public float CalcDepth(SpatialData spatial, GameLayer layer) { // Note(manu): 0 means front, 1 means back. float maxY = Level.SCREEN_DIMENSION * CurrentLevel.ScreenTileHeight; float y = MathHelper.Clamp(spatial.Position.Y, 0, maxY); float alpha = y / maxY; float depth; switch (layer) { case GameLayer.CloseToTheScreen: depth = MathHelper.Lerp(0.0999f, 0.0f, alpha); break; case GameLayer.SomewhereInTheMiddle: depth = MathHelper.Lerp(0.9f, 0.1f, alpha); break; case GameLayer.Background: depth = 1.0f; break; default: throw new ArgumentException("layer"); } return(depth); }
private void ConvertKSHAndOpen() { var dialog = new OpenFileDialogDesc("Open KSH Chart", new[] { new FileFilter("K-Shoot MANIA Files", "ksh") }); var dialogResult = FileSystem.ShowOpenFileDialog(dialog); if (dialogResult.DialogResult == DialogResult.OK) { string primaryKshFile = dialogResult.FilePath; var chartSetInfo = ConvertKSHAndSave(primaryKshFile, out ChartInfo selected); var serializer = BinaryTheoriChartSerializer.GetSerializerFor(NeuroSonicGameMode.Instance); using (var stream = File.OpenRead(Path.Combine(m_chartsDir, chartSetInfo.FilePath, selected.FileName))) { var chart = serializer.DeserializeChart(selected, stream); string audioFile = Path.Combine(m_chartsDir, chartSetInfo.FilePath, chart.Info.SongFileName); var audio = AudioTrack.FromFile(audioFile); audio.Channel = Host.Mixer.MasterChannel; audio.Volume = chart.Info.SongVolume / 100.0f; AutoPlay autoPlay = AutoPlay.None; if (Keyboard.IsDown(KeyCode.LCTRL) || Keyboard.IsDown(KeyCode.RCTRL)) { autoPlay = AutoPlay.ButtonsAndLasers; } var game = new GameLayer(Plugin.DefaultResourceLocator, chart, audio, autoPlay); Host.PushLayer(new GenericTransitionLayer(game, Plugin.DefaultResourceLocator)); } } }
private void instantiateBorder(GameLayer thisLayer) { //instantiate north and south for (int i = 0; i < thisLayer.layerWidth; i++) { if (!(((curGameLayer.exitWall == Direction.NORTH) && (i == curGameLayer.exitWallLoc)) || ((curGameLayer.entranceWall == Direction.NORTH) && (i == curGameLayer.entranceWallLoc)))) { //did not find a north wall matching exit or entrance, instantiate here goInstantiated = Instantiate(basicBorder[0], new Vector3(thisLayer.layerZeroZero.x + (i * roomTileSize), thisLayer.layerZeroZero.y + 5f, thisLayer.layerZeroZero.z + (roomTileSize / 2) + ((thisLayer.layerHeight - 1) * roomTileSize)), GetSpawnRotation(90), currentLayerParent.transform); } //goInstantiated = Instantiate(randomPrefab(basicRoom), new Vector3(thisLayer.layerZeroZero.x + (i * roomTileSize), thisLayer.layerZeroZero.y, thisLayer.layerZeroZero.z + (j * roomTileSize)), GetSpawnRotation(randomPrefabRotation()), currentLayerParent.transform); if (!(((curGameLayer.exitWall == Direction.SOUTH) && (i == curGameLayer.exitWallLoc)) || ((curGameLayer.entranceWall == Direction.SOUTH) && (i == curGameLayer.entranceWallLoc)))) { //did not find a north wall matching exit or entrance, instantiate here goInstantiated = Instantiate(basicBorder[0], new Vector3(thisLayer.layerZeroZero.x + (i * roomTileSize), thisLayer.layerZeroZero.y + 5f, thisLayer.layerZeroZero.z - (roomTileSize / 2)), GetSpawnRotation(90), currentLayerParent.transform); } } //instantiate east and west for (int i = 0; i < thisLayer.layerHeight; i++) { if (!(((curGameLayer.exitWall == Direction.EAST) && (i == curGameLayer.exitWallLoc)) || ((curGameLayer.entranceWall == Direction.EAST) && (i == curGameLayer.entranceWallLoc)))) { //did not find a north wall matching exit or entrance, instantiate here goInstantiated = Instantiate(basicBorder[0], new Vector3(thisLayer.layerZeroZero.x + ((thisLayer.layerWidth - 1) * roomTileSize) + (roomTileSize / 2), thisLayer.layerZeroZero.y + 5f, thisLayer.layerZeroZero.z + (i * roomTileSize)), GetSpawnRotation(0), currentLayerParent.transform); } //goInstantiated = Instantiate(randomPrefab(basicRoom), new Vector3(thisLayer.layerZeroZero.x + (i * roomTileSize), thisLayer.layerZeroZero.y, thisLayer.layerZeroZero.z + (j * roomTileSize)), GetSpawnRotation(randomPrefabRotation()), currentLayerParent.transform); if (!(((curGameLayer.exitWall == Direction.WEST) && (i == curGameLayer.exitWallLoc)) || ((curGameLayer.entranceWall == Direction.WEST) && (i == curGameLayer.entranceWallLoc)))) { //did not find a north wall matching exit or entrance, instantiate here goInstantiated = Instantiate(basicBorder[0], new Vector3(thisLayer.layerZeroZero.x - (roomTileSize / 2), thisLayer.layerZeroZero.y + 5f, thisLayer.layerZeroZero.z + (i * roomTileSize)), GetSpawnRotation(0), currentLayerParent.transform); } } }
