void Update() { switch (gamestate) { case (gameStates.WORLD_STATE): if (isWalking) { RandomEncounter(); } if (gotEncountered) { gamestate = gameStates.BATTLE_STATE; } break; case (gameStates.TOWN_STATE): break; case (gameStates.BATTLE_STATE): //load battle scene startBattle(); gamestate = gameStates.IDLE; //go to idle break; case (gameStates.IDLE): break; } }
void Update() { switch (gameState) { //While during gameplay case gameStates.Playing: if (playerHealth.isAlive == false) { // update gameState gameState = gameStates.Death; // set the end game score gameOverScoreDisplay.text = mainScoreDisplay.text; // switch which GUI is showing mainCanvas.SetActive(false); gameOverCanvas.SetActive(true); } else if (canBeatLevel && score >= beatLevelScore) { // update gameState gameState = gameStates.BeatLevel; // hide the player so game doesn't continue playing player.SetActive(false); // switch which GUI is showing mainCanvas.SetActive(false); beatLevelCanvas.SetActive(true); } break; //When Gameplay Ends case gameStates.Death: //backgroundMusic.volume -= 0.01f; //if (backgroundMusic.volume <= 0.0f) //{ // AudioSource.PlayClipAtPoint(gameOverSFX, gameObject.transform.position); // gameState = gameStates.GameOver; //} break; //When you sucessfully beat level case gameStates.BeatLevel: //backgroundMusic.volume -= 0.01f; //if (backgroundMusic.volume <= 0.0f) //{ // AudioSource.PlayClipAtPoint(beatLevelSFX, gameObject.transform.position); // gameState = gameStates.GameOver; //} break; //Generic. Gameover could mean you either won or lost case gameStates.GameOver: // nothing break; } }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } if (currentGameState == gameStates.start) { } if (currentGameState == gameStates.gamePlay) { gamep.Update(gameTime); } if (currentGameState == gameStates.mapSelector) { } if (Keyboard.GetState().IsKeyDown(Keys.Space)) { if (currentGameState == gameStates.gamePlay) { currentGameState = gameStates.mapSelector; } else { currentGameState = gameStates.gamePlay; } } base.Update(gameTime); }
// this is the main game event loop void Update() { //calculating the time from the start currentTime = Time.time - startTime; // displaying only the int value timeToDisplay = Mathf.RoundToInt(currentTime); mainTimerDisplay.text = timeToDisplay.ToString(); switch (gameState) { case gameStates.Playing: if (playerHealth.isAlive == false) { // update gameState gameState = gameStates.GameOver; // set the end game score gameOverScreenText.text = currentTime.ToString(); // switch which GUI is showing mainCanvas.SetActive(false); gameOverCanvas.SetActive(true); playAgainButtonGameObject.SetActive(true); } break; case gameStates.GameOver: break; } }
void Update() { switch (gameState) { case gameStates.Playing: if (levelBeaten) { // update gameState gameState = gameStates.BeatLevel; // hide the player so game doesn't continue playing player.SetActive(false); // switch which GUI is showing beatLevelCanvas.SetActive (true); } break; case gameStates.BeatLevel: backgroundMusic.volume -= 0.01f; if (backgroundMusic.volume<=0.0f) { AudioSource.PlayClipAtPoint (beatLevelSFX,gameObject.transform.position); gameState = gameStates.GameOver; } break; case gameStates.GameOver: // nothing break; } }
public void ReatartGame(string TYPE = "stop") { GAME_STATE = gameStates.stop; Debug.Log("restartGame:" + TYPE); if (TYPE == "stop" && Saves.inst.CHAMP_IS_CHAMP == 0) //если чемпионат и прерывание то обнуляем { UiChamp.inst.SetChamp(0); } if (TYPE == "end" && Saves.inst.CHAMP_IS_CHAMP == 1) { if (SCORE1 > SCORE2) { UiChamp.inst.NextLevel(); } else { UiChamp.inst.SetChamp(0); //TODO: прогиграл } } EventController("restartGame"); UiMainMenu.inst = null; UiInGamePanel.inst = null; UiEndGamePanel.inst = null; UiChamp.inst = null; UiPlashka.inst = null; Scene scene = SceneManager.GetActiveScene(); SceneManager.LoadScene(scene.name); /* */ }
