コード例 #1
0
 /// <summary>
 /// 改变游戏状态
 /// </summary>
 /// <param name="state"></param>
 public void ChangeGameState(GAME_STATE state)
 {
     if (state == GAME_STATE.START)
     {
         // UI界面状态切换
         m_UiStart.SetActive(true);
         m_UiGame.SetActive(false);
         m_UiEnd.SetActive(false);
         // 背景音乐状态切换
         m_AudioSourceStart.Stop();
         // 武器状态切换
         m_Weapon.ChangeMoveState(false);
         // 飞盘定时器状态切换
         m_FeiPanManager.StopCreateFeiPan();
         // 游戏状态切换
         m_GameState = GAME_STATE.START;
         // 开始时间切换
         m_StartTime = 0;
         // 分数值切换
         SetScore(0);
     }
     else if (state == GAME_STATE.PLAYING)
     {
         // UI界面状态切换
         m_UiStart.SetActive(false);
         m_UiGame.SetActive(true);
         m_UiEnd.SetActive(false);
         // 背景音乐状态切换
         m_AudioSourceStart.Play();
         // 武器状态切换
         m_Weapon.ChangeMoveState(true);
         // 飞盘定时器状态切换
         m_FeiPanManager.StartCreateFeiPan();
         // 游戏状态切换
         m_GameState = GAME_STATE.PLAYING;
         // 开始时间切换
         m_StartTime = Time.time;
         // 启动游戏状态切换
         Invoke("GameEnd", TOTAL_TIME);
         // 分数值切换
         SetScore(0);
     }
     else if (state == GAME_STATE.END)
     {
         // UI界面状态切换
         m_UiStart.SetActive(false);
         m_UiGame.SetActive(false);
         m_UiEnd.SetActive(true);
         // 背景音乐状态切换
         m_AudioSourceStart.Stop();
         // 武器状态切换
         m_Weapon.ChangeMoveState(false);
         // 飞盘定时器状态切换
         m_FeiPanManager.StopCreateFeiPan();
         // 游戏状态切换
         m_GameState = GAME_STATE.END;
         // 开始时间切换
         m_StartTime = 0;
     }
 }
コード例 #2
0
    public void GameOver(bool isOver, bool isClear)
    {
        gameState = GAME_STATE.GAME_OVER;
        if (isOver)
        {
            if (selectedPanel != null)
            {
                selectedPanel.SetActive(false);
            }
            selectedPanel = gameClearPanel;
            selectedPanel.SetActive(true);

            this.isClear = isClear;
            GameObject.Find("Result").GetComponent <Text> ().text =
                "CLEAR    : " + isClear + "\n" +
                "MODE     : " + mod + "\n" +
                "MAXCombo : " + maxCombo + "\n" +
                "SCORE    : " + currentScore;
        }
        else
        {
            if (selectedPanel != null)
            {
                selectedPanel.SetActive(false);
            }
            selectedPanel = gameOverPanel;
            selectedPanel.SetActive(true);
            if (isClear)
            {
                GameObject.Find("Game").GetComponent <Image>().sprite = gameClear;
                btn.onClick.RemoveAllListeners();
                btn.onClick.AddListener(() => GameOverClear(true));
            }
        }
    }
コード例 #3
0
 // Use this for initialization
 void Start()
 {
     currentyGameState      = GAME_STATE.Playing;
     playerScore            = 0f;
     playerMultipler        = 1;
     playerPoints           = 100f; // Default Amount
     progressionTimer       = Time.timeSinceLevelLoad;
     progressionIncrementer = 0.8f;
     progressionCountdown   = 10f;
     bossTimer        = Time.timeSinceLevelLoad;
     bossCountdown    = 120f;
     currentSpawn     = SPAWN_NPC.Jeep;
     scoreDisplay     = GameObject.Find("Text_ScoreDisplay").GetComponent <Text>();
     multiDisplay     = GameObject.Find("Text_MultiplerDisplay").GetComponent <Text>();
     healthDisplay    = GameObject.Find("Text_HealthDisplay").GetComponent <Text>();
     audio            = GetComponents <AudioSource>();
     playerControl    = FindObjectOfType <PlayerController>();
     playerPrefs      = FindObjectOfType <PlayerPrefsControlScript>();
     minHealth        = playerPrefs.GetMinimumHealth();
     playerHealth    += minHealth;
     upgradedDamage   = playerPrefs.GetFirePower();
     playerDamage    += upgradedDamage;
     minMultiplier    = playerPrefs.GetMinimumMultipler();
     playerMultipler += minMultiplier;
     UpdateHUD();
 }
コード例 #4
0
    IEnumerator ReStart()
    {
        yield return(new WaitForSeconds(2f));

        // 뒤로가기 랑 모드 보여 주기
        _GameState = GAME_STATE.GAME_READY;

        //배경화면 다시 정상처리
        _BackGround.GetComponent <Image>().sprite = _BackGroundImg[0];
        //버튼 바꿔주기
        _StartButton.GetComponent <Image>().sprite = _StartImg[0];

        //글자 없애주기
        _StartButton.transform.GetChild(0).GetComponent <Text>().text = "";

        // 플레이어 버튼 다시 켜주기

        for (_iPlyaerCnt = 0; _iPlyaerCnt < _iPlayer; _iPlyaerCnt++)
        {
            _Players.transform.GetChild(_iPlyaerCnt).gameObject.GetComponent <Image>().sprite = _TouchImg[0];
        }

        _Back.SetActive(true);
        _ModeBtn.SetActive(true);
    }
コード例 #5
0
    public void OnClickPlayer()                                                                                                         // 플레이어 터치버튼 눌렀을 경우
    {
        if (EventSystem.current.currentSelectedGameObject.GetComponent <Image>() != _TouchImg[1] && _GameState == GAME_STATE.GAME_PLAY) // 플레이어 온 일때만 하여라.
        {
            //누르면 플레이어 버튼 off 됨
            EventSystem.current.currentSelectedGameObject.GetComponent <Image>().sprite = _TouchImg[1];
            _iPlyaerCnt--;

            if (_iPlyaerCnt == 0)                  // 벌칙 걸렸을때.
            {
                _GameState = GAME_STATE.GAME_IDLE; //게임 종료
                _StartButton.transform.GetChild(0).GetComponent <Text>().text = "벌칙 당첨!";
                StartCoroutine("ReStart");
                StartCoroutine("Lose");
                _BackGround.GetComponent <Image>().sprite = _BackGroundImg[1];
            }
            else // 일반적으로 눌렀을 경우
            {
                if (_gameMode == MODE.MODE_HARD)
                {
                    RandomProblem();
                }
            }
        }
    }
コード例 #6
0
 // Use this for initialization
 void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else if (instance != this)
     {
         Destroy(gameObject);
     }
     print("hello");
     gameState = GAME_STATE.IN_GAME;
     if (!MenuManager.SELECTED_MODE)
     {
         StartCoroutine("GenerateWave");
     }
     else
     {
         StartCoroutine("GenerateWaveGMS");
     }
     mod           = (MenuManager.SELECTED_MODE)?"GMS":"NORMAL";
     scoreText     = GameObject.Find("ComboScore").GetComponent <Text> ();
     waveText      = waveAlertText.GetComponent <Text> ();
     ultGaugeFrame = GameObject.Find("UltGaugeFrame").GetComponent <Animator>();
     ultGauge      = GameObject.Find("UltGauge").GetComponent <Image>();
 }
コード例 #7
0
    //PRIVATE FUNCTIONS
    // Use this for initialization
    void Start()
    {
        current_level_ = 1;
        max_score_     = 0;
        max_asteroids_ = 5;

