protected override void Initialize() { base.Initialize(); Window.Title = GAME_TITLE; Window.AllowUserResizing = false; // Register context service services.AddService(typeof(GameContext), _gameContext); var uiAssets = new UiAssets(); uiAssets.load(); services.AddService(uiAssets); var resolutionPolicy = Scene.SceneResolutionPolicy.ShowAllPixelPerfect; if (_gameContext.configuration.graphics.scaleMode == GameConfiguration.GraphicsConfiguration.ScaleMode.Stretch) { resolutionPolicy = Scene.SceneResolutionPolicy.BestFit; } Scene.setDefaultDesignResolution(gameResolution.X, gameResolution.Y, resolutionPolicy); // Fixed timestep for physics updates IsFixedTimeStep = true; scene = new IntroScene(); }
public MainMenu(FreelancerGame g) : base(g) { g.GameData.LoadHardcodedFiles(); g.GameData.PopulateCursors(); g.MouseVisible = false; logoOverlay = g.GameData.GetFreelancerLogo(); g.WillClose += G_WillClose; manager = new UIManager(g); manager.MenuButton = g.GameData.GetMenuButton(); manager.Clicked += (tag) => lastTag = tag; ConstructMainMenu(); intro = g.GameData.GetIntroScene(); scene = new Cutscene(intro.Scripts, Game); scene.Update(TimeSpan.FromSeconds(1f / 60f)); //Do all the setup events - smoother entrance GC.Collect(); //crap g.Sound.PlayMusic(intro.Music); #if DEBUG g.Keyboard.KeyDown += Keyboard_KeyDown; #endif cur = g.ResourceManager.GetCursor("arrow"); GC.Collect(); //GC before showing }
public LuaMenu(FreelancerGame g) : base(g) { api = new MenuAPI(this); ui = Game.Ui; ui.GameApi = api; ui.Visible = true; ui.OpenScene("mainmenu"); g.GameData.PopulateCursors(); g.CursorKind = CursorKind.None; intro = g.GameData.GetIntroScene(); scene = new Cutscene(new ThnScriptContext(null), Game.GameData, Game.RenderContext.CurrentViewport, Game); scene.BeginScene(intro.Scripts); FLLog.Info("Thn", "Playing " + intro.ThnName); cur = g.ResourceManager.GetCursor("arrow"); GC.Collect(); //crap g.Sound.PlayMusic(intro.Music); g.Keyboard.KeyDown += UiKeyDown; g.Keyboard.TextInput += UiTextInput; #if DEBUG g.Keyboard.KeyDown += Keyboard_KeyDown; #endif Game.Saves.Selected = -1; if (g.LoadTimer != null) { g.LoadTimer.Stop(); FLLog.Info("Game", $"Initial load took {g.LoadTimer.Elapsed.TotalSeconds} seconds"); g.LoadTimer = null; } FadeIn(0.1, 0.3); }
void LoadSpecific(int index) { intro = Game.GameData.GetIntroSceneSpecific(index); scene.Dispose(); scene.BeginScene(intro.Scripts); scene.Update(1 / 60.0); //Do all the setup events - smoother entrance Game.Sound.PlayMusic(intro.Music); }
void Start() { IntroSceneInstance = this; FirstMeteorHit = false; foreach (GameObject zone in GameController.GameControllerInstance.Zones.Values) { zone.GetComponent <RevitalizeZone>().RevitalizeTheZoneInstant(); } mainCamera.enabled = true; }
private void CustomLoad() { dataLoader = new DataLoader(); Global.dataLoader = dataLoader; dataLoader.LoadAllContent(contentManager); intro = new IntroScene(this); action = new ActionScene(this); editor = new EditorScene(this); input = new InputManager(scene); Global.Running = true; Global.p = contentManager.Load <Texture2D>("Images/UI/white"); //MediaPlayer.Play(Content.Load<Song>("Audio/Music/KnuxTheme")); }
void Keyboard_KeyDown(KeyEventArgs e) { if (e.Key >= Keys.D1 && e.Key <= Keys.D9) { var i = (int)e.Key - (int)Keys.D1; var r = Game.GameData.GetIntroSceneSpecific(i); if (r == null) { return; } intro = r; scene = new Cutscene(intro.Scripts, Game); scene.Update(TimeSpan.FromSeconds(1f / 60f)); //Do all the setup events - smoother entrance Game.Sound.PlayMusic(intro.Music); GC.Collect(); //crap } }
public static void Reset() { intro = false; kitchen = false; street = false; mansion = false; breakf = false; sneakUse = false; fakeUse = false; timeUse = false; hideUse = false; p.invReset(); IntroScene iScene = new IntroScene(); iScene.Intro(); }
void Start() { introScene = new IntroScene(); introScene.Initialize(); nutsAmount = 0; NameOffspringMenu = GameObject.Find("InputNames"); player = GameObject.Find("Player").GetComponent <CharacterController>(); //nutsAmountUI = GameObject.Find("NutsAmount").GetComponent<TextMeshProUGUI>(); timerImage = GameObject.Find("Timer").GetComponent <Image>(); timerBorder = GameObject.Find("TimerBorder").GetComponent <Image>(); camObject = GameObject.Find("Camera"); PostProc = GameObject.Find("Post-process Volume").GetComponent <PostProcessVolume>(); camController = camObject.GetComponent <CameraController>(); roundTimer = roundLengthSeconds; //NameOffspringMenu.SetActive(false); SpawnHoles(); cage = Object.Instantiate(tutorialCagePrefab, Vector3.zero, Quaternion.identity); clock.SetActive(false); }
