public static void Initialize(CCGameView gameView) { GameView = gameView; var contentSearchPaths = new List <string>() { "Fonts", "Sounds" }; #if __IOS__ contentSearchPaths.Add("Sounds/iOS/"); #else // android contentSearchPaths.Add("Sounds/Android/"); #endif contentSearchPaths.Add("Images"); GameView.ContentManager.SearchPaths = contentSearchPaths; // We use a lower-resolution display to get a pixellated appearance int width = 384; int height = 208; GameView.DesignResolution = new CCSizeI(width, height); GameView.ResolutionPolicy = CCViewResolutionPolicy.ShowAll; #if DEBUG GameView.Stats.Enabled = true; #endif InitializeAudio(); var scene = new StartScene(GameView); GameView.RunWithScene(scene); }
private void OnEnable() { Debug.Log("OnEnableDiana"); if (startScene == StartScene.Premium) { startScene = StartScene.Standart; } switch (startScene) { case StartScene.Greeting: SetGreetingScene(); break; case StartScene.Standart: SetStandartScene(); break; case StartScene.Premium: throw new NotSupportedException(); case StartScene.Vip: SetVipScene(); break; case StartScene.Interactive: SetInteractiveScene(); break; case StartScene.Ending: SetEndScene(); break; } }
private void LoadScenes() { //Laddar scenes och hämtar all content som behövs //Spelet är uppbyggt med "scener" som är olika spellägen //Dessa är bland annat startmenyn och själva spelläget smallFont = Content.Load <SpriteFont>("menuSmall"); largeFont = Content.Load <SpriteFont>("menuLarge"); Globals.font = smallFont; startBackgroundTexture = Content.Load <Texture2D>("images/MainMenuFinal"); //Skapar en startscen där smallfont är fonten som används när man inte har //musen över en länk och largefont är för vald font. StartBack.. är scenens //bakgrund. startScene = new StartScene(this, smallFont, largeFont, startBackgroundTexture); //Samma som ovan consoleScene = new ConsoleScene(this, smallFont, largeFont, startBackgroundTexture); playingScene = new PlayingScene(this, crossHair, HUD); //Components är typ spelets komponenter :O används för att den ska rita ut allt o shit! Components.Add(consoleScene); Components.Add(startScene); Components.Add(playingScene); //Visar startscenen startScene.Show(); activeScene = startScene; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Shared.Stage = new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); // instantiate all scenes startScene = new StartScene(this, spriteBatch); this.Components.Add(startScene); actionScene = new ActionScene(this, spriteBatch); this.Components.Add(actionScene); helpScene = new HelpScene(this, spriteBatch); this.Components.Add(helpScene); highScoreScene = new HighScoreScene(this, spriteBatch); this.Components.Add(highScoreScene); aboutScene = new AboutScene(this, spriteBatch); this.Components.Add(aboutScene); gameOverScene = new GameOverScene(this, spriteBatch); this.Components.Add(gameOverScene); // show start scene startScene.Show(); }
public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow) { application.ContentRootDirectory = "Content"; var windowSize = mainWindow.WindowSizeInPixels; //new: mainWindow.DisplayStats = true; mainWindow.StatsScale = 1; // This will set the world bounds to be (0,0, w, h) // CCSceneResolutionPolicy.ShowAll will ensure that the aspect ratio is preserved CCScene.SetDefaultDesignResolution(600, 400, CCSceneResolutionPolicy.NoBorder); //ShowAll, NoBorder // 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 (600 < windowSize.Width) { application.ContentSearchPaths.Add("hd"); CCSprite.DefaultTexelToContentSizeRatio = 2.0f; } else { application.ContentSearchPaths.Add("ld"); CCSprite.DefaultTexelToContentSizeRatio = 1.0f; } var startScene = new StartScene(mainWindow); mainWindow.RunWithScene(startScene); }