public static void GenerateFromCsv(string csv, SpriteMapping spriteMapping, GameLayer layer) { var spriteNames = CsvHelper.ReadCsv(csv); var tiles = TransformNamesToVectors(spriteNames, spriteMapping.Width, spriteMapping.Height); foreach (var tile in tiles) { var tileNames = tile.Value; var tileArray = tileNames.Split(';'); var tileName = string.Format("Tile_{0}_{1}_{2}", tileNames, tile.Key.X, tile.Key.Y); var gameObject = new GameObject(tileName, tile.Key); var spriteName = tileArray[0]; var sprite = new SpriteMappingComponent(spriteMapping, spriteName); if (tileArray.Count() > 1) { var blockingProperty = tileArray[1]; if (blockingProperty.ToUpperInvariant() == "B") { var boundary = new BoundaryComponent(spriteMapping.Width, spriteMapping.Height); gameObject.AddComponent(boundary); } } gameObject.AddComponent(sprite); layer.AddGameObject(gameObject); } }
public void LoopGames(bool remove) { var gameLayer = new GameLayer(ApiKey); var games = gameLayer.GetGames(); foreach (var game in games) { if (!game.Active) { continue; } Console.WriteLine($"Game :: {game.GameId}"); Console.WriteLine($"Started = {game.Started}"); Console.WriteLine($"StartedAt = {game.StartedAt}"); if (remove) { gameLayer.EndGame(game.GameId); Console.WriteLine($"Ending game..."); } Console.WriteLine(); } Console.WriteLine(); Console.WriteLine("Total games: " + games.Count); Console.WriteLine("Active games: " + games.Count(x => x.Active)); Console.WriteLine("Started games: " + games.Count(x => x.Started)); }
public void LoadCard(CardRewardData cardData, GameLayer layer = 0x13) { this.m_layer = layer; this.m_CardID = cardData.CardID; this.m_cardFlair = new CardFlair(cardData.Premium); DefLoader.Get().LoadFullDef(this.m_CardID, new DefLoader.LoadDefCallback <FullDef>(this.OnFullDefLoaded)); }
public void LoadSpecifiedReplay() { var gameId = "ce7a97e2-e499-4b1e-9a1c-f72a35f0ac2d"; var gameLayer = new GameLayer(ApiKey); var replay = LoadReplay(gameId); }
public override void ApplicationDidFinishLaunching (CCApplication application, CCWindow mainWindow) { application.PreferMultiSampling = false; application.ContentRootDirectory = "Content"; application.ContentSearchPaths.Add ("animations"); application.ContentSearchPaths.Add ("fonts"); application.ContentSearchPaths.Add ("sounds"); CCSize windowSize = mainWindow.WindowSizeInPixels; float desiredHeight = 1024.0f; float desiredWidth = 768.0f; // This will set the world bounds to be (0,0, w, h) // CCSceneResolutionPolicy.ShowAll will ensure that the aspect ratio is preserved CCScene.SetDefaultDesignResolution (desiredWidth, desiredHeight, CCSceneResolutionPolicy.ShowAll); CCScene scene = new CCScene (mainWindow); GameLayer gameLayer = new GameLayer (); scene.AddChild (gameLayer); mainWindow.RunWithScene (scene); }
public static Turn GetBestPlaceUtilityTurn(GameLayer gameLayer) { var state = gameLayer.GetState(); var uArr = Helper.GetUtilitiyGrid(state); if (state.AvailableUtilityBuildings.Any(t => t.BuildingName == "Mall") && state.AvailableUtilityBuildings.Find(t => t.BuildingName == "Mall").ReleaseTick < state.Turn && !state.UtilityBuildings.Any(x => x.BuildingName == "Mall")) { var bluep = gameLayer.GetUtilityBlueprint("Mall"); Position pos = GetBestPos(uArr, gameLayer, 3, "Mall"); if (pos != null && state.Funds > bluep.Cost + 5000) { return(new PlaceUtilityTurn(pos.x, pos.y, bluep, state.GameId)); } } if (state.AvailableUtilityBuildings.Any(t => t.BuildingName == "Park") && state.AvailableUtilityBuildings.Find(t => t.BuildingName == "Park").ReleaseTick < state.Turn && !state.UtilityBuildings.Any(x => x.BuildingName == "Park")) { var bluep = gameLayer.GetUtilityBlueprint("Park"); Position pos = GetBestPos(uArr, gameLayer, 2, "Park"); if (pos != null && state.Funds > bluep.Cost + 5000) { return(new PlaceUtilityTurn(pos.x, pos.y, bluep, state.GameId)); } } if (state.AvailableUtilityBuildings.Any(t => t.BuildingName == "WindTurbine") && state.AvailableUtilityBuildings.Find(t => t.BuildingName == "WindTurbine").ReleaseTick < state.Turn && !state.UtilityBuildings.Any(x => x.BuildingName == "WindTurbine")) { var bluep = gameLayer.GetUtilityBlueprint("WindTurbine"); Position pos = GetBestPos(uArr, gameLayer, 2, "WindTurbine"); if (pos != null && state.Funds > bluep.Cost + 5000) { return(new PlaceUtilityTurn(pos.x, pos.y, bluep, state.GameId)); } } return(null); }
