodeUIDialogHelp help = new NodeUIDialogHelp(GameUI, 20000);
                    help.GameUI.Add(help);
                    return;

                default:
                    NodeEffectText msg = new NodeEffectText(GameUI, 100, "Command not implemented:"+e.Command, new VectorInt(100, 100));
                    msg.Path = new StaticPath(new VectorInt(100, 100), 30);
                    GameUI.Add(msg);
                    return;
            }
        }
Esempio n. 6
0
 /// <summary>
 /// Show a basic message in the center of the puzzle (with a background)
 /// </summary>
 /// <param name="message"></param>
 private void ShowText(string message)
 {
     NodeEffectText node = new NodeEffectText(gameUI, 100000, message, gameUI.GameCoords.PuzzleRegion.Center);
     node.BrushBackGround = new SolidBrush(Color.DarkSlateBlue);
     node.Path = new StaticPath(node.CurrentAbsolute, 20);
     gameUI.Add(node);
 }
Esempio n. 7
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        public override void Render()
        {
            if (imageBack != null)
            {
                VectorInt pos = CurrentRect.Center.Subtract(imageBack.Width / 2 + 2, imageBack.Height / 2 + 2);
                GameUI.Graphics.DrawImage(imageBack, pos.X, pos.Y);
            }

            if (imageNormal != null)
            {
                DrawBitmapCentered(GameUI.Graphics, CurrentRect, imageNormal);
            }

            if (isMouseOver)
            {
                if (mouseOverBrush != null)
                {
                    RectangleInt over = new RectangleInt(CurrentAbsolute.Subtract(1, 1), CurrentRect.BottomRight.Add(1, 1));
                    GameUI.Graphics.FillEllipse(mouseOverBrush, over.ToDrawingRect());
                }

                if (toolTip != null)
                {
                    Font ttFont = new Font("Arial", 10f);
                    SizeF ffSizeF = GameUI.Graphics.MeasureString(toolTip, ttFont);
                    SizeInt ffSize = new SizeInt((int) ffSizeF.Width, (int) ffSizeF.Height);

                    RectangleInt posTT = new RectangleInt(CurrentRect.BottomLeft.Subtract(ffSize.Width/2, -5 ), ffSize);

                    if (posTT.TopLeft.X < GameUI.GameCoords.WindowRegion.TopLeft.X)
                        posTT.TopLeft.X = GameUI.GameCoords.WindowRegion.TopLeft.X;
                    if (posTT.TopLeft.Y < GameUI.GameCoords.WindowRegion.TopLeft.Y)
                        posTT.TopLeft.Y = GameUI.GameCoords.WindowRegion.TopLeft.Y;

                    if (posTT.BottomRight.X > GameUI.GameCoords.WindowRegion.BottomRight.X)
                        posTT.BottomRight.X = GameUI.GameCoords.WindowRegion.BottomRight.X;
                    if (posTT.BottomRight.Y < GameUI.GameCoords.WindowRegion.BottomRight.Y)
                        posTT.BottomRight.Y = GameUI.GameCoords.WindowRegion.BottomRight.Y;

                    Brush ttBrush = new SolidBrush(Color.Cyan);
                    Brush ttBrushShadow = new SolidBrush(Color.DarkCyan);

                    NodeEffectText nodeTT = new NodeEffectText(GameUI, 10000, toolTip, ttFont, ttBrush, ttBrushShadow, posTT.TopLeft);
                    nodeTT.BrushBackGround = new SolidBrush(Color.DarkSlateGray);
                    nodeTT.Path = new Paths.StaticPath(posTT.TopLeft, 1);
                    GameUI.Add(nodeTT);
                }
            }

            if (maskEffect != null)
            {
                RectangleInt over = new RectangleInt(CurrentAbsolute.Subtract(5, 5), CurrentRect.BottomRight.Add(10, 10));
                GameUI.Graphics.FillEllipse(maskEffect, over.ToDrawingRect());
            }
        }
Esempio n. 8
0
        /// <summary>
        /// Inititialise the special effects
        /// </summary>
        private void InitFX()
        {
            #if DEBUG
            NodeDebug debug = new NodeDebug(this, int.MaxValue);
            Add(debug);
            #endif

            if (initType == InitTypes.SolutionReplay)
            {
                // Exit
                return;
            }

            cursor = new NodeCursor(this, int.MaxValue);
            Add(cursor);

            if (initType == InitTypes.NewGame)
            {
                NodeEffectText start = new NodeEffectText(this, 10, "Welcome to SokoSolve, START!", Player.CurrentAbsolute);
                start.Brush = new SolidBrush(Color.FromArgb(80, Color.White));
                start.BrushShaddow = new SolidBrush(Color.FromArgb(80, Color.Black));
                start.Path = new Paths.Spiral(Player.CurrentCentre);
                Add(start);