void Update() { switch (gameState) { case gameStates.Menu: break; case gameStates.Playing: realTimeLeft -= Time.deltaTime; timeLeft = (int)(realTimeLeft); timerDisplay.text = (int)(timeLeft / 60) + ":" + timeLeft % 60; if (realTimeLeft < 0.0f) { mainCanvas.SetActive(false); gameOverCanvas.SetActive(true); gameState = gameStates.GameOver; } if (winBox.playerEntered) { gameState = gameStates.BeatLevel; showBeatLevel(); } break; } }
public void Update() { if (state == gameStates.menu) { if (IsKeyPressed(rl.KeyboardKey.KEY_SPACE)) { state = gameStates.play; } } else if (state == gameStates.play) { world.Update(); } else if (state == gameStates.player1Victory || state == gameStates.player2Victory) { //Remove all bullets from the game for (int i = 0; i < world.Children.Count; i++) { if (world.Children[i].name == "Bullet") { world.RemoveChild(world.GetChild(i)); } } if (IsKeyPressed(rl.KeyboardKey.KEY_SPACE)) { state = gameStates.play; Reset(); } } if (IsKeyPressed(rl.KeyboardKey.KEY_F1)) { Program.debug = !Program.debug; } }
// Update is called once per frame void Update() { switch (gameState) { case gameStates.Playing: if( Input.GetKeyDown(KeyCode.Escape)) { //Change the game state. gameState = gameStates.Pause; //Pause the game. Time.timeScale = 0; //Show the Pause Menu. pauseMenuCanvas.SetActive(true); } break; case gameStates.Pause: if (Input.GetKeyDown(KeyCode.Escape)) { //Change the game state. gameState = gameStates.Playing; //Hide the pause menu. pauseMenuCanvas.SetActive(false); //Unpause the game. Time.timeScale = 1; } break; case gameStates.Menu: //nothing break; } }
public void movetoNextState(gameStates st) { if (st != currentState) { nextState = st; } }
/// //////// /// Called every tick. Checks if game is paused, and if not calls all the needed game ticks. /// Renders everything. /// /////// private void gameTick() { //Game has ended if no livse if (_lives == 0) { _gameState = gameStates.gameOver; } //If the game is on, check if it should be paused if (_control.pause && _gameState == gameStates.gameOn) { //Check to pause/unpause on only a new press of the key if (_pauseCheck) { _pause = !_pause; _pauseCheck = false; } } else { _pauseCheck = true; } //If not paused, check controls and tick the game if (!_pause) { checkControls(); gameTicks(); } //Render everything gameRender(); }
void trimStackr(trimDirection dir, int trimSize) { // Check if lose condition if (trimSize >= tilemap.size.x) { Debug.Log("Triggering gameover state"); gameState = gameStates.gameOver; // Set floating blocks to red tilemap.color = Color.red; return; } Vector3Int trimTarget; if (dir == trimDirection.left) { // Trim from origin for (int i = 0; i < trimSize; i++) { trimTarget = new Vector3Int(tilemap.origin.x + i, tilemap.origin.y, tilemap.origin.z); tilemap.SetTile(trimTarget, null); spawnAndTriggerFall(tilemap.GetCellCenterWorld(trimTarget)); } } else { // Trim from origin + size, backwards for (int i = 1; i <= trimSize; i++) { trimTarget = new Vector3Int(tilemap.origin.x + tilemap.size.x - i, tilemap.origin.y, tilemap.origin.z); tilemap.SetTile(trimTarget, null); spawnAndTriggerFall(tilemap.GetCellCenterWorld(trimTarget)); } } }
public IEnumerator restartAfterGoal2() { yield return(new WaitForSeconds(1F)); GAME_STATE = gameStates.game; Hub.inst.PushHub(); }
public IEnumerator startGameDelay() { yield return(new WaitForSeconds(1F)); GAME_STATE = gameStates.game; Hub.inst.PushHub(); }
// Use this for initialization void Start() { size = 10; abstractGamePlan = new GamePlan(size, numberOfCharacters); actualGameState = gameStates.makingTurnWaiting; highlightedPlanes = new List <PlaneSquareScript> (); plane = new GameObject[size, size]; for (int i = 0; i < size; i++) { for (int j = 0; j < size; j++) { plane [i, j] = UnityEngine.Object.Instantiate(PlaneSquarePrefab, new Vector3(10 * i, 0, 10 * j), Quaternion.identity) as GameObject; var script = plane [i, j].GetComponent <PlaneSquareScript> (); script.position.x = i; script.position.y = j; script.GM = this; script.SquareToSelectChild.GetComponent <SquareToSelect> ().GM = this; } } createCharacterAtPos(0, 1, new Fighter(0, 1, true)); createCharacterAtPos(0, 5, new Fighter(0, 5, true)); createCharacterAtPos(0, 8, new Fighter(0, 8, true)); createCharacterAtPos(9, 1, new Fighter(9, 1, false)); createCharacterAtPos(9, 8, new Fighter(9, 8, false)); createCharacterAtPos(9, 5, new Fighter(9, 5, false)); turnPlaner = new TurnPlaner(abstractGamePlan.alliedCharacters); }