public LuaMenu(FreelancerGame g) : base(g) { api = new LuaAPI(this); ui = new XmlUIManager(g, "menu", api, g.GameData.GetInterfaceXml("mainmenu")); ui.OnConstruct(); ui.Enter(); g.GameData.PopulateCursors(); g.CursorKind = CursorKind.None; intro = g.GameData.GetIntroScene(); scene = new Cutscene(intro.Scripts, Game); scene.Update(TimeSpan.FromSeconds(1f / 60f)); //Do all the setup events - smoother entrance cur = g.ResourceManager.GetCursor("arrow"); GC.Collect(); //crap g.Sound.PlayMusic(intro.Music); #if DEBUG g.Keyboard.KeyDown += Keyboard_KeyDown; #endif FadeIn(0.1, 0.3); }
public LuaMenu(FreelancerGame g) : base(g) { api = new MenuAPI(this); ui = new UiContext(g); ui.GameApi = new MenuAPI(this); widget = ui.CreateAll("mainmenu.xml"); g.GameData.PopulateCursors(); g.CursorKind = CursorKind.None; intro = g.GameData.GetIntroScene(); scene = new Cutscene(new ThnScriptContext(intro.Scripts), Game.GameData, Game.Viewport, Game); scene.Update(TimeSpan.FromSeconds(1f / 60f)); //Do all the setup events - smoother entrance FLLog.Info("Thn", "Playing " + intro.ThnName); cur = g.ResourceManager.GetCursor("arrow"); GC.Collect(); //crap g.Sound.PlayMusic(intro.Music); #if DEBUG g.Keyboard.KeyDown += Keyboard_KeyDown; #endif FadeIn(0.1, 0.3); }
private void SetScene(GameScene scene) { this.scene = scene; if (scene.kind == Scene.LOAD) { load = (LoadScene)scene; } else if (scene.kind == Scene.INTRO) { intro = (IntroScene)scene; } else if (scene.kind == Scene.ACTION) { action = (ActionScene)scene; } else if (scene.kind == Scene.EDITOR) { editor = (EditorScene)scene; } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { base.Initialize(); Window.Title = GameTitle; Window.AllowUserResizing = false; // Core.defaultSamplerState = gameContext.configuration.graphics.antialiasing ? SamplerState.LinearClamp : SamplerState.PointClamp; // Fixed timestep for physics updates IsFixedTimeStep = true; // Add content source for asset pak file if (File.Exists(PackedContentFile)) { contentSource.addContentSource( new PakFileContentSource(new PakFile(File.OpenRead(PackedContentFile))), 0); } // Register code assets services.AddService(typeof(UiAssets), new UiAssets()); // Register context service services.AddService(typeof(GameContext), gameContext); var resolutionPolicy = Scene.SceneResolutionPolicy.ShowAllPixelPerfect; if (gameContext.configuration.graphics.scaleMode == GameConfiguration.GraphicsConfiguration.ScaleMode.Stretch) { resolutionPolicy = Scene.SceneResolutionPolicy.BestFit; } Scene.setDefaultDesignResolution(defaultResolution.X, defaultResolution.Y, resolutionPolicy); var introScene = new IntroScene(); scene = introScene; }
public static void Main(string[] args) { //Console.WriteLine prints to the console Console.WriteLine("Welcome to Picky Pocket's Quest For Greatness. \r\n" + "This is a text adventure! Make sure to type commands to progress the story.\r\n" + "Items you can interact, locations you can visit, and action you can take with will be CAPITALIZED. \r\n" + "Enjoy! \r\n \r\n" + "====================== "); //Calls the Intro Scene IntroScene iScene = new IntroScene(); //Create intro Scene iScene.Intro(); //Call Intro Method of intro scene if (kitchen == true) { //If Intro Scene is done KitchenScene kScene = new KitchenScene(); //Create kitchen Scene kScene.Kitchen(); //Call kitchen Method of Kitchen scene } if (street == true) { //If Kitchen Scene is done StreetScene sScene = new StreetScene(); //Create Street scene sScene.Street(); //Call Street Method of Street Scene } }
protected override IEnumerator UnloadScene(IntroScene scene, Action<float, string> progressDelegate) { yield break; }
// Use this for initialization void Start() { text = GetComponent <Text>(); color = text.color; introScene = FindObjectOfType <IntroScene>(); }
protected override IEnumerator UnloadScene(IntroScene scene, Action <float, string> progressDelegate) { yield break; }
// parses intro scene; pos is the line number of the scene in file // returns line number at the end of this scene in file int parseIntroScene(string[] lines, int pos, int curr_scene) { scene_arr [curr_scene] = new IntroScene(); return(pos); }
public WooferController() { RenderingUnit = new WooferRenderingUnit(this); ActiveScene = new IntroScene(); }
public IntroState(GameStateManager gameStateManager, SceneManager sceneManager, IntroScene introScene) : base(gameStateManager) { this.introScene = introScene; this.sceneManager = sceneManager; }