public override void ApplicationDidFinishLaunching( CCApplication application, CCWindow mainWindow ) { application.ContentRootDirectory = "Content"; var windowSize = mainWindow.WindowSizeInPixels; var desiredWidth = 768.0f; var desiredHeight = 1024.0f; // This will set the world bounds to be (0,0, w, h) // CCSceneResolutionPolicy.ShowAll will ensure that the aspect ratio is preserved CCScene.SetDefaultDesignResolution( desiredWidth, desiredHeight, CCSceneResolutionPolicy.ShowAll ); // Determine whether to use the high or low def versions of our images // Make sure the default texel to content size ratio is set correctly // Of course you're free to have a finer set of image resolutions e.g (ld, hd, super-hd) if( desiredWidth < windowSize.Width ) { application.ContentSearchPaths.Add( "hd" ); CCSprite.DefaultTexelToContentSizeRatio = 1.0f; } else { application.ContentSearchPaths.Add( "ld" ); CCSprite.DefaultTexelToContentSizeRatio = 1.0f; } var scene = new CCScene( mainWindow ); var gameLayer = new GameLayer(); scene.AddChild( gameLayer ); mainWindow.RunWithScene( scene ); }
private Vector3 getExitPosition(GameLayer thisLayer) { Vector3 layerExitPos = new Vector3(0, roomTileHeight - (roomTileHeight * thisLayer.thisLayerNumber), 0); switch (thisLayer.exitWall) { case Direction.NORTH: layerExitPos.x = thisLayer.layerZeroZero.x + (roomTileSize * thisLayer.exitWallLoc); layerExitPos.z = thisLayer.layerZeroZero.z + (roomTileSize * thisLayer.layerHeight); break; case Direction.SOUTH: layerExitPos.x = thisLayer.layerZeroZero.x + (roomTileSize * thisLayer.exitWallLoc); layerExitPos.z = thisLayer.layerZeroZero.z - (roomTileSize); break; case Direction.EAST: layerExitPos.x = thisLayer.layerZeroZero.x + (roomTileSize * thisLayer.layerWidth); layerExitPos.z = thisLayer.layerZeroZero.z + (roomTileSize * thisLayer.exitWallLoc); break; case Direction.WEST: layerExitPos.x = thisLayer.layerZeroZero.x - (roomTileSize); layerExitPos.z = thisLayer.layerZeroZero.z + (roomTileSize * thisLayer.exitWallLoc); break; } return(layerExitPos); }
private Vector3 findLayerZeroZero(GameLayer thisLayer) { Vector3 layerZeroZero = new Vector3(0, roomTileHeight - (roomTileHeight * thisLayer.thisLayerNumber), 0); switch (thisLayer.entranceWall) { case Direction.NORTH: layerZeroZero.x = thisLayer.entrancePos.x - (roomTileSize * thisLayer.entranceWallLoc); layerZeroZero.z = (thisLayer.entrancePos.z) - (roomTileSize * thisLayer.layerHeight); // Debug.Log("x " + layerZeroZero.x + " :: " + layerZeroZero.y + " :: " + layerZeroZero.z); break; case Direction.SOUTH: layerZeroZero.x = thisLayer.entrancePos.x - (roomTileSize * thisLayer.entranceWallLoc); layerZeroZero.z = (thisLayer.entrancePos.z) + (roomTileSize); break; case Direction.EAST: layerZeroZero.x = thisLayer.entrancePos.x - (roomTileSize * thisLayer.layerWidth); layerZeroZero.z = (thisLayer.entrancePos.z) - (roomTileSize * thisLayer.entranceWallLoc); break; case Direction.WEST: layerZeroZero.x = thisLayer.entrancePos.x + (roomTileSize); layerZeroZero.z = (thisLayer.entrancePos.z) - (roomTileSize * thisLayer.entranceWallLoc); break; } return(layerZeroZero); }
private void CreateHitTestPriorityMap() { this.m_hitTestPriorityMap = new Map <GameLayer, int>(); int num = 1; for (int i = 0; i < HIT_TEST_PRIORITY_ORDER.Length; i++) { GameLayer key = HIT_TEST_PRIORITY_ORDER[i]; this.m_hitTestPriorityMap.Add(key, num++); } IEnumerator enumerator = Enum.GetValues(typeof(GameLayer)).GetEnumerator(); try { while (enumerator.MoveNext()) { GameLayer current = (GameLayer)((int)enumerator.Current); if (!this.m_hitTestPriorityMap.ContainsKey(current)) { this.m_hitTestPriorityMap.Add(current, 0); } } } finally { IDisposable disposable = enumerator as IDisposable; if (disposable == null) { } disposable.Dispose(); } }
internal static Bundle GetBestUpgradeTurn(Upgrade upgrade, GameLayer layer) { switch (upgrade.Name) { case "Caretaker": return(GetBestCaretaker(upgrade, layer)); case "Charger": return(GetBestCharger(upgrade, layer)); case "SolarPanel": return(GetBestSolarPanel(upgrade, layer)); case "Insulation": return(GetBestInsulation(upgrade, layer)); case "Playground": return(GetBestPlayground(upgrade, layer)); case "Regulator": return(GetBestRegulator(upgrade, layer)); default: return(null); } }
