public GameEngine() { this.graphics = new GraphicsDeviceManager(this) { PreferredBackBufferWidth = screenWidth, PreferredBackBufferHeight = screenHeight }; this.screenRectangle = new Rectangle(0, 0, screenWidth, screenHeight); Content.RootDirectory = "Content"; this.Components.Add(new TextureLoader(this)); this.Components.Add(new InputHandler(this)); this.stateManager = new GameStateManager(this); this.Components.Add(this.stateManager); this.titleScreen = new TitleScreen(this, this.stateManager); this.stateManager.ChangeState(this.titleScreen); this.playingScreen = new PlayingScreen(this, this.stateManager); this.stateManager.ChangeState(this.playingScreen); }
void Start() { if(Application.loadedLevelName == "Restore Point") tScreen = GameObject.Find ("Title Screen Canvas").GetComponent<TitleScreen> (); canvasObject = GameObject.Find ("Canvas"); inventoryItem = GetComponent<InventoryItem> (); player = GameObject.FindWithTag ("Player"); healthManager = GameObject.Find ("Health Manager").GetComponent<HealthManager> (); pauseManager = GameObject.Find ("Pause Manager").GetComponent<PauseManager> (); }
// Use this for initialization void Start() { GameEventManager.InTheBeginning += InTheBeginning; GameEventManager.GamePlayStart += GamePlayStart; GameEventManager.GamePlayOver += GamePlayOver; titleScreen = GameObject.Find("TitleScreen").GetComponent<TitleScreen>(); ballServer = GameObject.FindGameObjectWithTag ("BallServer"); GameEventManager.TriggerInTheBeginning(); }
private void BeginGame() { isGameRunning = true; lives = STARTING_LIVES; level = 1; DisplayLives(); ResetProjectile(); ResetTarget(); TitleScreen.Hide(); Cursor.Hide(); }
private void beginGame() { GameRun = true; lives = STARTINGLIVES; level = 1; displayLives(); resetProjectile(); resetTarget(); TitleScreen.Hide(); Cursor.Hide(); }
void Start() { var titlescreenObj = GameObject.Find("_TitleScreen"); if (titlescreenObj == null) { Debug.Log($"{nameof(TitleScreenObserver)}: Couldn't find _TitleScreen object"); Destroy(this); return; } _titlescreen = titlescreenObj.GetComponent <TitleScreen>(); }
void Start() { if (string.Equals(SceneManager.GetActiveScene().name, "Game") || string.Equals(SceneManager.GetActiveScene().name, "Player1W") || string.Equals(SceneManager.GetActiveScene().name, "Player2W")) { RecoverGameData(); } if (string.Equals(SceneManager.GetActiveScene().name, "TitleScreen")) { titleScreen = GameObject.FindGameObjectWithTag("GameController").GetComponent <TitleScreen>(); } }
internal static void Postfix(TitleScreen __instance) { List <MelonMod> loadedMods = MelonHandler.Mods; foreach (MelonMod mod in loadedMods) { if (mod is BTDModStart) { BTDModStart modStart = (BTDModStart)mod; modStart.OnModLoaded(); } } }
private void RegisterGameScreens() { var _titleScreen = new TitleScreen(this); var _playingScreen = new PlayingScreen(this); var _gameOverScreen = new GameOverScreen(this); _titleScreen.StartNewGame += StartNewGame; _playingScreen.GameOver += GameOver; _gameOverScreen.GameOverDelayComplete += GameOverDelayComplete; _gameScreens[GameState.TitleScreen] = _titleScreen; _gameScreens[GameState.PlayingScreen] = _playingScreen; _gameScreens[GameState.GameOver] = _gameOverScreen; }
/// <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 mGameScreen = new GameScreen(this.Content, screenRectangle, new EventHandler(GameScreenEvent)); mTitleScreen = new TitleScreen(this.graphics, this.Content, new EventHandler(TitleScreenEvent)); mPauseScreen = new PauseScreen(this.graphics, this.Content, new EventHandler(PauseScreenEvent)); mMainMenuScreen = new MainMenuScreen(this.graphics, this.Content, new EventHandler(MainMenuScreenEvent)); mCurrentScreen = mTitleScreen; }