        GameObject score_game_object = new GameObject("ScoreText");

        current_score_text_ = score_game_object.AddComponent <GUIText>();
        current_score_text_.gameObject.transform.position = new Vector3(0.1f, 0.95f, 0.0f);
        current_score_text_.text = "0";

        GameObject info_text_object = new GameObject("InfoText");

        info_text_ = info_text_object.AddComponent <GUIText>();
        info_text_.gameObject.transform.position      = new Vector3(0.5f, 0.9f, 0.0f);
        info_text_.GetComponent <GUIText>().alignment = TextAlignment.Center;
        info_text_.GetComponent <GUIText>().anchor    = TextAnchor.MiddleCenter;

        GameObject max_score_object = new GameObject("MaxScore");

        max_score_text_ = max_score_object.AddComponent <GUIText>();
        max_score_text_.gameObject.transform.position      = new Vector3(0.5f, 0.95f, 0.0f);
        max_score_text_.GetComponent <GUIText>().alignment = TextAlignment.Center;
        max_score_text_.GetComponent <GUIText>().anchor    = TextAnchor.MiddleCenter;
        max_score_text_.text = "0";

        current_state_    = GAME_STATE.MAIN_MENU;
        hud_player_lives_ = new List <GameObject>();

        music_player_instance_ = (GameObject)Instantiate(music_player_prefab_);

        high_scores_initials_ = new List <string>();
        high_scores_          = new List <int>();
    }
コード例 #8
0
	// Use this for initialization
	void Start () {

        game_state = GAME_STATE.IDLE;

        startTimer = false;
		
	}
コード例 #9
0
    // Use this for initialization
    void Start()
    {
        timer = GameObject.FindGameObjectWithTag("Timer");
        timer.SetActive(false);

        game = new GameController();

        board = (IBoardController)GameObject.FindGameObjectWithTag("Board").GetComponentInChildren(typeof(IBoardController));
        board.DisplayMessage("HELLO", new Color(1, 1, 0));
        //board.UpdateDescription("Hello", new Color(1, 1, 0));
        //board.AnimateDescription(true);

        studyingButton  = GameObject.FindGameObjectWithTag("StudyingButton");
        freestyleButton = GameObject.FindGameObjectWithTag("FreestyleButton");
        exitButton      = GameObject.FindGameObjectWithTag("ExitButton");
        keyboardButtons = GameObject.FindGameObjectWithTag("Keyboard");

        keyboard = (Keyboard)keyboardButtons.GetComponent(typeof(Keyboard));

        studyingButton.SetActive(true);
        freestyleButton.SetActive(true);
        exitButton.SetActive(false);
        keyboardButtons.SetActive(false);

        scoreboard = (scoreboard)GameObject.FindGameObjectWithTag("Scoreboard").GetComponentInChildren(typeof(scoreboard));

        currentState = GAME_STATE.START_STATE;

        finished = false;
    }
コード例 #10
0
 public void playerGoal( )
 {
     if (state != GAME_STATE.GOAL)
     {
         state = GAME_STATE.GOAL;
     }
 }
コード例 #11
0
    void Start()
    {
        //For clearing the score and taps uncomment it!!
        PlayerPrefs.SetInt("score", 0);
        PlayerPrefs.SetInt("taps", 0);

        if (instance)
        {
            Destroy(gameObject);
            Debug.LogError("Already initialised");
        }
        else
        {
            GameController.instance = this;
        }

        if (PlayerPrefs.GetInt("score", 0) < 0)
        {
            PlayerPrefs.SetInt("score", 0);
        }

        if (PlayerPrefs.GetInt("taps", 0) < 0)
        {
            PlayerPrefs.SetInt("taps", 5);
        }

        gameMainScore = PlayerPrefs.GetInt("score");
        gameMainTaps  = PlayerPrefs.GetInt("taps");

        currentState  = GAME_STATE.GAME_WELCOME;
        previousState = GAME_STATE.GAME_STATE_MAX;
    }
コード例 #12
0
    void OnPlayerDestroyed()
    {
        if (player_ship_intance_ != null)
        {
            Destroy(player_ship_intance_);
            if (hud_player_lives_.Count > 0)
            {
                Destroy(hud_player_lives_[num_lives_ - 1]);
                hud_player_lives_.RemoveAt(num_lives_ - 1);
                num_lives_ -= 1;
                if (num_lives_ > 0)
                {
                    current_state_ = GAME_STATE.PLAYER_DESTROYED;
                }
                else
                {
                    current_state_ = GAME_STATE.GAME_OVER;
                }
            }
            respawn_timer_ = 0.0f;
        }

        music_player_instance_.GetComponent <MusicPlayer>().Stop();
        respawn_timer_ += Time.deltaTime;
        if (respawn_timer_ > seconds_to_respawn_ && IsSafeForRespawn())
        {
            SpawnPlayer();
            music_player_instance_.GetComponent <MusicPlayer>().Reset();
            music_player_instance_.GetComponent <MusicPlayer>().Play();
            current_state_ = GAME_STATE.PLAYING;
        }
    }
コード例 #13
0
ファイル: GM_Manager.cs プロジェクト: tdcoish/SW_Quarterback
    void Update()
    {
        if (!mBallSnapped && mGameState == GAME_STATE.PRESNAP)
        {
            if (Input.GetKeyDown(KeyCode.Space))
            {
                GE_BALL_SNAP.Raise(null);
                mBallSnapped = true;
                mGameState   = GAME_STATE.RUNNING;
            }
        }

        rPlayState.text = "STATE: " + mGameState;

        SetScoreText();
        SetDownAndDisText();
        SetTimeAndQuarterText();
        // testing scores
        if (Input.GetKeyDown(KeyCode.U))
        {
            GE_HOME_SCORE.Raise(null);
        }

