コード例 #1
0
    private void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.CompareTag("Respawn"))
        {
            if (restartInProgress || playerWon)
            {
                return;
            }

            PlayerLostEvent?.Invoke();
            restartInProgress = true;
            Invoke(nameof(RestartTimer), 3.0f);
        }
        else if (other.gameObject.CompareTag("Finish"))
        {
            if (restartInProgress)
            {
                return;
            }

            WinEvent?.Invoke();
            playerWon = true;
            movementScript.enabled = false;
        }
    }
コード例 #2
0
        private void HandlePlayerLostEvent(PlayerLostEvent playerLostEvent)
        {
            Entity responsibleEntity = playerLostEvent.ResponsibleEntity;

            responsibleEntity.StripAllComponentsExcept(typeof(TransformComponent),
                                                       typeof(VectorSpriteComponent),
                                                       typeof(SpriteComponent),
                                                       typeof(ColoredExplosionComponent),
                                                       typeof(DontDestroyForGameOverComponent));
            responsibleEntity.AddComponent(new DontDestroyForGameOverComponent());

            // Make the camera zoom to include the entity
            responsibleEntity.AddComponent(new CameraTrackingComponent());

            ProcessManager.Attach(new SpriteEntityFlashProcess(Engine, responsibleEntity, CVars.Get <int>("game_over_responsible_enemy_flash_count"), CVars.Get <float>("game_over_responsible_enemy_flash_period") / 2))
            .SetNext(new DelegateProcess(() =>
            {
                // Explosion
                TransformComponent transformComp = responsibleEntity.GetComponent <TransformComponent>();
                ColoredExplosionComponent coloredExplosionComp = responsibleEntity.GetComponent <ColoredExplosionComponent>();
                EventManager.Instance.QueueEvent(new CreateExplosionEvent(transformComp.Position,
                                                                          coloredExplosionComp.Color,
                                                                          false));
            })).SetNext(new EntityDestructionProcess(Engine, responsibleEntity)).SetNext(new DelegateProcess(() =>
            {
                EventManager.Instance.QueueEvent(new PlayerLostAnimationCompletedEvent(playerLostEvent.Player));
            }));
        }
コード例 #3
0
ファイル: MainGameState.cs プロジェクト: pjrader1/SuperPong
        public bool Handle(IEvent evt)
        {
            PlayerLostEvent playerLostEvent = evt as PlayerLostEvent;

            if (playerLostEvent != null)
            {
                WaitProcess processChain    = new WaitProcess(Constants.Animations.GAME_OVER_WAIT);
                string      gameOverContent = playerLostEvent.WinPlayer.Name + Constants.Pong.GAME_OVER_CONTENT_SUFFIX;
                processChain.SetNext(new GameOverTextAnimation(_engine,
                                                               FontEntity.Create(_engine,
                                                                                 Vector2.Zero,
                                                                                 Content.Load <BitmapFont>(Constants.Resources.FONT_PONG_INTRO),
                                                                                 gameOverContent),
                                                               _mainCamera,
                                                               GameManager.GraphicsDevice))
                .SetNext(new WaitProcess(Constants.Animations.GAME_OVER_POST_WAIT))
                .SetNext(new DelegateCommand(() =>
                {
                    GameManager.ChangeState(new LobbyGameState(GameManager,
                                                               _player1.InputMethod,
                                                               (_player2 is AIPlayer) ? null : _player2.InputMethod));
                }));

                _processManager.Attach(processChain);

                return(false);
            }

            return(false);
        }
コード例 #4
0
 private void HandlePlayerLostEvent(PlayerLostEvent playerLostEvent)
 {
     if (_playerShipEntities.Count == 0 ||
         !CVars.Get <bool>("player_individual_deaths"))
     {
         EventManager.Instance.QueueEvent(new GameOverEvent());
     }
 }
コード例 #5
0
        public override bool Handle(IEvent evt)
        {
            PlayerLostEvent playerLostEvent = evt as PlayerLostEvent;

            if (playerLostEvent != null)
            {
                HandlePlayerLostEvent(playerLostEvent);
            }

            return(false);
        }
コード例 #6
0
        public async Task <IActionResult> PingAsync(PlayerLostEvent gameProcessEvent,
                                                    CancellationToken cancellationToken)
        {
            _logger.LogInformation("Player {PlayerName} lost current take ", gameProcessEvent.PlayerName);

            var gameState = await _daprClient.GetStateAsync <GameState>("game-store", "game-state",
                                                                        ConsistencyMode.Strong, cancellationToken : cancellationToken).ConfigureAwait(false);

            gameState.Current = State.NewGame;

            await _daprClient.SaveStateAsync("game-store", "game-state", gameState, cancellationToken : cancellationToken)
            .ConfigureAwait(false);

            return(new OkResult());
        }
コード例 #7
0
 /// <summary>
 /// Marks a player as a loser in the current round and increases their losing score.
 /// Player must be active in order to lose, otherwise this method returns false.
 /// </summary>
 /// <param name="plr"></param>
 public virtual bool PlayerLost(Player plr)
 {
     if (plr.Active)
     {
         plr.Losses++;
         PlayerLostEvent ev = new PlayerLostEvent(plr);
         AppendEvent(ev);
         if (OnPlayerLose != null)
         {
             OnPlayerLose(this, ev);
         }
         return(true);
     }
     return(false);
 }
コード例 #8
0
    private void OnCollisionEnter(Collision other)
    {
        if (!other.gameObject.CompareTag("Obstacle"))
        {
            return;
        }
        if (restartInProgress || playerWon)
        {
            return;
        }

        movementScript.enabled = false;
        PlayerLostEvent?.Invoke();
        restartInProgress = true;
        Invoke(nameof(RestartTimer), 3.0f);
    }
コード例 #9
0
ファイル: Match_New.cs プロジェクト: aiclub/Mohawk_Battleship
 /// <summary>
 /// Marks a player as a loser in the current round and increases their losing score.
 /// Player must be active in order to lose, otherwise this method returns false.
 /// </summary>
 /// <param name="plr"></param>
 public virtual bool PlayerLost(Player plr)
 {
     if (plr.Active)
     {
         plr.Losses++;
         PlayerLostEvent ev = new PlayerLostEvent(plr);
         AppendEvent(ev);
         if (OnPlayerLose != null)
         {
             OnPlayerLose(this, ev);
         }
         return true;
     }
     return false;
 }