                // Stop all music and sounds
                sound.Stop();
                sound.PlaySound(ResourceFactory[ResourceID.GameSoundWelcome].DataAsSound);

                string[] music = Directory.GetFiles(FileManager.GetContent("$Music/"), "*.mp3");
                sound.PlayMusic(sound.GetHandle(Path.GetFileName(RandomHelper.Select<string>(music))));

            }
            else if (initType == InitTypes.Restart)
            {
                NodeEffectText start = new NodeEffectText(this, 10, "Starting again, eh?", Player.CurrentAbsolute);
                start.Brush = new SolidBrush(Color.FromArgb(180, Color.Gold));
                start.BrushShaddow = new SolidBrush(Color.FromArgb(180, Color.Black));
                start.Path = new Paths.Spiral(Player.CurrentCentre);
                Add(start);

                sound.PlaySound(ResourceFactory[ResourceID.GameSoundRestart].DataAsSound);
            }
            else if (initType == InitTypes.Undo)
            {
                NodeEffectText start = new NodeEffectText(this, 10, new string[] { "Hmmm", "Grrr", "Pity", "???"}, GameCoords.WindowRegion.Center);
                start.Brush = new SolidBrush(Color.Cyan);
                Add(start);

                sound.PlaySound(ResourceFactory[ResourceID.GameSoundUndo].DataAsSound);
            }

            NodeControllerStatus status = new NodeControllerStatus(this, 500);
            Add(status);

            NodeControllerCommands commands = new NodeControllerCommands(this, 501);
            Add(commands);

            NodeTitle title = new NodeTitle(this, 1000);
            Add(title);

            NodeControllerBookmarks waypoint = new NodeControllerBookmarks(this, 502);
            Add(waypoint);
        }
        /// <summary>
        /// Perform a unit of puzzle time
        /// </summary>
        public override void doStep()
        {
            base.doStep();

            //if (target == CurrentAbsolute)
            {
                if (futureMoves.Count > 0)
                {
                    if (moveCurrentWait > 0)
                    {
                        moveCurrentWait--;
                    }
                    else
                    {
                        // Introduce a delay
                        moveCurrentWait = moveWaitPeriod;

                        Game.Game.MoveResult res = GameUI.Move(futureMoves.Dequeue());
                        if (res == Game.Game.MoveResult.Invalid)
                        {
                            string[] rndMsg = new string[] { "!!!", "$&!%", "&*!?", "Sorry" };
                            NodeEffectText msg = new NodeEffectText(GameUI, 20, rndMsg, CurrentCentre);
                            msg.Brush = new SolidBrush(Color.Red);
                            GameUI.Add(msg);
                        }
                        else if (res == Game.Game.MoveResult.ValidPushGoal)
                        {
                            string[] rndMsg = new string[] { "Great!", "Yeah!", "Cool", "Brilliant" };
                            NodeEffectText msg = new NodeEffectText(GameUI, 20, rndMsg, CurrentCentre);
                            GameUI.Add(msg);
                        }
                        else if (res == Game.Game.MoveResult.ValidPushWin)
                        {

                            if (GameUI.InitType == UI.GameUI.InitTypes.SolutionReplay)
                            {
                                NodeEffectText msg = new NodeEffectText(GameUI, 20, "Complete. ESC to exit.", CurrentCentre);
                                msg.Path = new Paths.StaticPath(CurrentCentre);
                                GameUI.Add(msg);
                            }
                            else
                            {
                                NodePuzzleWin win = new NodePuzzleWin(GameUI, 5000, GameUI.GameCoords.PuzzleRegion.Center);
                                GameUI.Add(win);
                            }
                        }
                    }

                }
            }
        }