        // make the timer count down.
        if (mGameState == GAME_STATE.RUNNING)
        {
            mQuarTime.mTime -= Time.deltaTime;
        }
    }
コード例 #14
0
    bool CheckForRoundEnd()
    {
        if (m_NumberOfPlayersAlive == 1)
        {
            //Look for the player still alive.
            for (int playerAliveIndex = 0; playerAliveIndex < (int)PLAYER.PLAYER_MAX; ++playerAliveIndex)
            {
                if (PlayerActiveInMatch[playerAliveIndex])
                {
                    if (PlayerIsAlive[playerAliveIndex])
                    {
                        //Increase his score.
                        ++PlayerScore[playerAliveIndex];

                        //Change the state to round over.
                        m_State = GAME_STATE.ROUND_OVER;

                        if (!CheckForMatchEnd())
                        {
                            UIManager.GlobalUIManager.SetWinningPlayer((PLAYER)playerAliveIndex);
                            StartCoroutine(RestartRound());
                        }

                        return(true);
                    }
                }
            }
        }

        return(false);
    }
コード例 #15
0
 void init()
 {
     CreateStartLevel();
     moveToSpawnTime = 0;
     state           = GAME_STATE.MOVE_TO_SPAWN;
     _noJump.ResetLevel();
 }
コード例 #16
0
    private void LateUpdate()
    {
        if (state != GAME_STATE.PAUSED)
        {
            if (Input.GetKeyUp(KeyCode.Escape))
            {
                Pause(true);
                UIManager.instance.SetActive("Pause", true);
            }
        }
        else
        {
            if (Input.GetKeyUp(KeyCode.Escape))
            {
                Pause(false);
                UIManager.instance.SetActive("Pause", false);
                UIManager.instance.SetActive("Help", false);
            }
        }

        OnStageChanged();

        lateState = state;
        lateStage = stage;
    }
コード例 #17
0
 public void playerDead( )
 {
     if (state != GAME_STATE.DEAD)
     {
         state = GAME_STATE.DEAD;
     }
 }
コード例 #18
0
ファイル: GameManager.cs プロジェクト: JayantGames/Salad-Chef
    public void enableDifficultyPanel()
    {
        currentGameState = GAME_STATE.DIFFICULTY;

        menuPanel.SetActive(false);
        difficultyPanel.SetActive(true);
    }
コード例 #19
0
ファイル: GameManager.cs プロジェクト: JayantGames/Salad-Chef
    public void disablePausedPanel()
    {
        currentGameState = GAME_STATE.GAMEPLAY;

        pausedPanel.SetActive(false);
        Time.timeScale = 1;
    }
コード例 #20
0
ファイル: GameManager.cs プロジェクト: JayantGames/Salad-Chef
    public void enablePausedPanel()
    {
        currentGameState = GAME_STATE.PAUSED;

        pausedPanel.SetActive(true);
        Time.timeScale = 0;
    }
コード例 #21
0
ファイル: GameController.cs プロジェクト: turru/VLTest
 public void Menu()
 {
     _state  = GAME_STATE.MENU;
     _paused = true;
     ActionMouse(true);
     EventManagerCustom.InitGameMehod();
 }
コード例 #22
0
 // Update is called once per frame
 void Update()
 {
     if (systemRecord.shardNum == 7)
     {
         states = GAME_STATE.INTERACT;
     }
 }
コード例 #23
0
        private void GameOver(GAME_STATE result)
        {
            // Deactivate Ost
            SoundController.Instance.StopOst();

            //Deactivate Pause Canvas
            if (pauseCanvas)
            {
                pauseCanvas.gameObject.SetActive(false);
            }


            // Discriminate Result
            if (result == GAME_STATE.VICTORY)
            {
                print("PEGOU A GALINHA!");
                SoundController.Instance.SetSfx(victoryClip);
                ChickenEndgame.playerPoints = scoreManager.GetScore();
                StartCoroutine(EndDelay());
            }
            else
            {
                print("FUGIU!");
                SoundController.Instance.SetSfx(defeatClip);
                StartCoroutine(ResetDelay());
            }
        }
コード例 #24
0
 private void startGame(int timeout)
 {
     stckStart.Visibility = (gameState == GAME_STATE.RUNNING) ? System.Windows.Visibility.Visible : System.Windows.Visibility.Collapsed;
     txtCount.Visibility  = (gameState == GAME_STATE.RUNNING) ? System.Windows.Visibility.Collapsed : System.Windows.Visibility.Visible;
     if (timeout > 1) //starttimer if is timed game
     {
         //start timer
         timer = new DispatcherTimer();
         int counter = getTimeout();
         timer.Tick += delegate(object s, EventArgs args)
         {
             counter--;
             txtTimer.Text = counter.ToString();
             if (counter == 0)
             {
                 timer.Stop();
                 stopGame(txtCount.Text);
             }
         };
         timer.Interval = new TimeSpan(0, 0, 1);
         timer.Start();
     }
     else
     {
         startTime = DateTime.Now; isTimed = false;
     }
     gameState = GAME_STATE.RUNNING;
 }
コード例 #25
0
 void GameEnd()
 {
     //処理
     currentState = GAME_STATE.End;
     var(whiteCount, blockConnt) = stoneCount.CountStones();
     gameWinner.WinnerJudgment(whiteCount, blockConnt);
 }
コード例 #26
0
        // Update is called once per frame
        void Update()
        {
            GAME_STATE gs = GamePlayManager.Instance.gameState;

            if (gs == GAME_STATE.GAME_STATE_READY)
            {
                MoveY();
            }
            else if (gs == GAME_STATE.GAME_STATE_PLAY)
            {
                if (Input.GetButtonDown(GameSetting.Instance.inputJump))
                {
                    Jump();
                }
            }
            else if (gs == GAME_STATE.GAME_STATE_OVER)
            {
                // 速度为0后进入结算得分状态
                Vector3 vel = GetComponent <Rigidbody2D>().velocity;
                if (vel.x == 0 && vel.y == 0)
                {
                    GamePlayManager.Instance.SetGameState(GAME_STATE.GAME_STATE_SCORE);
                }
            }
        }
コード例 #27
0
    public void SetGameState(GAME_STATE newState)
    {
        switch (newState)
        {
        case GAME_STATE.HOME:
            homePanel.SetActive(true);
            gameOverPanel.SetActive(false);
            //gamePanel.SetActive(false);
            break;

        case GAME_STATE.READY:
            homePanel.SetActive(false);
            gameOverPanel.SetActive(false);
            gamePanel.SetActive(true);
            break;

        case GAME_STATE.PLAYING:
            break;

        case GAME_STATE.GAME_OVER:
            homePanel.SetActive(false);
            gameOverPanel.SetActive(true);
            sudoku.fillValues();
            //set all labels

            break;
        }
    }
コード例 #28
0
        public void StartGame()
        {
            Debug.Log("Game Started");
            currentState = GAME_STATE.RUNNING;
            // TODO, Fill me in based on the game!