public void OnGenerateNextLayer() { //goInstantiated = Instantiate(randomPrefab(basicRoom), new Vector3(0f,0f,0f), GetSpawnRotation(randomPrefabRotation())); curGameLayer = gameLayers[GameManager.Instance.getCurrentLayer()]; curGameLayer.thisLayerNumber = GameManager.Instance.getCurrentLayer() + 1; //instantiate parent for layer contents currentLayerParent = new GameObject("Layer" + curGameLayer.thisLayerNumber); //currentLayerParent = Instantiate(new GameObject(), new Vector3(0f, 0f, 0f), Quaternion.identity, layerRootGO.transform); currentLayerParent.transform.parent = layerRootGO.transform; //check for end of prebuilt levels if (curGameLayer.thisLayerNumber >= gameLayers.Count) { GameLayer depthLayer = getDepthLayer(curGameLayer.thisLayerNumber); gameLayers.Add(depthLayer); } curGameLayer.entranceWallLoc = findEntranceLoc(curGameLayer); curGameLayer.exitWall = findExitEdge(curGameLayer); curGameLayer.exitWallLoc = findExitLoc(curGameLayer); curGameLayer.layerZeroZero = findLayerZeroZero(curGameLayer); instantiateRooms(curGameLayer); // instantiateBorder(curGameLayer); curGameLayer.exitPos = getExitPosition(curGameLayer); curGameLayer.exitLockNeeded = calculateExitNeededFromLayer(curGameLayer.thisLayerNumber); placeExit(curGameLayer); }
private static Bundle GetBestPlayground(Upgrade upgrade, GameLayer layer) { var state = layer.GetState(); Position pos = new Position(0, 0); BuiltResidenceBuilding building = null; int turnsleft = state.MaxTurns - state.Turn; int popAffected = 0; foreach (var build in state.ResidenceBuildings) { if (!build.Effects.Contains(upgrade.Name) && popAffected < layer.GetResidenceBlueprint(build.BuildingName).MaxPop) { building = build; popAffected = layer.GetResidenceBlueprint(build.BuildingName).MaxPop; pos = build.Position; } } if (building == null) { return(null); } var b = new Bundle { EnergyNeed = 0, ExtraCost = 0, PotentialScore = popAffected * turnsleft * 0.16 / 10 + 0.007 * popAffected * turnsleft, TotalIncome = 0, Turn = new UpgradeTurn(pos.x, pos.y, upgrade.Name, state.GameId), UpfrontCost = 5200 }; return(b); }
private static Bundle GetBestCaretaker(Upgrade upgrade, GameLayer layer) { var state = layer.GetState(); Position pos = new Position(0, 0); BuiltResidenceBuilding building = null; int turnsleft = state.MaxTurns - state.Turn; double save = 0; foreach (var build in state.ResidenceBuildings) { double maintCost = layer.GetResidenceBlueprint(build.BuildingName).MaintenanceCost; double decayRate = layer.GetResidenceBlueprint(build.BuildingName).DecayRate + build.Effects.Where(t => t == "Charger" || t == "Regulator" || t == "Playground" || t == "SolarPanel" || t == "Insulation").Count() * 0.2; if (!build.Effects.Contains(upgrade.Name) && save < maintCost * Math.Ceiling(turnsleft / (55 / decayRate)) - maintCost * Math.Ceiling(turnsleft * 0.25 / (55 / decayRate)) - 6 * turnsleft - 3500) { building = build; pos = build.Position; save = maintCost * Math.Ceiling(turnsleft / (55 / decayRate)) - maintCost * Math.Ceiling(turnsleft * 0.25 / (55 / decayRate)) - 6 * turnsleft - 3500; } } if (building == null) { return(null); } var b = new Bundle { EnergyNeed = 0, ExtraCost = 6 * turnsleft, PotentialScore = 0, TotalIncome = save + 6 * turnsleft + 3500, Turn = new UpgradeTurn(pos.x, pos.y, upgrade.Name, state.GameId), UpfrontCost = 3500 }; return(b); }
public static void ReplaceLayer(GameObject parentObject, GameLayer newLayer, GameLayer oldLayer) { if (parentObject.layer == oldLayer) { parentObject.layer = (int)newLayer; } IEnumerator enumerator = parentObject.transform.GetEnumerator(); try { while (enumerator.MoveNext()) { Transform current = (Transform)enumerator.Current; if (current.gameObject.layer == oldLayer) { SetLayer(current.gameObject, newLayer); } } } finally { IDisposable disposable = enumerator as IDisposable; if (disposable == null) { } disposable.Dispose(); } }