public void Initialize() { starScene = new StartScene(); loginScene = new LoginScene(); mainScene = new MainScene(); battleScene = new BattleScene(); }
public override void AddScenes() { SceneManager.AddScene(dungeonScene = new DungeonScene()); SceneManager.AddScene(playScene = new StartScene()); dungeonScene.Name = "Dugneon"; playScene.Name = "Play"; }
private void OnDestroy() { PlayerPrefs.SetString("SaveLastTime", System.DateTime.Now.ToString()); StartScene ST_S = FindObjectOfType <StartScene>(); PlayerPrefs.SetFloat("SteminaNum", ST_S.SteminaNum); }
void Start() { Screen.SetResolution(900, 1600, true); instance = this; }
public static void RunMain() { StartScene scene = new StartScene(); StartLayer layer = new StartLayer(); scene.addChild(layer); CCDirector.sharedDirector().runWithScene(scene); }
private void Awake() { if (instance != null && instance != this) { Destroy(this.gameObject); return; } instance = this; }
// Update is called once per frame void Update() { bool fire1 = Input.GetButtonDown("Fire1"); bool fire2 = Input.GetButtonDown("Fire2"); bool fire3 = Input.GetButtonDown("Fire3"); bool fire4 = Input.GetButtonDown("Fire4"); if (fire2) { playerUI[1].SetActive(true); players[1] = true; } if (fire3) { playerUI[2].SetActive(true); players[2] = true; } if (fire4) { playerUI[3].SetActive(true); players[3] = true; } int num = 0; for (int i = 0; i < playerUI.Length; i++) { if (playerUI[i].active) { if (players[i] && playerUI[i].GetComponent <PowerSelection>().ready) { num++; } else { return; } } } if (num > 1) { StartScene sc = GameObject.Find("StartController").GetComponent <StartScene>(); if (sc != null) { for (int i = 0; i < players.Length; i++) { if (!players[i]) { Destroy(p[i]); } } sc.LoadScene("MultiLevelSelect"); } } }
static void Main(string[] args) { RequestClient client = new RequestClient(IPAddress.Loopback, 5723); Scene scene = new StartScene(); while (scene != null) { scene = scene.Handle(client); } }
private void Awake() { if (instance != null) { Destroy(gameObject); return; } instance = this; DontDestroyOnLoad(gameObject); }
/// <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() { // TODO: Add your initialization logic here base.Initialize(); Shared.Stage = new Vector2(mGraphics.PreferredBackBufferWidth, mGraphics.PreferredBackBufferHeight); GameMenuManager = new MenuManager(); mStartScene = new StartScene(this); mCurrentScene = mStartScene; }
/// <summary> /// 显示游戏结束UI /// </summary> public void ShowGameOver() { img_GameOver.gameObject.SetActive(true); if (GameManager.curGameModel != GameModel.Game) { img_GameOver.GetComponent <Animator>().enabled = true; img_GameOver.GetComponent <Animator>().SetTrigger("isGameOver"); } else { img_GameOver.GetComponent <Animator>().enabled = false; img_GameOver.transform.localPosition = new Vector3(snakeMoveScript.transform.localPosition.x, snakeMoveScript.transform.localPosition.y, 0); } //写入数据 数据持久化 StartScene.WriteDataToRegister(SnakeHead.curSnakeLength, int.Parse(txt_Score.text), int.Parse(txt_Kiss.text)); }
public void GoombaIsCoinboxTest() { var game = new GameObject("Mario"); ResourceManager.Instance.LoadSpriteSheetFromFile("sm-mario-sprites", @"resources\sm-mario-sprites.png", 10); ResourceManager.Instance.LoadFontFromFile("arial", @"resources\arial.ttf"); // gets current level file var levelFilePath = Directory.GetCurrentDirectory() + @"\leveldata.xml"; var levelText = File.ReadAllText(levelFilePath); var levelXml = XDocument.Parse(levelText); var rows = levelXml.XPathSelectElements("//row"); // replaces all goombas (50) with coinboxes (3) foreach (var row in rows.Where(row => row.Value.Contains("50"))) { row.Value = row.Value.Replace("50", "3"); } // saves new temporary level file var tempLevelFilePath = Path.GetTempFileName(); File.WriteAllText(tempLevelFilePath, levelXml.ToString()); var s = new MainScene(game, tempLevelFilePath) { Name = "play" }; game.SceneManager.AddScene(s); var s2 = new StartScene(game) { Name = "start" }; game.SceneManager.AddScene(s2); var s3 = new GameOverScene(game) { Name = "gameover" }; game.SceneManager.AddScene(s3); game.SceneManager.StartScene("play"); }