            bestTime = float.MaxValue;
            for (int iCar = 0; iCar < cars.Count; ++iCar)
            {
                int playerIndex = iCar + 1;
                cars[iCar].CarName = "Player " + (playerIndex).ToString();

                if (iCar < carColors.Count)
                {
                    cars[iCar].CarColor = carColors[iCar];
                }

                // For Rewired input
                cars[iCar].PlayerID = iCar;
                cars[iCar].EnableCar();
            }

            // Setup UI
            UIManager.SetupLapTimers();
            UIManager.SetupPowerupUI();

            roadManager.Activate();
        }
コード例 #29
0
    void on_game_start(CPacket msg)
    {
        this.players = new List <CPlayer>();

        byte count = msg.pop_byte();

        for (byte i = 0; i < count; ++i)
        {
            byte player_index = msg.pop_byte();

            GameObject obj    = new GameObject(string.Format("player{0}", i));
            CPlayer    player = obj.AddComponent <CPlayer>();
            player.initialize(player_index);
            player.clear();

            byte virus_count = msg.pop_byte();
            for (byte index = 0; index < virus_count; ++index)
            {
                short position = msg.pop_int16();
                player.add(position);
            }

            this.players.Add(player);
        }


        this.current_player_index = msg.pop_byte();
        reset();

        this.game_state = GAME_STATE.STARTED;
    }
コード例 #30
0
    void Awake()
    {
        this.table_board            = new List <short>();
        this.available_attack_cells = new List <short>();

        this.graycell   = Resources.Load("images/graycell") as Texture;
        this.focus_cell = Resources.Load("images/border") as Texture;

        this.blank_image = Resources.Load("images/blank") as Texture;
        this.game_board  = Resources.Load("images/gameboard") as Texture;
        this.background  = Resources.Load("images/gameboard_bg") as Texture;
        this.img_players = new List <Texture>();
        this.img_players.Add(Resources.Load("images/red") as Texture);
        this.img_players.Add(Resources.Load("images/blue") as Texture);

        this.win_img          = Resources.Load("images/win") as Texture;
        this.lose_img         = Resources.Load("images/lose") as Texture;
        this.draw_img         = Resources.Load("images/draw") as Texture;
        this.gray_transparent = Resources.Load("images/gray_transparent") as Texture;

        this.board = new List <short>();

        this.network_manager = GameObject.Find("NetworkManager").GetComponent <CNetworkManager>();

        this.game_state = GAME_STATE.READY;

        this.main_title   = GameObject.Find("MainTitle").GetComponent <CMainTitle>();
        this.score_images = gameObject.AddComponent <CImageNumber>();

        this.win_player_index = byte.MaxValue;
        this.draw             = this.on_gui_playing;
        this.battle_info      = gameObject.AddComponent <CBattleInfoPanel>();
    }
コード例 #31
0
ファイル: Game1.cs プロジェクト: Ryuzaki/RVTN
        public void ChangeGameState(GAME_STATE state)
        {
            //Eliminar de la lista de componentes el GameComponent actual

            //Insertar en la lista de componentes el GameComponent asociado al estado de la entrada

            //Modificar el estado actual
            currentGameState = state;
        }
コード例 #32
0
ファイル: cEngine.cs プロジェクト: mikecann/Portal2D-XNA
        public cEngine(GraphicsDeviceManager gd, ContentManager cm)
        {
            _instance = this;
            _graphics = gd;
            _contentManager = cm;

            _postProcessor = new cPostProcessor(gd.GraphicsDevice, cm);
            _gameState = GAME_STATE.NOTHING;
            _batch = new cCustomSpriteBatch(gd.GraphicsDevice);

            _HUD = new cHUD();
        }
コード例 #33
0
ファイル: CarStopper.cs プロジェクト: tjsavage/shoopdoup
        public CarStopper(Minigame game)
        {
            state = GAME_STATE.Intro;
            minigame = game;
            introTitle = minigame.getTitle();
            introDescription = minigame.getDescription();

            setupLabels();

            mainCanvas.Children.Add(introTitleLabel);
            mainCanvas.Children.Add(introDescriptionLabel);
            mainCanvas.Children.Add(instructionLabel);
            mainCanvas.Children.Add(exitLabel);

            this.transitionTimer = new System.Windows.Threading.DispatcherTimer();
            this.transitionTimer.Tick += moveToNextState;
            this.transitionTimer.Interval = TimeSpan.FromMilliseconds(2000);
            this.transitionTimer.Start();

            this.fadeTimer = new System.Windows.Threading.DispatcherTimer();
            this.fadeTimer.Tick += fadeToNextState;
            this.fadeTimer.Interval = TimeSpan.FromMilliseconds(40);
            this.fadeTimer.IsEnabled = false;

            this.carTimer = new System.Windows.Threading.DispatcherTimer();
            this.carTimer.Tick += moveCar;
            this.carTimer.Interval = TimeSpan.FromMilliseconds(20);

            rightHandCursor = new System.Windows.Controls.Image();
            rightHandCursor.Source = this.toBitmapImage(ShoopDoup.Properties.Resources.HandCursor);
            rightHandCursor.Width = 100;

            leftHandCursor = new System.Windows.Controls.Image();
            System.Drawing.Bitmap leftHandBitmap = ShoopDoup.Properties.Resources.HandCursor;
            leftHandBitmap.RotateFlip(RotateFlipType.RotateNoneFlipX);
            leftHandCursor.Source = this.toBitmapImage(leftHandBitmap);
            leftHandCursor.Width = 100;

            rightHandCursor.Opacity = 0;
            leftHandCursor.Opacity = 0;

            carBitmaps = new List<Bitmap>();
            carBitmaps.Add(ShoopDoup.Properties.Resources.CarStopperBus);
            carBitmaps.Add(ShoopDoup.Properties.Resources.CarStopperCar);
            carBitmaps.Add(ShoopDoup.Properties.Resources.CarStopperTruck);
            carBitmaps.Add(ShoopDoup.Properties.Resources.CarStopperMotorcycle);
            carBitmaps.Add(ShoopDoup.Properties.Resources.CarStopperSUV);

            mainCanvas.Children.Add(rightHandCursor);
            mainCanvas.Children.Add(leftHandCursor);
        }
コード例 #34
0
ファイル: GameManager.cs プロジェクト: HaoYunSun/TEMPORAIRE
    IEnumerator Start()
    {