private static void OnVersus(TitleScreen titleScreen) { if (!titleScreen.AllowMultiplayer()) { SoundManager.PlayAudio("MenuError"); GlobalDialog.Display("titleScreen-connect2ndController"); } else { SoundManager.PlayConfirmAudio(); titleScreen.StartGame(loadPvP: true); GameController.coopOn = true; } }
public void LoadContent(IContentLoader provider) { Select = provider.Load <SoundEffect>(@"Audio/SE/select"); Choose = provider.Load <SoundEffect>(@"Audio/SE/choose"); _stateManager = new GameStateManager(); // Screens TitleScreen = new TitleScreen(viewport, _stateManager, Select, Choose, InputHandler); contentBasedParts.Add(TitleScreen); GameConfigurationScreen = new GameConfigurationScreen(viewport, _stateManager); GameplayScreen = new GameplayScreen(viewport, _stateManager, Camera); // .DisposeWith(instanceDisposer); GameplayScreen.Initialize(); contentBasedParts.Add(GameplayScreen); LeaderboardScreen = new LeaderboardScreen(viewport, _stateManager); ImprovementScreen = new ImprovementScreen(viewport, _stateManager, Select, Choose); GameOverScreen = new GameOverScreen(viewport, _stateManager); OptionsScreen = new OptionsScreen(viewport, _stateManager, pixel, Select); KeyboardInputsScreen = new KeyboardInputsScreen(viewport, _stateManager); GamepadInputsScreen = new GamepadInputsScreen(viewport, _stateManager); _stateManager.AddScreens(GameOverScreen, OptionsScreen, TitleScreen, GameplayScreen, ImprovementScreen); _stateManager.ComponentAdded += (s, arg) => { updatableParts.Add(arg); drawableParts.Add(arg); }; _stateManager.ComponentRemoved += (s, arg) => { updatableParts.Remove(arg); drawableParts.Remove(arg); }; _stateManager.ChangeState(GameStateManager.State.TitleScreen); foreach (var item in contentBasedParts) { item.LoadContent(provider); } foreach (var item in ContentBasedParts) { item.LoadContent(provider); } }
private void ShowTitleScreen() { if (!transitionIsActive) { var titleScreen = new TitleScreen(); titleScreen.SceneSkipped += OnTitleScreenSkipped; if (scene == null) { scene = titleScreen; } StartTransitionToNextScene(titleScreen); } }
public async Task Initialize(IGraphicContainer container, Rectangle frameRectangle) { _container = container; GameStatus = GameMode.Title; ResizeGame(frameRectangle); await _container.Initialize(); _textManager = new TextManager(_screenCanvas); _scoreManager = new ScoreManager(_textManager); _currentTitle = new TitleScreen(_textManager, _screenCanvas); _options = new Options(_textManager, _screenCanvas); SetFlipTimer(); }
public Game1() { _graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; IsMouseVisible = true; Components.Add(new InputHandler(this)); _gameStateManager = new GameStateManager(this); Components.Add(_gameStateManager); TitleScreen = new TitleScreen(this, _gameStateManager); _gameStateManager.ChangeState(TitleScreen); }
public override void OnEnter() { base.OnEnter(); Menu = GameStateManager.Instance.GameUIManager.InstantiateUIPrefab(_menuPrefab); Menu.Initialize(); TitleScreen = GameStateManager.Instance.GameUIManager.InstantiateUIPrefab(_titleScreenPrefab); if (GameStateManager.Instance.GameManager.TransitionToHighScores && null != MainMenu) { TitleScreen.FinishLoading(); MainMenu.ShowHighScores(); } }