// public static LoadingScene loadingScene; // private static SceneBase _nextScene; /// <summary> /// Fade 1渐 2Blinds 百页窗 5Ninja 6Cinema电影院 7Pixelate像素闪烁 8Tetris掉片片 9Tiles翻片片 /// </summary> //private static string[] transitionName = new string[] { "Plain", "Fade", "Blinds", "Newspaper", "Cartoon", "Ninja", "Cinema", "Pixelate", "Tetris", "Tiles" }; //private static string[] transitionPrefab = new string[] {"Transitions/SMLoadingTransition", "Transitions/SMFadeTransition", //"Transitions/SMBlindsTransition", "Transitions/SMNewspaperTransition", "Transitions/SMCartoonTransition", //"Transitions/SMNinjaTransition", "Transitions/SMCinemaTransition", "Transitions/SMPixelateTransition", //"Transitions/SMTetrisTransition", "Transitions/SMTilesTransition"}; void init() { //smsceneManager = new SMSceneManager(SMSceneConfigurationLoader.LoadActiveConfiguration("SceneConfig")); //smsceneManager.LevelProgress = new SMLevelProgress(smsceneManager.ConfigurationName); //StartScene ss = StartScene.Create(null); //_sceneCreators = new Dictionary<SceneType, Func<object, SceneBase>>(); //_sceneCreators[SceneType.Login] = LoginScene.Create; ////_sceneCreators[SceneType.Loading] = LoadingScene.Create; //_sceneCreators[SceneType.City] = CityScene.Create; //_sceneCreators[SceneType.Fight] = FightScene.Create; //_sceneCreators[SceneType.House] = HouseScene.Create; //_sceneCreators[SceneType.Fram] = FramScene.Create; //_sceneCreators[SceneType.Map] = MapScene.Create; //_sceneCreators[SceneType.TeamFight] = TeamFightScene.Create; //_sceneCreators[SceneType.War] = WarScene.Create; // loadingScene= LoadingScene.Create(null); currScene = StartScene.Create(null); currScene.CreateView(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); _resources = new Resources(this); // Add startScene startScene = new StartScene(this, spriteBatch); Components.Add(startScene); startScene.Show(true); // Add playScene playScene = new GameScene(this, spriteBatch); Components.Add(playScene); playScene.Show(false); // Add creditsScene creditsScene = new CreditsScene(this, spriteBatch); Components.Add(creditsScene); creditsScene.Show(false); // Add helpScene helpScene = new HelpScene(this, spriteBatch); Components.Add(helpScene); helpScene.Show(false); // Add highScoreScene highScoreScene = new HighScoreScene(this, spriteBatch); Components.Add(highScoreScene); highScoreScene.Show(false); // Create enterSound enterSoundIns = this.Content.Load <SoundEffect>("Sounds/enterSound").CreateInstance(); // Create and play music menuMusic = this.Content.Load <Song>("Sounds/pauseMenu"); MediaPlayer.Play(menuMusic); }
public void Run() { IInput input = new Keyboard(); IScene scene = new StartScene(); try { while (true) { input.Update(); scene = scene.Update(input); if (scene.IsApplicationFinish()) { break; } Thread.Sleep(33); } } catch (Exception e) { Console.WriteLine("エラーが発生しました。: " + e); Console.ReadKey(); } }