        MenuManager.manager.onPlayerButtonClicked += PlayerButtonClicked;
        MenuManager.manager.onPlayButtonClicked += PlayButtonClicked;
        MenuManager.manager.onPauseButtonClicked += PauseButtonClicked;
        MenuManager.manager.onResumeButtonClicked += ResumeButtonClicked;
        MenuManager.manager.onNewGameButtonClicked += NewGameButtonClicked;
        MenuManager.manager.onMainMenuButtonClicked += MainMenuButtonClicked;

        _state = GAME_STATE.menu;

        IsReady = true;
        yield break;
    }
コード例 #35
0
ファイル: AsSceneLoader.cs プロジェクト: ftcaicai/ArkClient
	public void Load( int iMapID, eLoadType type)
	{
		Debug.Log ("SceneLoad .Load " + iMapID);
		curLoadType = type;
		m_eOldGameState = AsGameMain.s_gameState;
		AsGameMain.s_gameState = GAME_STATE.STATE_LOADING;

		if(PlayerPrefs.HasKey( AsNpcStore.SaveKindKey))
			PlayerPrefs.DeleteKey( AsNpcStore.SaveKindKey);
		
		if( true == AssetbundleManager.Instance.useAssetbundle)
			AssetbundleManager.Instance.DownloadAssets_Group( _GetPatchGroup( iMapID));

		m_nMapID = iMapID;
		m_eType = type;

		StartCoroutine( "MapLoadCheck");
	}
コード例 #36
0
        public WhackAMoleController(Minigame game)
        {
            state = GAME_STATE.Intro;
            minigame = game;
            introTitle = minigame.getTitle();
            introDescription = minigame.getDescription();

            setupLabels();

            mainCanvas.Children.Add(introTitleLabel);
            mainCanvas.Children.Add(introDescriptionLabel);
            mainCanvas.Children.Add(instructionLabel);

            this.transitionTimer = new System.Windows.Threading.DispatcherTimer();
            this.transitionTimer.Tick += moveToNextState;
            this.transitionTimer.Interval = TimeSpan.FromMilliseconds(2000);
            this.transitionTimer.Start();

            this.fadeTimer = new System.Windows.Threading.DispatcherTimer();
            this.fadeTimer.Tick += fadeToNextState;
            this.fadeTimer.Interval = TimeSpan.FromMilliseconds(40);
            this.fadeTimer.IsEnabled = false;

            this.popupTimer = new System.Windows.Threading.DispatcherTimer();
            this.popupTimer.Tick += changePopup;
            this.popupTimer.Interval = TimeSpan.FromMilliseconds(2500);

            rightHandCursor = new System.Windows.Controls.Image();
            rightHandCursor.Source = this.toBitmapImage(ShoopDoup.Properties.Resources.HandCursor);
            rightHandCursor.Width = 100;

            leftHandCursor = new System.Windows.Controls.Image();
            System.Drawing.Bitmap leftHandBitmap = ShoopDoup.Properties.Resources.HandCursor;
            leftHandBitmap.RotateFlip(RotateFlipType.RotateNoneFlipX);
            leftHandCursor.Source = this.toBitmapImage(leftHandBitmap);
            leftHandCursor.Width = 100;

            rightHandCursor.Opacity = 0;
            leftHandCursor.Opacity = 0;

            mainCanvas.Children.Add(rightHandCursor);
            mainCanvas.Children.Add(leftHandCursor);
        }
コード例 #37
0
    void OnLevelWasLoaded(int level)
    {
        switch (level)
        {
            case 0:
                currentState = GAME_STATE.MENU;
                DisplayStartMenu();
                break;
            case 1:
                currentState = GAME_STATE.INGAME;
                StartCoroutine(DisplayDay());
                currentDay++;
                break;
            case 2:
                currentState = GAME_STATE.SUCCESS;
                break;
            case 3:
                currentState = GAME_STATE.FAIL;
                StartCoroutine(ResetFail());
                break;


        }
    }
コード例 #38
0
ファイル: StoryScript.cs プロジェクト: 3DPG/DUEL
    void OnGUI()
    {
        if (GUI.Button (new Rect (100, 100, 100, 100), "avoid")) {
            if(gameState == GAME_STATE.AVOID){
                btnAvoid = true;
            }else{
                gameState = GAME_STATE.GAME_OVER;
            }
        }

        string strToShow;

        if (gameState == GAME_STATE.GAME_OVER) {
            strToShow = "GAME_OVER";
        } else {
            strToShow = "timer_game: " + timer_game + "\n";
            strToShow += "timer_avoid: " + timer_avoid + "\n";
            strToShow += "timer_judgement: " + timer_judgement + "\n";
            strToShow += "next_time: " + next_time + "\n";
            strToShow += "avoid_interval: " + avoid_interval + "\n";
            strToShow += "time_to_avoid: " + time_to_avoid + "\n";
        }
        GUI.TextArea (new Rect (0, 0, 200, 100), strToShow);
    }
コード例 #39
0
ファイル: GameManager.cs プロジェクト: HaoYunSun/TEMPORAIRE
    void PauseButtonClicked()
    {
        _state = GAME_STATE.pause;

        //CustomTimer.manager.StopTimer();

        if (onGamePause != null)
            onGamePause();

    }
コード例 #40
0
ファイル: GameManager.cs プロジェクト: sindain/GDD-450-Neon
    //--------------------------------------------------------------------------------------------------------------------
    //Name:
    //Description:
    //Parameters:
    //Returns:
    //--------------------------------------------------------------------------------------------------------------------
    private void checkSceneOutroDone()
    {
        //Advance players states once everyone has played the outro
        //Player is advanced to SceneChangeRdy state by the NetPlayer script once fading out is done
        if (!arePlayerStatesSynced (NetPlayer.PLAYER_STATE.SceneChangeReady))
          return;

        foreach(GameObject p in players)
          p.GetComponent<NetPlayer>().setPlayerState(NetPlayer.PLAYER_STATE.LoadingScene);

        GameState = GAME_STATE.SceneChange;
        //If we'er in the main scene, just start races, otherwise we need to update race counter and such
        if(SceneManager.GetActiveScene().name == "_Main")
          ServerChangeScene (circuitScenes[iRaceCounter]);
        else{
          //Move to next scene
          iRaceCounter++;
          if (iRaceCounter >= circuitScenes.Length)
        returnToMain ();
          else{
        GameState = GAME_STATE.SceneChange;
        ServerChangeScene (circuitScenes [iRaceCounter]);
          }
        }
    }
コード例 #41
0
    private void OnCapitalShipExplodedRPC()
    {
        DebugConsole.Log( "Capital ship has exploded, moving into post-game" );
        this.gameState = GAME_STATE.POST_GAME;