private void NextGameState() { switch (currentGameState) { case gameStates.Start: currentGameState = gameStates.Preflop; break; case gameStates.Preflop: currentGameState = gameStates.Flop; break; case gameStates.Flop: currentGameState = gameStates.Turn; break; case gameStates.Turn: currentGameState = gameStates.River; break; case gameStates.River: currentGameState = gameStates.Showdown; break; case gameStates.Showdown: currentGameState = gameStates.Start; break; default: break; } }
public void ClickedOnAlliedCharacter(GameObject go, AllyUnitScript aus) { if (actualGameState != gameStates.makingTurnWaiting) { return; } var chr = aus.ThisCharacter; actualGameState = gameStates.makingTurnSelectingMovement; selectedCharacter = aus; selectedAllyObject = go; aus.AlliedUnitCanvas.SetActive(true); go.layer = 2; //make unclickable Color c = selectedAllyObject.GetComponent <Renderer>().material.color; c.a = 0.5f; selectedAllyObject.GetComponent <Renderer>().material.color = c; for (int i = 0; i < size; i++) { for (int j = 0; j < size; j++) { if (Math.Abs(i - chr.actualPosition.x) + Math.Abs(j - chr.actualPosition.y) <= chr.movementRange) { highlightedPlanes.Add(plane [i, j].GetComponent <PlaneSquareScript> ()); highlightedPlanes [highlightedPlanes.Count - 1].Highlight(); } } } var actuallySelectedIndex = Array.IndexOf(alliedUnits, go); var actualOrderOfSelected = turnPlaner.getOrder(aus.ThisCharacter); GameInformText.text = String.Format("Selected Char: {0} Selected order: {1}", actuallySelectedIndex.ToString(), actualOrderOfSelected.ToString()); //Debug.Log (String.Format ("Selected Char: {0} Selected order: {1}", actuallySelectedIndex.ToString (), actualOrderOfSelected.ToString ())); }
public void NewRound() { NewRoundButton.SetActive(false); currentGameState = gameStates.Start; sidepotValue = 0; communityCards.RpcMakeSidepotValueTextInactive(); //Reset text about Hand Types or Winner. foreach (Player el in players) { if (el.currentPlayerState != Player.playerState.Eliminated) { el.currentPlayerState = Player.playerState.Uncalled; el.GetComponent <ShowCards>().RpcMakeTextInactive(3); el.GetComponent <ShowCards>().RpcMakeTextInactive(4); el.GetComponent <ShowCards>().RpcChangeText(2, ""); el.GetComponent <ShowCards>().RpcDeactivateTurnButton(); } } loneCaller = null; lastBetPlayer = null; //Set Next Dealer & Current Player NextDealer(); SetPlayersTurn(currentDealerPlayer); NextPlayersTurn(); currentBet = 0; curMinBet = minBet; dealer.ResetRound(); roundActive = true; StartCoroutine(RunRound()); }
//this is the function that is called when the Start Button is clicked //it calls the event and sets it's bool to true, which is carried over into each script subscribed to this event public void CallStartEvent() { startEvent(true); //after the start Event is triggered, we shift the state engine into start phase myState = gameStates.start; Debug.Log("Game has begun"); }
void StartGame() { gameState = gameStates.NotStarted; currentState = startingState; textComponent.text = currentState.GetStoryState(); pathText.text = currentState.GetPath(); }
public void PlayGame() { HideMenu(); HUDCanvas.SetActive(true); if (timedLevel) { currentTime = startTime; timerTitleDisplay.text = timerTitle; } if (beatLevelScore >= 0) { scoreValueDisplay.text = score.ToString(); scoreTitleDisplay.text = scoreTitle; } if (defaultLives >= 0) { livesValueDisplay.text = defaultLives.ToString(); livesTitleDisplay.text = livesTitle; } gameStarted = true; gameState = gameStates.Playing; playerIsDead = false; SceneManager.LoadScene(playAgainLevelToLoad, LoadSceneMode.Additive); Scene currentLevel = SceneManager.GetActiveScene(); playAgainLevelToLoad = currentLevel.name; }