public override void execute() { StartScene gameScene = (mReceiver) as StartScene; if (gameScene.atProcedure(PROCEDURE_TYPE.PT_START_SELECT_ROLE)) { CharacterOther curRole = mRoleSystem.getSelectedRole(); // 当前角色有SELECT_ROLE状态组,如果没有,则说明是第一次进入选人流程 if (curRole != null && curRole.hasStateGroup(STATE_GROUP.SG_SELECT)) { // 当前角色显示完毕时才能切换角色,也不能选择相同的角色 if (!curRole.hasState(PLAYER_STATE.PS_SELECTED_ROLE) || mRoleSystem.getSelectedIndex() == mIndex) { return; } // 取消当前角色的选中 CommandCharacterAddState cmdUnSelect = newCmd(out cmdUnSelect); cmdUnSelect.mState = PLAYER_STATE.PS_UN_SELECT_ROLE; pushCommand(cmdUnSelect, curRole); } // 启动选择的角色 mRoleSystem.setSelectedIndex(mIndex); CharacterOther character = mRoleSystem.getSelectedRole(); if (character != null) { CommandCharacterAddState cmdSelect = newCmd(out cmdSelect); cmdSelect.mState = PLAYER_STATE.PS_ON_SELECT_ROLE; pushCommand(cmdSelect, character); // 通知布局 mScriptSelectRole.selectRole(mIndex); if (mPlayAudio) { GameTools.PLAY_AUDIO_UI(mScriptGlobalAudio.getAudioWindow(), SOUND_DEFINE.SD_SELECTION_CHANGE); } } } }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. _spriteBatch = new SpriteBatch(_graphics.GraphicsDevice); Services.AddService(typeof(SpriteBatch), _spriteBatch); _audio = new AudioLibrary(); _audio.LoadContent(this.Content); Services.AddService(typeof(AudioLibrary), _audio); helpBackgroundTexture = Content.Load<Texture2D>("helpbackground"); helpForegroundTexture = Content.Load<Texture2D>("helpforeground"); _helpScene = new HelpScene(this, helpBackgroundTexture, helpForegroundTexture); Components.Add(_helpScene); // Create the Start scene smallFont = Content.Load<SpriteFont>("menuSmall"); largeFont = Content.Load<SpriteFont>("menuLarge"); startBackgroundTexture = Content.Load<Texture2D>("startBackground"); startElementsTexture = Content.Load<Texture2D>("startSceneElements"); _startScene = new StartScene(this, smallFont, largeFont, startBackgroundTexture, startElementsTexture); Components.Add(_startScene); _creditScene = new CreditScene(this, smallFont, largeFont, startBackgroundTexture, startElementsTexture); Components.Add(_creditScene); actionElementsTexture = Content.Load<Texture2D>("rockrainenhanced"); actionBackgroundTexture = Content.Load<Texture2D>("spacebackground"); scoreFont = Content.Load<SpriteFont>("score"); scoreFont = Content.Load<SpriteFont>("score"); //_actionScene = new ActionScene(this, actionElementsTexture, actionBackgroundTexture, _scoreFont); //Components.Add(_actionScene); _joinScene = new JoinScene(this, largeFont, menuControllers); Components.Add(_joinScene); _startScene.Show(); _activeScene = _startScene; }
static void Main(string[] args) //主方法 { //初始化某些基本设置 Config.init(); //控制台基本设置 Console.Title = "贪吃蛇"; //设置控制台标题 Console.SetWindowSize(100, 50); //设置控制台窗口大小 Console.SetBufferSize(101, 51); //设置控制台缓冲区大小 Console.CursorVisible = false; //隐藏光标 //进入游戏主循环 while (true) { //开始场景 StartScene startScene = new StartScene(); startScene.init(); int startSceneReturn = startScene.run(); //获取开始场景的运行结果(即按下的是哪个键) Console.Clear(); //判定接下来走哪个场景 //开始新游戏 if (startSceneReturn == '1') { //速度选择场景 SpeedChooseScene speedChooseScene = new SpeedChooseScene(); speedChooseScene.init(); int difficulty = speedChooseScene.run(); //获取所选择的难度 Console.Clear(); //游戏主场景 GameScene gameScene = new GameScene(); gameScene.init(difficulty - '0'); int score = gameScene.run(); //获取最终得分 Console.Clear(); //游戏结束场景 GameEndScene gameEndScene = new GameEndScene(); gameEndScene.init(score); gameEndScene.run(); Console.Clear(); } //最高分 else if (startSceneReturn == '2') { //最高分场景 HighestScoreScene highestScoreScene = new HighestScoreScene(); highestScoreScene.init(); highestScoreScene.run(); Console.Clear(); } //设置 else if (startSceneReturn == '3') { //设置界面 SettingScene settingScene = new SettingScene(); settingScene.init(); int settingChoose = settingScene.run(); //获取选择了哪个选项 Console.Clear(); //颜色选择界面 ColorChooseScene colorChooseScene = new ColorChooseScene(); colorChooseScene.init(settingChoose); colorChooseScene.run(); Console.Clear(); } //退出游戏 else if (startSceneReturn == '4') { break; } } //保存相关设置 Config.uninit(); }