        GamePlayer myPlayer = GamePlayerManager.instance.myPlayer;
        if ( myPlayer.fighter != null )
        {
            myPlayer.fighter.fighterCamera.gameObject.SetActive( false );
        }
        else if ( myPlayer.capitalShip != null )
        {
            //TODO: Disable capital camera
        }
    }
コード例 #42
0
ファイル: GameManager.cs プロジェクト: sindain/GDD-450-Neon
    //--------------------------------------------------------------------------------------------------------------------
    //Name:
    //Description:
    //Parameters:
    //Returns:
    //--------------------------------------------------------------------------------------------------------------------
    private void checkPlayersLoadedScene()
    {
        if (!arePlayerStatesSynced(NetPlayer.PLAYER_STATE.SceneLoaded))
          return;

        //Everyone has loaded the new scene
        GameState = GAME_STATE.SceneIntro;
        foreach (GameObject p in players){
          if (p == null)
        continue;
          NetPlayer _NetPlayer = p.GetComponent<NetPlayer> ();
          _NetPlayer.setRaceTime (0.0f);
          _NetPlayer.RpcSetTrack (trackNames [iRaceCounter]);
          _NetPlayer.RpcGiveCarCameraControl ();
        }
    }
コード例 #43
0
ファイル: GameManager.cs プロジェクト: sindain/GDD-450-Neon
    //--------------------------------------------------------------------------------------------------------------------
    //Name:
    //Description:
    //Parameters:
    //Returns:
    //--------------------------------------------------------------------------------------------------------------------
    private void checkRaceFinished()
    {
        //Someone has finished the race, start the countdown timer if it hasn't started already.
        bool result = true;
        foreach (GameObject pl in players)
          if (pl.GetComponent<NetPlayer> ().getPlayerState () != NetPlayer.PLAYER_STATE.Racing)
        result = false;

        if(!result && fRaceOverTimer == 0.0f){
          fRaceOverTimer = 20.0f; //20s
          foreach(GameObject p in players){
        if(p==null)
          continue;
        p.GetComponent<NetPlayer>().RpcStartRaceOverTimer();
          }
        }

        if (!arePlayerStatesSynced (NetPlayer.PLAYER_STATE.RaceFinished))
          return;

        GameState = GAME_STATE.SceneOutro;
        foreach(GameObject p in players){
          NetPlayer _NetPlayer = p.GetComponent<NetPlayer>();
          _NetPlayer.incPoints(POINTS[_NetPlayer.iPlace-1] + (_NetPlayer.hasFlag() ? 4 : 0));
          _NetPlayer.incFlags (_NetPlayer.hasFlag()?1:0);
          if(_NetPlayer.isHuman())
        _NetPlayer.RpcShowScoreboard();
          else
        _NetPlayer.setPlayerState(NetPlayer.PLAYER_STATE.SceneChangeReady);
        } //End foreach(GameObject p in players)
    }
コード例 #44
0
ファイル: GameManager.cs プロジェクト: sindain/GDD-450-Neon
 //--------------------------------------------------------------------------------------------------------------------
 //Name:
 //Description:
 //Parameters:
 //Returns:
 //--------------------------------------------------------------------------------------------------------------------
 private void checkSceneIntroDone()
 {
     //Advance players states once everyone has played the into
     if (!arePlayerStatesSynced (NetPlayer.PLAYER_STATE.RaceReady))
       return;
     GameState = GAME_STATE.RaceReady;
     checkPlayersRaceReady ();
 }
コード例 #45
0
        private void moveToNextState(object sender, EventArgs e)
        {
            Console.WriteLine("Moving to next state");
            fadeTimer.Start();
            transitionTimer.Stop();
            state = state + 1;

            if (state == GAME_STATE.Playing)
            {
                addNewCarTimer.Start();
                //drawGrid();
            }
            if (state == GAME_STATE.Exit)
            {
                qrCode.Opacity = 0;
                mainCanvas.Children.Add(ShoopDoupSpeakingImage);
                mainCanvas.Children.Add(qrCode);
                Canvas.SetLeft(qrCode, 800);
                Canvas.SetTop(qrCode, 400);
                Canvas.SetLeft(ShoopDoupSpeakingImage, 0);
                Canvas.SetTop(ShoopDoupSpeakingImage, 0);
                Canvas.SetZIndex(ShoopDoupSpeakingImage, 0);
                Canvas.SetZIndex(exitLabel, 1);
                this.exitTimer.Start();
            }
        }
コード例 #46
0
    protected void Update()
    {
        if ( Network.peerType != NetworkPeerType.Disconnected
          && Network.isServer && this.gameState == GAME_STATE.PRE_GAME
          && Network.time - this.timeStarted >= this.startPauseDuration )
        {
            this.gameState = GAME_STATE.PRE_GAME;

            this.GetComponent<NetworkView>().RPC( "OnGameStartedRPC", RPCMode.All );
        }

        #if UNITY_EDITOR
        if ( Network.peerType == NetworkPeerType.Disconnected
          && this.gameState == GAME_STATE.PRE_GAME )
        {
            this.gameState = GAME_STATE.PLAYING;
            this.LocalGameStart();
        }
        #endif
    }
コード例 #47
0
ファイル: GameManager.cs プロジェクト: AndrewCarvalho/Tojam8
 private void OnStateChange(GAME_STATE newState)
 {
     switch (state)
     {
         case GAME_STATE.SPLITSCREEN:
             this.StopAllAudio();
             this.fantasyFrolick.Play();
             break;
         case GAME_STATE.TRANSITIONING:
             this.StopAllAudio();
             this.songTime = this.outtatime.clip.length;
             this.outtatime.Play();
             this.timeStamp = Time.realtimeSinceStartup;
             Time.timeScale = 0;
             break;
         case GAME_STATE.SINGLESCREEN:
             GameObject.Find("Cameras").GetComponent<CameraController>().ExitTransitionState();
             this.StopAllAudio();
             this.fantasyFrenzy.Play();
             break;
         case GAME_STATE.KNIGHTWIN:
             GameManager.Instance.timeStamp = Time.realtimeSinceStartup;
             //.34f
             GameManager.Instance.songTime = 0.19f;
             break;
         case GAME_STATE.FREEZEFRAME:
             this.timeStamp = Time.realtimeSinceStartup;
             this.songTime = this.allHopeLost.clip.length;
             this.StopAllAudio();
             this.allHopeLost.Play();
             Time.timeScale = 0;
             break;
         case GAME_STATE.WINSCREEN:
             this.StopAllAudio();
             Application.LoadLevel("WinScene");
             break;
     }
 }
コード例 #48
0
ファイル: GameManager.cs プロジェクト: AndrewCarvalho/Tojam8
 public static void SetGameState(GAME_STATE state)
 {
     if (GameManager.state != state)
     {
         GameManager.state = state;
         GameManager.Instance.OnStateChange(state);
     }
 }
コード例 #49
0
 private void OnCapitalShipDeathRPC( int _playerID )
 {
     DebugConsole.Log( "Capital ship has reached critical damage, moving into Capital Destruction" );
     GamePlayer commander = GamePlayerManager.instance.GetPlayerWithID( _playerID );
     commander.capitalShip.isDying = true;
     this.gameState = GAME_STATE.CAPITAL_DESTRUCTION;
 }
コード例 #50
0
ファイル: GameManager.cs プロジェクト: HaoYunSun/TEMPORAIRE
    void ResumeButtonClicked()
    {
        _state = GAME_STATE.play;