private bool HigherPriorityCollisionExists(GameLayer layer) { if (this.m_systemDialogActive && (this.m_hitTestPriorityMap[layer] < this.m_hitTestPriorityMap[GameLayer.UI])) { return(true); } if (this.m_gameDialogActive && (this.m_hitTestPriorityMap[layer] < this.m_hitTestPriorityMap[GameLayer.IgnoreFullScreenEffects])) { return(true); } if (this.m_FullscreenEffectsCameraActive && (this.m_hitTestPriorityMap[layer] < this.m_hitTestPriorityMap[GameLayer.IgnoreFullScreenEffects])) { return(true); } LayerMask higherPriorityLayerMask = this.GetHigherPriorityLayerMask(layer); foreach (Camera camera in Camera.allCameras) { RaycastHit hit; if ((!this.m_ignoredCameras.Contains(camera) && ((camera.cullingMask & higherPriorityLayerMask) != 0)) && this.FilteredRaycast(camera, this.GetMousePosition(), higherPriorityLayerMask, out hit)) { GameLayer gameLayer = (GameLayer)hit.collider.gameObject.layer; if ((camera.cullingMask & gameLayer.LayerBit()) != 0) { return(true); } } } return(false); }
protected override void OnRegistered() { int width = Program.ObjWidth; GameLayer.AddObject(new Goal(new asd.Vector2DF(23 * width, 16 * width))); Random r = new Random(); Random rand = new Random(); //重複なし乱数配列生成 int[] array = new int[16]; for (int i = 0; i < 16; i++) { array[i] = i; } for (int i = 0; i < 16; i++) { int x = r.Next(16); int t = array[i]; array[i] = array[x]; array[x] = t; } for (int i = 2; i < 23; i++) { for (int j = 0; j < 16; j++) { int p = rand.Next(10); if (p == 0) { GameLayer.AddObject(new EnemyYellow(new asd.Vector2DF(width * i, width * array[j] + width))); } if (p == 1) { GameLayer.AddObject(new EnemyRed(new asd.Vector2DF(width * i, width * array[j] + width))); } if (p == 2) { GameLayer.AddObject(new WhiteWall(new asd.Vector2DF(width * i, width * array[j] + width))); } if (p == 3) { ; GameLayer.AddObject(new YellowWall(new asd.Vector2DF(width * i, width * array[j] + width))); } if (p == 4) { GameLayer.AddObject(new WhiteWall(new asd.Vector2DF(width * i, width * array[j] + width))); } if (p == 5) { GameLayer.AddObject(new EnemyWhite(new asd.Vector2DF(width * i, width * array[j] + width))); } else { //何も作らない } } } GameLayer.AddObject(new Explain(new asd.Vector2DF(Program.WindowSizeX - Program.ObjWidth * 3.5f, Program.WindowSizeY / 2))); GameLayer.AddObject(new Player(new asd.Vector2DF(width, 10 * width))); }
private static Bundle GetBestInsulation(Upgrade upgrade, GameLayer layer) { var state = layer.GetState(); Position pos = new Position(0, 0); BuiltResidenceBuilding building = null; return(null); }
public AsteroidManager(Texture2D[] textures, Texture2D[] deathTextures, GameLayer gameLayer) { _texture2D = textures; _deathTextures = deathTextures; _lastTimeSpan = new TimeSpan(); _random = new Random(); _gameLayer = gameLayer; }
public static void SetLayer(GameObject g, GameLayer l) { g.layer = (int)l; foreach (Transform t in g.transform) { SetLayer(t.gameObject, l); } }
private void MoveToActiveLayer(bool saveOriginalLayer) { if (saveOriginalLayer) { this.m_originalLayer = (GameLayer)base.gameObject.layer; } SceneUtils.SetLayer(base.gameObject, this.m_activeLayer); }
private static double GetNextTemp(BuiltResidenceBuilding building, GameLayer gameLayer) { return (building.Temperature + (building.EffectiveEnergyIn - gameLayer.GetResidenceBlueprint(building.BuildingName).BaseEnergyNeed) * Constants.DEGREES_PER_EXCESS_MWH + Constants.DEGREES_PER_POP * building.CurrentPop - (building.Temperature - gameLayer.GetState().CurrentTemp) * (gameLayer.GetResidenceBlueprint(building.BuildingName).Emissivity *(building.Effects.Contains("Insulation") ? 0.6 : 1))); }
public void Update(float ms) { UpdateAliens(ms); UpdateWeaponDepots(ms); if (currentSection < sections.Count - 1) { if (sections[currentSection].GetAlienCount() == 0) { sections[currentSection].Open(); currentSection += 1; sections[currentSection].FillWithAliens(); // respawn if (Globals.gameInstance.players.Length > 1) { if (!Globals.gameInstance.players[0].alive) { Globals.gameInstance.players[0].Respawn(Globals.gameInstance.players[1].Position); } else if (!Globals.gameInstance.players[1].alive) { Globals.gameInstance.players[1].Respawn(Globals.gameInstance.players[0].Position); } } } } else { // check if players are both on the portal bool allOnPortal = true; for (int i = 0; i < Globals.gameInstance.players.Length; i++) { if (Vector3.DistanceSquared(endteleporter.Position, Globals.gameInstance.players[i].Position) > 1.5f) { allOnPortal = false; break; } } if (allOnPortal && !endteleporter.Started && !endteleporter.Finished) { endteleporter.Start(); } endteleporter.Update(ms); if (endteleporter.Progress > 30) { // win //Globals.gameInstance.parentLayer. GameLayer game = (GameLayer)Globals.screenManager.GetTop(); game.fadeOutCompleteCallback = win; game.StartTransitionOff(); } } UpdateDoors(ms); }