public DnK() { Graphics = new GraphicsDeviceManager(this) { PreferredBackBufferWidth = Config.Resolution.X, PreferredBackBufferHeight = Config.Resolution.Y }; ScreenRectangle = new Rectangle(0, 0, Config.Resolution.X, Config.Resolution.Y); IsMouseVisible = true; Graphics.IsFullScreen = Config.FullScreen; Graphics.SynchronizeWithVerticalRetrace = true; // Pass through the FPS capping (60 FPS) if (!Config.FpsCapping) { IsFixedTimeStep = false; Graphics.SynchronizeWithVerticalRetrace = false; } Graphics.ApplyChanges(); Content.RootDirectory = "Content"; Components.Add(new InputHandler(this)); _stateManager = new GameStateManager(this); Components.Add(_stateManager); // Screens TitleScreen = new TitleScreen(this, _stateManager); GameConfigurationScreen = new GameConfigurationScreen(this, _stateManager); GameplayScreen = new GameplayScreen(this, _stateManager); LeaderboardScreen = new LeaderboardScreen(this, _stateManager); ImprovementScreen = new ImprovementScreen(this, _stateManager); GameOverScreen = new GameOverScreen(this, _stateManager); OptionsScreen = new OptionsScreen(this, _stateManager); KeyboardInputsScreen = new KeyboardInputsScreen(this, _stateManager); GamepadInputsScreen = new GamepadInputsScreen(this, _stateManager); _stateManager.ChangeState(TitleScreen); // FPS Components.Add(new FrameRateCounter(this)); }
private void Awake() { instance = this; canvas = GameObject.FindGameObjectWithTag("Canvas").transform; eventSystem = GameObject.FindGameObjectWithTag("GameController").GetComponent <EventSystem>(); controlSchemeScreen = GetComponentInChildren <ControlSchemeScreen>(); titleScreen = GetComponentInChildren <TitleScreen>(); settingsMenu = transform.parent.GetComponentInChildren <SettingsMenu>(); sceneSelectMenu = GetComponentInChildren <SceneSelectMenu>(); // Set up the Player, Canvas, and EventSystem to persist between scenes //DontDestroyOnLoad(Player.PlayerInstance); DontDestroyOnLoad(transform.parent.gameObject); DontDestroyOnLoad(GameObject.FindGameObjectWithTag("GameController")); }
private void RegisterGameScreens() { TitleScreen ts = new TitleScreen(this); ts.StartGame += (s, e) => _gameScreenState.SetState(GameState.Playing); PlayingScreen ps = new PlayingScreen(this); ps.GameOverWaitFinished += (s, e) => _gameScreenState.SetState(GameState.TitleScreen); GameScreenMap <GameState> map = new GameScreenMap <GameState>() .AddState(GameState.TitleScreen, ts) .AddState(GameState.Playing, ps); _gameScreenState = new GameScreenState <GameState>(map, GameState.TitleScreen); }
public StateTitle() { gameSystem = GameSystem.Instance; GameObject gameObject = UnityEngine.Object.Instantiate(gameSystem.TitlePrefab); titleScreen = gameObject.GetComponent <TitleScreen>(); gameSystem.IsSkipping = false; gameSystem.IsForceSkip = false; gameSystem.IsAuto = false; gameSystem.TextHistory.ClearHistory(); if (titleScreen == null) { throw new Exception("Failed to instantiate titleScreen!"); } titleScreen.Enter(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { _titleScreen = new TitleScreen(this); _controls = new Controls(this); _level = new Level(this); _gameOver = new GameOver(this); Components.Add(_titleScreen); Components.Add(_controls); Components.Add(_level); Components.Add(_gameOver); ChangeState(GameState.Title); GlobalForces.Gravity = new Vector2(0.0f, 9.8f); }
public static void AwakeBegin(TitleScreen titleScreen) { TitleMenu = titleScreen.transform.Find("TitleMenu"); Title = titleScreen; MenuOptions.Clear(); AddNullMenuOption("Single Player", OnSinglePlayer); AddNullMenuOption("Two Players", OnTwoPlayers); AddNullMenuOption("Versus", OnVersus); AddNullMenuOption("Options", OnOptions); AddNullMenuOption("Credits", OnCredits); AddMenuOption("Reload Mods", OnReloadMods); AddNullMenuOption("Exit", OnExit); }