        //CustomTimer.manager.StartTimer();

        if (onGameResume != null)
            onGameResume();

    }
コード例 #51
0
ファイル: GameManager.cs プロジェクト: HaoYunSun/TEMPORAIRE
    void MainMenuButtonClicked()
    {
        _state = GAME_STATE.menu;

        //CustomTimer.manager.StopTimer();

        if (onGameMenu != null)
            onGameMenu();
    }
コード例 #52
0
        private void controllerFinished(object o, EventArgs e)
        {
            exitTimer.Stop();
            introCarTimer.Stop();
            introCarAnimatorTimer.Stop();
            transitionTimer.Stop();
            fadeTimer.Stop();
            userExitedTimer.Stop();
            addNewCarTimer.Stop();

            if (state != GAME_STATE.Exit)
            {
                state = GAME_STATE.Playing;
                moveToNextState(null, null);
            }
            else
            {
                ReturnToStandbyController();
            }
        }
コード例 #53
0
ファイル: GameManager.cs プロジェクト: HaoYunSun/TEMPORAIRE
    void PlayButtonClicked()
    {
        _state = GAME_STATE.play;

        //CustomTimer.manager.ResetAndStart();

        if (onGamePlay != null)
            onGamePlay();

        /*
        if (onGameScoreHasChanged != null)
            onGameScoreHasChanged();
         * */

    }
コード例 #54
0
 public void ChangeState(GAME_STATE state)
 {
     currentState = state;
 }
コード例 #55
0
ファイル: GameManager.cs プロジェクト: sindain/GDD-450-Neon
    //--------------------------------------------------------------------------------------------------------------------
    //Name:
    //Description:
    //Parameters:
    //Returns:
    //--------------------------------------------------------------------------------------------------------------------
    private void checkPlayersRaceReady()
    {
        //if(players[0].GetComponent<NetPlayer>().getPlayerState() == NetPlayer.PLAYER_STATE.Racing)

        //Check if everyone has started racing to change game state
        if (arePlayerStatesSynced (NetPlayer.PLAYER_STATE.Racing))
          GameState = GAME_STATE.Racing;
          fRaceOverTimer = 0.0f;
        if (!arePlayerStatesSynced (NetPlayer.PLAYER_STATE.RaceReady))
          return;

        foreach (GameObject p in players){
          if (p == null)
        continue;
          NetPlayer _NetPlayer = p.GetComponent<NetPlayer> ();
          _NetPlayer.RpcGiveCarCameraControl ();
          _NetPlayer.RpcStartRaceCountdown ();
        }
    }
コード例 #56
0
ファイル: GameManager.cs プロジェクト: sindain/GDD-450-Neon
 //--------------------------------------------------------------------------------------------------------------------
 //Name:         Start
 //Description:  Default start function, nothing special here
 //Parameters:   NA
 //Returns:      NA
 //--------------------------------------------------------------------------------------------------------------------
 void Start()
 {
     iRaceCounter = 0;
     fTimer = Time.time;
     GameMode = GAME_MODE.None;
     GameState = GAME_STATE.None;
     players = new GameObject[PLAYER_COUNT];
 }
コード例 #57
0
ファイル: GameManager.cs プロジェクト: sindain/GDD-450-Neon
    //--------------------------------------------------------------------------------------------------------------------
    //Name:
    //Description:
    //Parameters:
    //Returns:
    //--------------------------------------------------------------------------------------------------------------------
    private void checkLevelSelectReady()
    {
        if (!arePlayerStatesSynced (NetPlayer.PLAYER_STATE.LevelSelectReady))
          return;

        //    foreach(GameObject p in players)
        //      p.GetComponent<NetPlayer>().setPlayerState(NetPlayer.PLAYER_STATE.SceneChangeReady);

        GameState = GAME_STATE.SceneOutro;
        foreach (GameObject p in players){
          NetPlayer _lNP = p.GetComponent<NetPlayer> ();
          _lNP.setPlayerState (_lNP.isHuman() ? NetPlayer.PLAYER_STATE.SceneOutro : NetPlayer.PLAYER_STATE.SceneChangeReady);
        }

        //    GameState = GAME_STATE.SceneChange;
        //    ServerChangeScene (circuitScenes[iRaceCounter]);
    }
コード例 #58
0
ファイル: GameManager.cs プロジェクト: sindain/GDD-450-Neon
    //--------------------------------------------------------------------------------------------------------------------
    //Name:
    //Description:
    //Parameters:
    //Returns:
    //--------------------------------------------------------------------------------------------------------------------
    private void checkVehicleSelectReady()
    {
        if (!arePlayerStatesSynced (NetPlayer.PLAYER_STATE.VehicleSelectReady))
          return;

        GameState = GAME_STATE.LevelSelection;

        //foreach (GameObject p in players){
        for(int i = 0; i < PLAYER_COUNT; i++){
          //Add NPC's for any empty spots
          if(players[i]==null){
        GameObject NpcPlayer = (GameObject)Instantiate(playerPrefab, Vector3.zero, Quaternion.identity);
        NetPlayer _NetPlayer = NpcPlayer.GetComponent<NetPlayer> ();

        NetworkServer.Spawn(NpcPlayer);
        _NetPlayer.Setup (i, false);
        players[i] = NpcPlayer;
        players[i].GetComponent<NetPlayer> ().setPlayerState(NetPlayer.PLAYER_STATE.LevelSelectReady);
          }
          else if (i==0){
        players[i].GetComponent<NetPlayer>().setPlayerState(NetPlayer.PLAYER_STATE.LevelSelect);
        players[i].GetComponent<NetPlayer>().RpcStartLevelSelection();
          }
          else
        players[i].GetComponent<NetPlayer>().setPlayerState(NetPlayer.PLAYER_STATE.LevelSelectReady);
        } //End for(int i = 0; i < PLAYER_COUNT; i++)
    }
コード例 #59
0
        public CarStopperController(Minigame game)
        {
            state = GAME_STATE.Instructions;
            minigame = game;
            introTitle = minigame.getTitle();
            introDescription = minigame.getDescription();
            this.sp = new System.Media.SoundPlayer(ShoopDoup.Properties.Resources.carexplosion);

            carDictionary = new Dictionary<String, Car>();