public virtual void Init() { isActive = false; isGoExcit = false; name = this.GetType().Name; ViewManager.Regist(this); this.layer = GameLayer.Wnd; }
public static CCScene GameScene(GameLayer sender, CCWindow window, CardBase[] cards) { var scene = new CCScene(window); var layer = new ChooseCardLayer(sender, cards); scene.AddChild(layer); return(scene); }
public override Turn TakeTurn(GameLayer gameLayer) { gameLayer.Wait(_gameId); if (_nextTurn != null) { Program.StackedTurns.Push(_nextTurn); } return(null); }
public GameTouchHandler(GameLayer gameLayer, HexMexCamera hexMexCamera) { GameLayer = gameLayer; HexMexCamera = hexMexCamera; var eventListener = new CCEventListenerTouchOneByOne { IsEnabled = true, OnTouchBegan = OnTouchBegan, OnTouchCancelled = OnTouchCancelled, OnTouchEnded = OnTouchEnded, OnTouchMoved = OnTouchMoved }; gameLayer.AddEventListener(eventListener); }
public static int GetCurrentMaxPop(GameLayer layer) { int ret = 0; foreach (var build in layer.GetState().ResidenceBuildings) { ret += layer.GetResidenceBlueprint(build.BuildingName).MaxPop; } return(ret); }
public Color GetColor(GameLayer layer) { if (_path == null) { _path = FindObjectOfType<Path>(); } float sat = MathHelpers.LinMapFrom01(_saturationRange.Min, _saturationRange.Max, _saturationCurve.Evaluate(_path.CurrFraction)); var color = HSBColor.FromColor(_startColors[(int)layer]); color.s = sat; return color.ToColor(); }
private void instantiateRooms(GameLayer thisLayer) { for (int j = 0; j < thisLayer.layerHeight; j++) { for (int i = 0; i < thisLayer.layerWidth; i++) { goInstantiated = Instantiate(randomPrefab(basicRoom), new Vector3(thisLayer.layerZeroZero.x + (i * roomTileSize), thisLayer.layerZeroZero.y, thisLayer.layerZeroZero.z + (j * roomTileSize)), GetSpawnRotation(randomPrefabRotation()), currentLayerParent.transform); } } }
public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow) { application.PreferMultiSampling = false; application.ContentRootDirectory = "Content"; application.ContentSearchPaths.Add("animations"); application.ContentSearchPaths.Add("fonts"); application.ContentSearchPaths.Add("sounds"); CCSize windowSize = mainWindow.WindowSizeInPixels; float desiredWidth = 1024.0f; float desiredHeight = 768.0f; // This will set the world bounds to be (0,0, w, h) // Use CCSceneResolutionPolicy.Custom as we're manually setting our viewports CCScene.SetDefaultDesignResolution(desiredWidth, desiredHeight, CCSceneResolutionPolicy.Custom); // Determine whether to use the high or low def versions of our images // Make sure the default texel to content size ratio is set correctly // Of course you're free to have a finer set of image resolutions e.g (ld, hd, super-hd) if (desiredWidth < windowSize.Width) { application.ContentSearchPaths.Add("images/hd"); CCSprite.DefaultTexelToContentSizeRatio = 2.0f; } else { application.ContentSearchPaths.Add("images/ld"); CCSprite.DefaultTexelToContentSizeRatio = 1.0f; } var topViewport = new CCViewport(new CCRect(0.0f, 0.2f, .5f, 0.6f)); var bottomViewport = new CCViewport(new CCRect(0.5f, 0.0f, .5f, 1.0f)); // Each viewport needs its own director var sceneDirector1 = new CCDirector(); var sceneDirector2 = new CCDirector(); var scene1 = new CCScene(mainWindow, topViewport, sceneDirector1); var scene2 = new CCScene(mainWindow, bottomViewport, sceneDirector2); var layer1 = new GameLayer(); var layer2 = new GameLayer(); scene1.AddChild(layer1); scene2.AddChild(layer2); sceneDirector1.RunWithScene(scene1); sceneDirector2.RunWithScene(scene2); }
static UniversalInputManager() { GameLayer[] gameLayerArray = new GameLayer[11]; int index1 = 0; int num1 = 13; gameLayerArray[index1] = (GameLayer) num1; int index2 = 1; int num2 = 16; gameLayerArray[index2] = (GameLayer) num2; int index3 = 2; int num3 = 19; gameLayerArray[index3] = (GameLayer) num3; int index4 = 3; int num4 = 27; gameLayerArray[index4] = (GameLayer) num4; int index5 = 4; int num5 = 31; gameLayerArray[index5] = (GameLayer) num5; int index6 = 5; int num6 = 18; gameLayerArray[index6] = (GameLayer) num6; int index7 = 6; int num7 = 24; gameLayerArray[index7] = (GameLayer) num7; int index8 = 7; int num8 = 25; gameLayerArray[index8] = (GameLayer) num8; int index9 = 8; int num9 = 26; gameLayerArray[index9] = (GameLayer) num9; int index10 = 9; int num10 = 29; gameLayerArray[index10] = (GameLayer) num10; int index11 = 10; int num11 = 17; gameLayerArray[index11] = (GameLayer) num11; //UniversalInputManager.HIT_TEST_PRIORITY_ORDER = gameLayerArray; UniversalInputManager.IsIMEEverUsed = false; UniversalInputManager.UsePhoneUI = new PlatformDependentValue<bool>(PlatformCategory.Screen) { Phone = true, Tablet = false, PC = false }; }