public static void PostUpdate(TitleScreen __instance) { if (!FirstUpdate) { // Move the text further to the side Vector3 buildInfoPos = __instance.buildInfo.transform.position; buildInfoPos.x *= 4; __instance.buildInfo.transform.position = buildInfoPos; __instance.buildInfo.text = "BloonsLoader v0.0.1.0\n" + __instance.buildInfo.text; // Color a specific word __instance.anEpicAdventureOf.text = "an epic modded adventure of monkeys vs bloons"; // Text splitting pre-handled FirstUpdate = true; } }
void Exit_Clicked(UIElement element) { Network.NetworkAddress = ServerAddress.TrueContents; try { Controls.Instance.mouseSensitivityX = Controls.Instance.mouseSensitivityY = (float)Convert.ToDouble(Sensitivity.TrueContents) * 0.015f; } catch { Controls.Instance.mouseSensitivityX = Controls.Instance.mouseSensitivityY = 0.075f; } TitleScreen titleScreen = new TitleScreen(); titleScreen.introTime = 8; MenuManager.Menu = titleScreen; }
protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); _cursorTexture = Content.Load <Texture2D>("Sprites/ui/walk-cursor"); var uiContentStorage = ServiceProvider.GetRequiredService <IUiContentStorage>(); uiContentStorage.LoadContent(Content); var personVisualizationContentStorage = ServiceProvider.GetRequiredService <IPersonVisualizationContentStorage>(); personVisualizationContentStorage.LoadContent(Content); var gameobjectVisualizationContentStorage = ServiceProvider.GetRequiredService <IGameObjectVisualizationContentStorage>(); gameobjectVisualizationContentStorage.LoadContent(Content); var personSoundContentStorage = ServiceProvider.GetRequiredService <IPersonSoundContentStorage>(); personSoundContentStorage.LoadContent(Content); var uiSoundStorage = ServiceProvider.GetRequiredService <IUiSoundStorage>(); uiSoundStorage.LoadContent(Content); UiThemeManager.SoundStorage = uiSoundStorage; var sceneManager = new ScreenManager(this); var titleScene = new TitleScreen(this, _spriteBatch); sceneManager.ActiveScreen = titleScene; Components.Add(sceneManager); #if DEBUG var fpsCounter = new FpsCounter(this, _spriteBatch, Content.Load <SpriteFont>("Fonts/Main")); Components.Add(fpsCounter); var cheatInput = new CheatInput(this, _spriteBatch, Content.Load <SpriteFont>("Fonts/Main")); Components.Add(cheatInput); #endif }
/// <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); GameContent.Initialize(Content); _title = new TitleScreen("Images/arena", Width, Height); _hostingScreen = new MessageScreen("Images/arena", Width, Height, "Searching for Players..."); _searchingScreen = new MessageScreen("Images/arena", Width, Height, "Searching for Games..."); //Reset(); _titleSong = GameContent.LoadContent <Song>("Music/Title"); _gameSong = GameContent.LoadContent <Song>("Music/Arena"); MediaPlayer.Play(_titleSong); MediaPlayer.IsRepeating = true; }
protected override void DoExit() { if (AudioManager.HasInstance) { AudioManager.Instance.StopAllMusic(); } if (null != TitleScreen) { Destroy(TitleScreen.gameObject); } TitleScreen = null; if (null != Menu) { Destroy(Menu.gameObject); } Menu = null; }
public static void AwakeEnd(TitleScreen titleScreen) { FieldInfo fi = Lizard.GetFieldInfo <TitleScreen>("menuTextOpts", false, false); Text[] texts = (Text[])fi.GetValue(titleScreen); InitNullMenuOption("Single Player", texts[0]); InitNullMenuOption("Two Players", texts[1]); InitNullMenuOption("Versus", texts[2]); InitNullMenuOption("Options", texts[3]); InitNullMenuOption("Credits", texts[4]); InitNullMenuOption("Exit", texts[5]); fi.SetValue(titleScreen, CreateTextsArray()); titleScreen.multiplayerOptIndex = IndexOfMenuOption("Two Players"); titleScreen.versusOptIndex = IndexOfMenuOption("Versus"); SortMenuOptions(); }
