コード例 #1
0
 /// <summary>
 /// Will add the given GhostFinderInterface as a Level to come after all of the previous levels
 /// Note this Function will only function. prior to GameWindow.setRunner() being called. calling afterwards will have no affect.
 /// </summary>
 /// <param name="nextLevel">The Level to Be added</param>
 /// <param name="name">the Level's name</param>
 /// <param name="WinMessage"></param>
 /// <param name="LoseMessage"></param>
 public void addLevel(GhostFinderInterface nextLevel, string name, string WinMessage, string LoseMessage)
 {
     if (tempList != null)
     {
         tempList.Enqueue(nextLevel);
         //name
         if (name != null)
         {
             tempNameList.Enqueue(name);
         }
         else
         {
             tempNameList.Enqueue("Level " + tempNameList.Count());
         }
         //Win
         if (WinMessage != null)
         {
             tempWinList.Enqueue(WinMessage);
         }
         else
         {
             tempWinList.Enqueue("You Win");
         }
         //Lose
         if (LoseMessage != null)
         {
             tempLoseList.Enqueue(LoseMessage);
         }
         else
         {
             tempLoseList.Enqueue("You Lose");
         }
         //Setting first Level
         if (currentLevel == null)
         {
             currentLevel = nextLevel;
         }
     }
 }
コード例 #2
0
        /**
         * Conducts final initialization of gameplay objects including the current level
         * Required to begine a game
         */
        internal void newGame(GhostFinderInterface userCode, int LevelNum)
        {
            //Background Music
            backGroundMusic.setVolume(0.1);

            this.setUpdateState(updateState.INGAME);
            currentLevel = userCode;
            LevelNumber  = LevelNum;

            ((LevelButton)transitionMenue.getPanel(0)).setLevel(this, currentLevel, LevelNum);
            if (mainMenue.getPanel(2).getPanel(0).getPanel(LevelNum + 1) != null)
            {
                ((LevelButton)transitionMenue.getPanel(1)).setLevel(this, ((LevelButton)mainMenue.getPanel(2).getPanel(0).getPanel(LevelNumber + 1)).gameLevel, LevelNumber + 1);
            }
            else
            {
                ((LevelButton)transitionMenue.getPanel(1)).setLevel(this, null);
            }
            ((LevelButton)mainMenue.getPanel(0)).setLevel(this, userCode, LevelNum);
            //endGame();

            setHeartHighlight(false);
            setHeartCount(4);

            //Enemies
            enemies.RemoveAllEnemies();

            //Player
            player.setWidth(player.getHeight() / 2);
            player.setCenterY(BaseCode.worldHeight - (player.getHeight() / 2));
            player.setCollumn(1);
            player.setEnemySet(enemies);
            player.visible = true;
            player.getLight().visible = true;
            BaseCode.activeDrawSet.addToDrawSet(player);
            player.setPriority(7);

            //powerBar
            powerBar.setSize(4.0f, 20.0f);
            powerBar.setCenter((BaseCode.worldWidth - (powerBar.getWidth()) / 2), (powerBar.getHeight() / 2) + 5f);
            powerBar.setMaxScore(10.0f);
            powerBar.setScore(0.0f);
            powerBar.setToVertical();
            powerBar.setVisibility(true);
            BaseCode.activeDrawSet.addToDrawSet(powerBar);
            powerBar.setPriority(7);

            //Animation timer
            animationDelay = 30;

            //typeSelectedText
            typeSelectedText.textPosition.X = 1.0f;
            //typeSelectedText.textPosition.Y = 3.0f;
            typeSelectedText.text    = ("Score: " + player.getScore());
            typeSelectedText.visible = true;
            typeSelectedText.setPriority(7);

            userText.textPosition.X = 20f;
            //userText.textPosition.Y = 3.0f;
            userText.text    = ("");
            userText.visible = true;

            //buttons
            //Reveal
            mediumButton.getBackGround().setSize(4f, 4f);
            mediumButton.getBackGround().setCenter(BaseCode.worldWidth - (mediumButton.getBackGround().getWidth() / 2), (BaseCode.worldHeight / 2));
            mediumButton.setVisibility(true, true);
            mediumButton.setState(MenueSystem.Panel.PanelState.IDLE, true);
            mediumButton.setSparcleVisiblity(false);
            mediumButton.setPriority(7);
            BaseCode.activeDrawSet.addToDrawSet(mediumButton);

            //Wide
            wideButton.getBackGround().setSize(4f, 4f);
            wideButton.getBackGround().setCenter(BaseCode.worldWidth - (mediumButton.getBackGround().getWidth() / 2), (BaseCode.worldHeight / 2) + 5f);
            wideButton.setVisibility(true, true);
            wideButton.setState(MenueSystem.Panel.PanelState.IDLE, true);
            wideButton.setSparcleVisiblity(false);
            wideButton.setPriority(7);
            BaseCode.activeDrawSet.addToDrawSet(wideButton);

            //Laser
            laserButton.getBackGround().setSize(4f, 4f);
            laserButton.getBackGround().setCenter(BaseCode.worldWidth - (mediumButton.getBackGround().getWidth() / 2), (BaseCode.worldHeight / 2) + 10f);
            laserButton.setVisibility(true, true);
            laserButton.setState(MenueSystem.Panel.PanelState.IDLE, true);
            laserButton.setSparcleVisiblity(false);
            laserButton.setPriority(7);
            BaseCode.activeDrawSet.addToDrawSet(laserButton);

            player.setCollumn(0);

            if (userCode != null)
            {
                InteractableObject.setDefualtsToDefualts();
                player.turnLightOnorOff(false);
                userCode.objectGrid.setObjectGrid(enemies.getGrid());
                synkPlayerStateWithTrueState();
                if (userCode.objectGrid != null)
                {
                    userCode.objectGrid.reset();
                }
                if (userCode.primitiveGrid != null)
                {
                    userCode.primitiveGrid.reset();
                }
                userCode.initialize();
                synkTrueStateWithPlayerState();
                userCode.light.updateMaxPosition(userCode.objectGrid.getObjectGrid());
                StateChange change = enemies.synkGrid(userCode.objectGrid.getObjectGrid(), animationDelay);
                if (change != null && change.puaseForAnimation)
                {
                    animationPuaseTimer = animationDelay;
                    enemies.setEnemyAnimations(0);
                }
            }
            state = GameState.EndState.CONTINUE;
        }
コード例 #3
0
 /// <summary>
 /// Will add the given GhostFinderInterface as a Level to come after all of the previous levels.
 /// Note this Function will only function. prior to GameWindow.setRunner() being called. calling afterwards will have no affect.
 /// </summary>
 /// <param name="nextLevel">The Level to Be added</param>
 /// <param name="name">the Level's name</param>
 public void addLevel(GhostFinderInterface nextLevel, String name)
 {
     addLevel(nextLevel, name, null, null);
 }
コード例 #4
0
ファイル: LevelButton.cs プロジェクト: kunlakan/LearningGames
 public void setLevel(GhostFinder manager, GhostFinderInterface level, int LevelNum)
 {
     gameManager = manager;
     gameLevel   = level;
     levelNumber = LevelNum;
 }