            Console.WriteLine(minigame.getData().Count);
            int randomElementIndex = randomGen.Next(minigame.getData().Count);
            baseItem = (String)minigame.getData().ElementAt(randomElementIndex).getElementValue();
            minigame.getData().RemoveAt(randomElementIndex);

            setupLabels();

            //mainCanvas.Children.Add(introTitleLabel);
            //mainCanvas.Children.Add(introDescriptionLabel);
            mainCanvas.Children.Add(instructionLabel);
            mainCanvas.Children.Add(exitLabel);
            mainCanvas.Children.Add(scoreLabel);
            mainCanvas.Children.Add(baseLabel);

            this.transitionTimer = new System.Windows.Threading.DispatcherTimer();
            this.transitionTimer.Tick += moveToNextState;
            this.transitionTimer.Interval = TimeSpan.FromMilliseconds(3000);

            this.fadeTimer = new System.Windows.Threading.DispatcherTimer();
            this.fadeTimer.Tick += fadeToNextState;
            this.fadeTimer.Interval = TimeSpan.FromMilliseconds(40);
            this.fadeTimer.IsEnabled = false;

            this.carTimer = new System.Windows.Threading.DispatcherTimer();
            this.carTimer.Tick += moveCars;
            this.carTimer.Interval = TimeSpan.FromMilliseconds(20);

            this.exitTimer = new System.Windows.Threading.DispatcherTimer();
            this.exitTimer.Tick += controllerFinished;
            this.exitTimer.Interval = TimeSpan.FromMilliseconds(10000);

            this.userExitedTimer = new System.Windows.Threading.DispatcherTimer();
            this.userExitedTimer.Tick += controllerFinished;
            this.userExitedTimer.Interval = TimeSpan.FromMilliseconds(2000);

            this.introCarTimer = new System.Windows.Threading.DispatcherTimer();
            this.introCarTimer.Tick += addNewInstructionCar;
            this.introCarTimer.Interval = TimeSpan.FromMilliseconds(2600);

            this.introCarAnimatorTimer = new System.Windows.Threading.DispatcherTimer();
            this.introCarAnimatorTimer.Tick += moveCars;
            this.introCarAnimatorTimer.Interval = TimeSpan.FromMilliseconds(20);

            this.addNewCarTimer = new System.Windows.Threading.DispatcherTimer();
            this.addNewCarTimer.Tick += addNewCar;
            this.addNewCarTimer.Interval = TimeSpan.FromMilliseconds(4000);

            rightHandCursor = new System.Windows.Controls.Image();
            rightHandCursor.Source = this.toBitmapImage(ShoopDoup.Properties.Resources.BlueHandCursor);
            rightHandCursor.Width = 100;

            leftHandCursor = new System.Windows.Controls.Image();
            System.Drawing.Bitmap leftHandBitmap = ShoopDoup.Properties.Resources.BlueHandCursor;
            leftHandBitmap.RotateFlip(RotateFlipType.RotateNoneFlipX);
            leftHandCursor.Source = this.toBitmapImage(leftHandBitmap);
            leftHandCursor.Width = 100;

            trafficBackgroundImage = new System.Windows.Controls.Image();
            trafficBackgroundImage.Source = this.toBitmapImage(ShoopDoup.Properties.Resources.TrafficLaneBackGround);
            trafficBackgroundImage.Width = 1280;
            trafficBackgroundImage.Height = 800;
            trafficBackgroundImage.Opacity = .8;

            qrCode = new System.Windows.Controls.Image();
            qrCode.Source = this.toBitmapImage(ShoopDoup.Properties.Resources.qr);
            qrCode.Height = 248;
            qrCode.Width = 248;

            baseLabelBox = new System.Windows.Controls.Image();
            baseLabelBox.Source = this.toBitmapImage(ShoopDoup.Properties.Resources.blueText);

            scoreBox = new System.Windows.Controls.Image();
            scoreBox.Source = this.toBitmapImage(ShoopDoup.Properties.Resources.TwoDigitBlue);
            scoreBox.Height = 100;
            scoreBox.Width = 200;

            ShoopDoupSpeakingImage = new System.Windows.Controls.Image();
            ShoopDoupSpeakingImage.Source = this.toBitmapImage(ShoopDoup.Properties.Resources.ThinkingUpgame);
            ShoopDoupSpeakingImage.Width = 1280;
            ShoopDoupSpeakingImage.Height = 800;
            ShoopDoupSpeakingImage.Opacity = 0;

            rightHandCursor.Opacity = 0;
            leftHandCursor.Opacity = 0;

            carBitmaps = new List<Bitmap>();
            carBitmaps.Add(ShoopDoup.Properties.Resources.CarStopperBus);
            carBitmaps.Add(ShoopDoup.Properties.Resources.CarStopperCar);
            carBitmaps.Add(ShoopDoup.Properties.Resources.CarStopperTruck);
            carBitmaps.Add(ShoopDoup.Properties.Resources.CarStopperMotorcycle);
            carBitmaps.Add(ShoopDoup.Properties.Resources.CarStopperSUV);

            mainCanvas.Children.Add(rightHandCursor);
            mainCanvas.Children.Add(leftHandCursor);
            mainCanvas.Children.Add(trafficBackgroundImage);
            mainCanvas.Children.Add(scoreBox);

            Canvas.SetZIndex(rightHandCursor, 4);
            Canvas.SetZIndex(leftHandCursor, 4);
            Canvas.SetLeft(trafficBackgroundImage, 0);
            Canvas.SetTop(trafficBackgroundImage, 0);
            Canvas.SetZIndex(trafficBackgroundImage, -5);

            Canvas.SetZIndex(scoreBox, -1);
            Canvas.SetLeft(scoreBox, 40);
            Canvas.SetTop(scoreBox, 8);

            runIntro();
        }
コード例 #60
0
    private void OnGameStartedRPC()
    {
        GamePlayer player = GamePlayerManager.instance.GetPlayerWithID( Common.MyNetworkID() );

        if ( player.playerType == PLAYER_TYPE.COMMANDER1 || player.playerType == PLAYER_TYPE.COMMANDER2 )
        {
            PlayerInstantiator.instance.CreatePlayerObject( player, false );
        }
        this.gameState = GAME_STATE.PLAYING;
    }