// Use this for initialization void Start() { FSoundManager.isMuted = false; FutileParams futileParams = new FutileParams(true, false, false, false); futileParams.AddResolutionLevel(480, 1.0f, 1.0f, ""); futileParams.origin = new Vector2(0.5f, 0.5f); futileParams.backgroundColor = new Color(.2f, .2f, .2f); Futile.instance.Init(futileParams); Futile.atlasManager.LoadAtlas("Atlases/atlasOne"); Futile.atlasManager.LoadAtlas("Atlases/Fonts"); Futile.atlasManager.LoadFont("Small", "Small Font", "Atlases/Small Font", 0, 0); Futile.atlasManager.LoadFont("Large", "Large Font", "Atlases/Large Font", 0, 0); TitleScreen titleScreen = new TitleScreen(); Futile.stage.AddChild(titleScreen); FSoundManager.PlayMusic("LD27Music", .3f); }
public static bool ConfirmMenuOption(TitleScreen titleScreen) { if (titleScreen.currentState != TitleScreen.TitleScreenState.Menu) { return(true); } int index = 0; foreach (MenuOption menuOption in MenuOptions) { if (index++ == titleScreen.currentMenuIndex) { menuOption.action(titleScreen); break; } } return(true); }
void Start() { //set the RNG seed Random.InitState(42); //read save data loadGame(); //initialize screens title_screen = new TitleScreen(); game_screen = new GameScreen(); //render screens title_screen.load(); game_screen.load(); //enable title screen current_screen = title_screen; title_screen.enable(); }
/// <summary> /// Loads the content for all the game components. /// </summary> protected override void LoadContent() { base.LoadContent(); FishingGameContext context = new FishingGameContext(); context.Game = this; context.Input = _input; context.Trial = _trial; GameplayScreen gameplayScreen = new GameplayScreen(context); gameplayScreen.LoadContent(Content); TitleScreen titleScreen = new TitleScreen(context); titleScreen.LoadContent(Content); _screens.Push(gameplayScreen); _screens.Push(titleScreen); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); Global.Pixel = new Texture2D(GraphicsDevice, 1, 1); Global.Pixel.SetData <Color>(new Color[] { Color.White }); HighScoreControl.Images = new System.Collections.Generic.Dictionary <ControlTypes, Texture2D>(); HighScoreControl.Images.Add(ControlTypes.Tap, Content.Load <Texture2D>("Screen Images/Tap Asset")); HighScoreControl.Images.Add(ControlTypes.Swipe, Content.Load <Texture2D>("Screen Images/Swipe Asset")); TitleScreen titleScreen = new TitleScreen(GraphicsDevice, 1080, 1920); GameScreen gameScreen = new GameScreen(GraphicsDevice, 1080, 1920); GameOverScreen gameOverScreen = new GameOverScreen(GraphicsDevice, 1080, 1920); OptionScreen optionScreen = new OptionScreen(GraphicsDevice, 1080, 1920); ControlSelectScreen controlScreen = new ControlSelectScreen(GraphicsDevice, 1080, 1920); StatScreen highScoreScreen = new StatScreen(GraphicsDevice, 1080, 1920); ScreenManager.Add(gameScreen); ScreenManager.Add(titleScreen); ScreenManager.Add(optionScreen); ScreenManager.Add(controlScreen); ScreenManager.Add(highScoreScreen); ScreenManager.Add(gameOverScreen); ScreenManager.Load(Content); Global.ElapsedGameTime = TimeSpan.Zero; Vector2 currentScale = new Vector2(GraphicsDevice.Viewport.Width / 1080f, GraphicsDevice.Viewport.Height / 1920f); #if WINDOWS MouseManager.Instance.Scale = currentScale; #else //Global.ShowAds(true); #endif ScreenManager.Scale(currentScale); ScreenManager.MainScreen = "Title"; }
// Use this for initialization void Start() { if(GameControler == null)GameControler = GameObject.Find ("GameManager").GetComponent<TitleScreen>(); if(StatusManager == null)StatusManager = GameObject.Find ("StatusManager").GetComponent<Status>(); }