public DungeonGame() { _startScene = new StartScene(); _gameScene = new GameScene(); }
void Start() { scene = this; }
public void DoVictory() { Cursor.lockState = CursorLockMode.None; mainUI.SetVectory(true); StartScene.CompleteLevel(lv); }
public void Start() { #region 初始化数据 txt_Length.text = "1"; txt_Score.text = "0"; txt_Kiss.text = "0"; img_GameOver.gameObject.SetActive(false); img_AudioVolume.gameObject.SetActive(false); img_Win.gameObject.SetActive(false); //隐藏杀敌数UI if (GameManager.curGameModel != GameModel.Game) { title_KissContainer.gameObject.SetActive(false); } //隐藏边框 if (GameManager.curGameModel == GameModel.Normal) { GameObject[] borders = GameObject.FindGameObjectsWithTag("Wall"); foreach (var item in borders) { item.GetComponent <Image>().enabled = false; } } //根据游戏的模式 更新UI模式 SetUIBySelectModel(); if (GameManager.curGameModel != GameModel.Game) { GameObject.Find("Canvas_Enemy").SetActive(false); } #endregion #region 右上角功能按钮 btn_Enum.onClick.AddListener(() => { //切换菜单界面 SceneManager.LoadScene("StartScene"); }); btn_Parse.onClick.AddListener(() => { //暂停 if (Time.timeScale == 1) { Time.timeScale = 0; btn_Parse.GetComponent <Button>().image.sprite = spr_Play; btn_Parse.GetComponent <Button>().image.color = Color.red; } //播放 else if (Time.timeScale == 0) { Time.timeScale = 1; btn_Parse.GetComponent <Button>().image.sprite = spr_Parse; btn_Parse.GetComponent <Button>().image.color = Color.black; } }); //切换旋转方式 btn_ChangeTurn.onClick.AddListener(() => { snakeMoveScript.ChangeTurnType(); }); #endregion #region 重启游戏逻辑 //重启游戏 btn_AgainGame.onClick.AddListener(() => { //TODO txt_Length.text = "1"; txt_Score.text = "0"; txt_Kiss.text = "0"; img_GameOver.GetComponent <Animator>().SetTrigger("isGameOver"); img_GameOver.GetComponent <Animator>().SetTrigger("isRestartGame"); StartCoroutine("WaitHide"); snakeMoveScript.ReStartGame(); GameObject.Find("AudioManager").GetComponent <AudioManager>().PlayAudio(0); if (GameManager.curGameModel == GameModel.Game) { GameObject.FindGameObjectWithTag("EnemyHead").GetComponent <EnemyAI>().ReStartGame(); } }); //返回主菜单 btn_ReturnStartScene.onClick.AddListener(() => { //切换菜单界面 SceneManager.LoadScene("StartScene"); img_GameOver.gameObject.SetActive(false); Time.timeScale = 1; }); #endregion #region 一关卡 btn_Next.onClick.AddListener(() => { //TODO txt_Length.text = "1"; txt_Score.text = "0"; img_Win.gameObject.SetActive(false); snakeMoveScript.ReStartGame(); GameObject.Find("AudioManager").GetComponent <AudioManager>().PlayAudio(0); if (GameManager.curGameModel == GameModel.Game) { //GameObject.FindGameObjectWithTag("EnemyHead").GetComponent<EnemyAI>().PlayerWinNextLevel(); GameObject.FindGameObjectWithTag("EnemyHead").GetComponent <EnemyAI>().ReStartGame(); } }); btn_BackStartScene.onClick.AddListener(() => { //写入数据 数据持久化 StartScene.WriteDataToRegister(SnakeHead.curSnakeLength, int.Parse(txt_Score.text), int.Parse(txt_Kiss.text)); //切换菜单界面 SceneManager.LoadScene("StartScene"); img_Win.gameObject.SetActive(false); Time.timeScale = 1; }); #endregion #region 小地图交互 btn_MiniMapAdd.onClick.AddListener(() => { GameObject.FindGameObjectWithTag("MainCamera").GetComponent <ExampleInteractions>().MiniMapInteraction(true); }); btn_MiniMapSub.onClick.AddListener(() => { GameObject.FindGameObjectWithTag("MainCamera").GetComponent <ExampleInteractions>().MiniMapInteraction(false); }); #endregion #region 音量调节事件 //打开/关闭 画布 btn_Audio.onClick.AddListener(() => { if (img_AudioVolume.IsActive()) { img_AudioVolume.gameObject.SetActive(false); } else { img_AudioVolume.gameObject.SetActive(true); } }); //关闭画布 btn_ExitAudioVolume.onClick.AddListener(() => { if (img_AudioVolume.IsActive()) { img_AudioVolume.gameObject.SetActive(false); } }); #endregion }