public GameScene(CCWindow window) : base(window) { Id = ""; _backgroundLayer = new BackgroundLayer(); AddChild(_backgroundLayer); var cameraVisibleBounds = new CCSize(Settings.ScreenWidth, Settings.ScreenHeight); var camera = new CCCamera(CCCameraProjection.Projection3D, cameraVisibleBounds, new CCPoint3(Settings.ScreenWidth, Settings.ScreenHeight, 10)); GameLayer = new GameLayer { Tag = Tags.Client, Camera = camera, }; AddChild(GameLayer); _chatLayer = new ChatLayer(); AddChild(_chatLayer); _hudLayer = new HudLayer(); AddChild(_hudLayer); var keyListener = new CCEventListenerKeyboard {OnKeyPressed = OnKeyPressed, OnKeyReleased = OnKeyReleased}; AddEventListener(keyListener, this); var mouseListener = new CCEventListenerMouse { OnMouseDown = OnMouseDown, OnMouseUp = OnMouseUp, OnMouseMove = OnMouseScroll }; AddEventListener(mouseListener, this); var parser = new FileIniDataParser(); IniData data = parser.ReadFile("Config.ini"); string nickname = data["Client"]["nickname"]; _netGameClient = new NetGameClient(data["Server"]["ip"], this); _netGameClient.ConnectToServer(nickname); InitEvents(); Schedule(Update); Schedule(UpdateNetwork, Settings.NetworkFreqUpdate); }
public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow) { CCLog.Logger = System.Diagnostics.Debug.WriteLine; application.PreferMultiSampling = true; application.ContentRootDirectory = "Content"; CCSize windowSize = mainWindow.WindowSizeInPixels; float desiredWidth = 1024.0f; float desiredHeight = 768.0f; desiredWidth = windowSize.Width; desiredHeight = windowSize.Height; // This will set the world bounds to be (0,0, w, h) // CCSceneResolutionPolicy.ShowAll will ensure that the aspect ratio is preserved CCScene.SetDefaultDesignResolution(desiredWidth, desiredHeight, CCSceneResolutionPolicy.ExactFit); // Determine whether to use the high or low def versions of our images // Make sure the default texel to content size ratio is set correctly // Of course you're free to have a finer set of image resolutions e.g (ld, hd, super-hd) if (desiredWidth < windowSize.Width) { application.ContentSearchPaths.Add("images/hd"); CCSprite.DefaultTexelToContentSizeRatio = 2.0f; } else { application.ContentSearchPaths.Add("images/ld"); CCSprite.DefaultTexelToContentSizeRatio = 1.0f; } CCScene scene = new CCScene(mainWindow); GameLayer gameLayer = new GameLayer(); scene.AddChild(gameLayer); mainWindow.RunWithScene(scene); }
public ServerScene(CCWindow window) : base(window) { LocationsDict = new Dictionary<Locations, GameLayer>(); _gameLayer = new GameLayer {Tag = Tags.Server, Location = Locations.Desert}; AddChild(_gameLayer); LocationsDict.Add(Locations.Desert, _gameLayer); _townGameLayer = new GameLayer {Tag = Tags.Server, Location = Locations.Town}; AddChild(_townGameLayer); LocationsDict.Add(Locations.Town, _townGameLayer); _cityGameLayer = new GameLayer {Tag = Tags.Server, Location = Locations.City}; AddChild(_cityGameLayer); LocationsDict.Add(Locations.City, _cityGameLayer); _caveGameLayer = new GameLayer {Tag = Tags.Server, Location = Locations.Cave}; AddChild(_caveGameLayer); LocationsDict.Add(Locations.Cave, _caveGameLayer); Log.Print("Game has started, waiting for players"); Schedule(UpdateNetwork, Settings.NetworkFreqUpdate); Schedule(UpdateLogic); }
public static void FindAllByLayer(GameLayer layer, List<Camera> cameras) { CameraUtils.FindAllByLayerMask((LayerMask) GameLayerExtensions.LayerBit(layer), cameras); }
public static CCScene GameScene(CCWindow mainWindow) { var scene = new CCScene (mainWindow); var layer = new GameLayer (); scene.AddChild (layer); return scene; }
public static Camera FindFirstByLayer(GameLayer layer) { return CameraUtils.FindFirstByLayerMask((LayerMask) GameLayerExtensions.LayerBit(layer)); }