public FinalBomber() { Instance = this; Graphics = new GraphicsDeviceManager(this) { PreferredBackBufferWidth = Config.Resolutions[Config.IndexResolution, 0], PreferredBackBufferHeight = Config.Resolutions[Config.IndexResolution, 1] }; ScreenRectangle = new Rectangle(0, 0, Config.Resolutions[Config.IndexResolution, 0], Config.Resolutions[Config.IndexResolution, 1]); #if DEBUG Graphics.SynchronizeWithVerticalRetrace = false; #else Graphics.SynchronizeWithVerticalRetrace = true; #endif // Don't fix FPS to 60 => this wont work when vsync is ON IsFixedTimeStep = false; Graphics.IsFullScreen = Config.FullScreen; Graphics.ApplyChanges(); Content.RootDirectory = "Content"; Components.Add(new InputHandler(this)); var stateManager = new GameStateManager(this); Components.Add(stateManager); TitleScreen = new TitleScreen(this, stateManager); BattleMenuScreen = new BattleMenuScreen(this, stateManager); SuddenDeathMenuScreen = new SuddenDeathMenuScreen(this, stateManager); ItemMenuScreen = new ItemMenuScreen(this, stateManager); GamePlayScreen = new GamePlayScreen(this, stateManager); SinglePlayerGamePlayScreen = new SinglePlayerGamePlayScreen(this, stateManager); OptionMenuScreen = new OptionMenuScreen(this, stateManager); KeysMenuScreen = new KeysMenuScreen(this, stateManager); CreditMenuScreen = new CreditMenuScreen(this, stateManager); SinglePlayerGameModeMenuScreen = new SinglePlayerGameModeMenuScreen(this, stateManager); LobbyMenuScreen = new LobbyMenuScreen(this, stateManager); OnlineGameMenuScreen = new OnlineGameMenuScreen(this, stateManager); MultiplayerGameModeMenuScreen = new MultiplayerGameModeMenuScreen(this, stateManager); UserMenuScreen = new UserMenuScreen(this, stateManager); UserLoginMenuScreen = new UserLoginMenuScreen(this, stateManager); UserRegistrationMenuScreen = new UserRegistrationMenuScreen(this, stateManager); NetworkMenuScreen = new NetworkMenuScreen(this, stateManager); CreateServerMenuScreen = new CreateServerMenuScreen(this, stateManager); JoinServerMenuScreen = new JoinServerMenuScreen(this, stateManager); NetworkTestScreen = new NetworkGamePlayScreen(this, stateManager); stateManager.ChangeState(TitleScreen); // FPS Components.Add(new FrameRateCounter(this)); _password = ""; }
/// <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() { // set up the display window graphics.PreferredBackBufferWidth = 500; graphics.PreferredBackBufferHeight = 500; graphics.ApplyChanges(); // update the ViewportHeight and ViewportWidth constants so the screens know // how to draw themselves GameConstants.ViewportHeight = graphics.GraphicsDevice.Viewport.Height; GameConstants.ViewportWidth = graphics.GraphicsDevice.Viewport.Width; // display title in the window Window.Title = "Alien Attack"; // setup the state of the game currentGameState = GameConstants.GameState.Title; currentKeyboardState = Keyboard.GetState(); prevKeyBoardState = currentKeyboardState; // set up the screens titleScreen = new TitleScreen(); instructionScreen = new InstructionScreen(); highScoreScreen = new HighScoreScreen(); creditsScreen = new CreditsScreen(); introScreen = new IntroScreen(); readyScreen = new GetReadyScreen(); gameOverScreen = new GameOverScreen(); // set up the game objects gameCamera = new Camera(); player = new Player(); enemies = new Enemies(); map = new Map(); miniMap = new MiniMap(); skybox = new Skybox(); // set up the ingame displays score = new Score(); highScore = new HighScore(); // set up the soundtrack gameSongs = new GameSongs(); base.Initialize(); }
// Use this for initialization void Start() { zoomedOutPos = transform.position; zoomedOutRot = transform.rotation; lookAtTarget = true; distance = 1000; invHUD = GameObject.Find("HUD_Inventory").GetComponent<HUD_Inventory>(); healthHUD = GameObject.Find("HUD_Healthbar").GetComponent<HUD_Healthbar>(); hidePause = GameObject.Find("PauseButton").GetComponent<HideHUDElement>(); hideTime = GameObject.Find("Time Button").GetComponent<HideHUDElement>(); hideMap = GameObject.Find ("Map Button").GetComponent<HideHUDElement> (); pManager = GameObject.Find ("Pause Manager").GetComponent<PauseManager> (); hManager = GameObject.Find ("Health Manager").GetComponent<HealthManager> (); if(Application.loadedLevelName == "Restore Point"){ tScreen = GameObject.Find("Title Screen Canvas").GetComponent<TitleScreen>(); upArea = GameObject.Find("Upgrade Area Trigger").GetComponent<UpgradeArea>(); if(tScreen.showTitleScreen){ invHUD.hide(); healthHUD.hide(); hidePause.hide(); hideTime.hide(); hideMap.hide(); } } }
void Awake() { S = this; }
/// <summary> /// Pass touches to game menu and handle responses. /// </summary> /// <param name="gesture"></param> private void processTitleScreenTouch(GameTime gameTime, GestureSample gesture) { string filename = titleScreen.ProcessTouch(gesture, _gameData); if (filename == null) return; CurrentLevelNumber = titleScreen.SelectedLevelNum; CurrentChapterNumber = titleScreen.SelectedChapterNum; //if we reached this point, ProcessTouch returned a level pathname titleScreen = null; gameRunState = GameState.StateWorld; AdvanceToNextLevel(gameTime); uiManager = new GameUI(); }
private void processPauseMenuTouch(GameTime gameTime, GestureSample gesture) { pauseMenu.ProcessTouch(gesture); switch (pauseMenu.flag) { case GameMenuFlag.LoadNextLevel: AdvanceToNextLevel(gameTime); break; case GameMenuFlag.ToTitleScreen: MusicManager.StopMusic(); titleScreen = new TitleScreen(graphics, _gameData); gameRunState = GameState.StateMenu; break; case GameMenuFlag.Replay: /*if (cityActiveInstance.State == SoundState.Playing) cityActiveInstance.Pause(); if (menuMusicInstance.State == SoundState.Playing) menuMusicInstance.Pause();*/ objectManager.WOMstate = WOMState.InLevel; stopGame(); break; case GameMenuFlag.LoadSpecificLevel: int levelnumber = LevelParser.getCurrentLevelNumber(); string path = LevelParser.getReadTarget(); objectManager = new WorldObjectManager(graphics, Content, string.Concat(path.Substring(0, path.LastIndexOf("/") + 1), levelnumber.ToString() + ".xml"), levelnumber); stopGame(); break; } }
/// <summary> /// Handle touches to the between levels menu. I separated these for clarity. /// </summary> /// <param name="gesture"></param> private void processLevelMenuTouch(GameTime gameTime, GestureSample gesture) { levelMenu.ProcessTouch(gesture); switch (levelMenu.flag) { case GameMenuFlag.LoadNextLevel: AdvanceToNextLevel(gameTime); break; case GameMenuFlag.ToTitleScreen: MusicManager.StopMusic(); titleScreen = new TitleScreen(graphics, _gameData); gameRunState = GameState.StateMenu; break; case GameMenuFlag.Replay: /*if (cityActiveInstance.State == SoundState.Playing) cityActiveInstance.Pause(); if (menuMusicInstance.State == SoundState.Playing) menuMusicInstance.Pause();*/ objectManager.WOMstate = WOMState.InLevel; stopGame(); break; } }
/// <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. /// /// DO NOT MODIFY THIS FUNCTION!! - Austin /// </summary> protected override void Initialize() { base.Initialize(); GraphicsDevice.Present(); // TODO: Add your initialization logic here TouchPanel.EnabledGestures = GestureType.Tap | GestureType.Hold | GestureType.DoubleTap | GestureType.FreeDrag | GestureType.DragComplete | GestureType.Flick | GestureType.Pinch; //LoadLastLevel(); titleScreen = new TitleScreen(graphics, _gameData); MediaPlayer.IsRepeating = true; chosen = null; gameRunState = GameState.StateMenu; }