public void EnableHitTestOffCamera(GameLayer layer, bool enable) { this.EnableHitTestOffCamera((LayerMask) GameLayerExtensions.LayerBit(layer), enable); }
public bool GetInputHitInfo(GameLayer layer, out RaycastHit hitInfo) { return this.GetInputHitInfo((LayerMask) GameLayerExtensions.LayerBit(layer), out hitInfo); }
public bool InputHitAnyObject(Camera requestedCamera, GameLayer layer) { RaycastHit hitInfo; return this.GetInputHitInfo(requestedCamera, layer, out hitInfo); }
public bool CanHitTestOffCamera(GameLayer layer) { return this.CanHitTestOffCamera((LayerMask) GameLayerExtensions.LayerBit(layer)); }
public int CheatNextSampleToSwapOn(GameLayer objectOnLayer) { int advanceSamples = Random.Range(_cheatAdvanceSamplesRange.Min, _cheatAdvanceSamplesRange.Max); for (int index = _currentObstacleIndex; index < _obstacles.Length; index++) { if (_obstacles[index].Layer != objectOnLayer) { return _obstacles[index].StartSample - advanceSamples; } } return _audioSource.clip.samples + 1; // Never swap if no more obstacles }
public bool IsCurrentlyBlocked(GameLayer objectOnLayer) { if (_currentObstacleIndex <= _obstacles.Length-1) { bool withinObstacle = _obstacles[_currentObstacleIndex].StartSample <= CurrentSample && _obstacles[_currentObstacleIndex].StopSample >= CurrentSample; return _obstacles[_currentObstacleIndex].Layer != objectOnLayer && withinObstacle; } return false; }
public static CCScene GameScene(CCWindow mainWindow) { var scene = new CCScene (mainWindow); float w_baseline = 640.0f; float h_baseline = 1136.0f; CCSize winSize = mainWindow.WindowSizeInPixels; var layer = new GameLayer (winSize.Width / w_baseline, winSize.Height / h_baseline); scene.AddChild (layer); return scene; }
public bool GetInputHitInfo(Camera requestedCamera, GameLayer layer, out RaycastHit hitInfo) { Camera camera; return this.Raycast(requestedCamera, (LayerMask) GameLayerExtensions.LayerBit(layer), out camera, out hitInfo, false); }
public bool GetInputPointOnPlane(GameLayer layer, Vector3 origin, out Vector3 point) { point = Vector3.zero; Camera camera; RaycastHit hitInfo; if (!this.Raycast((Camera) null, (LayerMask) GameLayerExtensions.LayerBit(layer), out camera, out hitInfo, false)) return false; Ray ray = camera.ScreenPointToRay(this.GetMousePosition()); float enter; if (!new Plane(-camera.transform.forward, origin).Raycast(ray, out enter)) return false; point = ray.GetPoint(enter); return true; }
private bool HigherPriorityCollisionExists(GameLayer layer) { if (this.m_systemDialogActive && this.m_hitTestPriorityMap[layer] < this.m_hitTestPriorityMap[GameLayer.SystemDialog] || this.m_gameDialogActive && this.m_hitTestPriorityMap[layer] < this.m_hitTestPriorityMap[GameLayer.GameDialog] || this.m_FullscreenEffectsCameraActive && this.m_hitTestPriorityMap[layer] < this.m_hitTestPriorityMap[GameLayer.IgnoreFullScreenEffects]) return true; LayerMask priorityLayerMask = this.GetHigherPriorityLayerMask(layer); foreach (Camera camera in Camera.allCameras) { RaycastHit hitInfo; if (!this.m_ignoredCameras.Contains(camera) && (camera.cullingMask & (int) priorityLayerMask) != 0 && this.FilteredRaycast(camera, this.GetMousePosition(), priorityLayerMask, out hitInfo)) { GameLayer gameLayer = (GameLayer) hitInfo.collider.gameObject.layer; if ((camera.cullingMask & GameLayerExtensions.LayerBit(gameLayer)) != 0) return true; } } return false; }
private LayerMask GetHigherPriorityLayerMask(GameLayer layer) { int num = this.m_hitTestPriorityMap[layer]; LayerMask layerMask = (LayerMask) 0; using (Map<GameLayer, int>.Enumerator enumerator = this.m_hitTestPriorityMap.GetEnumerator()) { while (enumerator.MoveNext()) { KeyValuePair<GameLayer, int> current = enumerator.Current; GameLayer key = current.Key; if (current.Value > num) layerMask = (LayerMask) ((int) layerMask | GameLayerExtensions.LayerBit(key)); } } return layerMask; }
public void SwapLayer() { _currentLayer = (GameLayer)(((int)_currentLayer+1)%System.Enum.GetNames(typeof(GameLayer)).Length); }
public Material GetMaterial(GameLayer layer) { return _mainMaterials[(int)layer]; }
public EnemyManager(GameLayer gameLayer) { _gameLayer = gameLayer; SpawnBoss(); }
public Obstacle(int startSample, int stopSample, GameLayer layer) { StartSample = startSample; StopSample = stopSample; Layer = layer; }
public bool InputHitAnyObject(GameLayer layer) { RaycastHit hitInfo; return this.GetInputHitInfo(layer, out hitInfo); }