void Update() { switch (gameState) { case gameStates.Playing: if (playerHealth.isAlive == false) { // update gameState gameState = gameStates.Death; // set the end game score gameOverScoreDisplay.text = mainScoreDisplay.text; // switch which GUI is showing mainCanvas.SetActive(false); gameOverCanvas.SetActive(true); } else if (canBeatLevel && score >= beatLevelScore) { // update gameState gameState = gameStates.BeatLevel; // hide the player so game doesn't continue playing player.SetActive(false); // switch which GUI is showing mainCanvas.SetActive(false); beatLevelCanvas.SetActive(true); } break; case gameStates.Death: backgroundMusic.volume -= 0.01f; if (backgroundMusic.volume <= 0.0f) { backgroundMusic.Stop(); backgroundMusic.volume = 1; backgroundMusic.PlayOneShot(gameOverSFX); gameState = gameStates.GameOver; } break; case gameStates.BeatLevel: backgroundMusic.volume -= 0.01f; if (backgroundMusic.volume <= 0.0f) { AudioSource.PlayClipAtPoint(beatLevelSFX, gameObject.transform.position); gameState = gameStates.GameOver; } break; case gameStates.GameOver: // nothing break; } }
private void Restart() { _gameSpeed = 5f; _speedUpTimer = 0; _score = 0; SpawnBall(); _gameState = gameStates.game; }
public void Start() { currentState = gameStates.login; //loginscreen.Initialize(); loginScreen.Initialize(Screen.height, Screen.width, buttonHeight, buttonWidth, fieldHeight, fieldWidth); gameMenu.Initialize(Screen.height, Screen.width, buttonHeight, buttonWidth, fieldHeight, fieldWidth); //profiletest.Initialize (Screen.height,Screen.width,buttonHeight,buttonWidth,fieldHeight,fieldWidth); }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; gamep = new GamePlayState(); mapsel = new MapSelectorState(); currentGameState = gameStates.gamePlay; }
/// <summary> /// This function switches only to player 2, used for testing purposes. /// </summary> public void SwitchToPlayer2() { if (currentState == gameStates.PLAYL) { turnPrompt.text = "Player 2's Turn!"; currentState = gameStates.TRANSITTOR; } }
public void GameIsLose(bool lose) { currentState = "lose"; myState = gameStates.lose; Debug.Log("You Lose!"); Cursor.visible = true; GameObject.FindGameObjectWithTag("Player").GetComponent <playerMovement>().inputActive = false; GameObject.FindGameObjectWithTag("MainCamera").GetComponent <mouseMove>().inputActive = false; }
public void GameIsWin(bool win) { currentState = "win"; myState = gameStates.win; Debug.Log("You win!"); Cursor.visible = true; GameObject.FindGameObjectWithTag("Player").GetComponent <playerMovement>().inputActive = false; GameObject.FindGameObjectWithTag("MainCamera").GetComponent <mouseMove>().inputActive = false; }
/// <summary> /// Start the Main menu background simulation /// </summary> public void MenuBackGroundGame() { Reset(); gameState = gameStates.MenuMode; SC.SetGameState(gameStates.MenuMode); ResetObjectPools(); StartCoroutine(asteroidCoroutine); StartCoroutine(menuMissileCoroutine); }
private void DoSomething(string v, gameStates gs) { print("The game is " + v); if (gs != gameStates.Ending) { Start(); } currentState = gs; }
public void changeState( gameStates newState ) { switch( newState ){ default: { break; } } }
//oyunu başlatıyoruz private void StartGame() { if (gameState == gameStates.start) { if (Input.GetMouseButtonDown(0)) { gameState = gameStates.run; } } }
public void StopGame()//endgame { GAME_STATE = gameStates.end; Hub.inst.StopHub(); // Advertisement.Show(); UiEndGamePanel.inst.ControlPanel("end"); EventController("endGame"); }
void Update() { switch (gameState) { case gameStates.Playing: if (playerHealth.isAlive == false) { // update gameState gameState = gameStates.Death; // set the end game score gameOverScoreDisplay.text = gameOverScoreDisplay.text + mainScoreDisplay.text; // switch which GUI is showing mainCanvas.SetActive (false); gameOverCanvas.SetActive (true); } else if (canBeatLevel && score>=beatLevelScore) { // update gameState gameState = gameStates.BeatLevel; // hide the player so game doesn't continue playing player.SetActive(false); // switch which GUI is showing mainCanvas.SetActive (false); beatLevelCanvas.SetActive (true); } break; case gameStates.Death: backgroundMusic.volume -= 0.01f; if (backgroundMusic.volume<=0.0f) { AudioSource.PlayClipAtPoint (gameOverSFX,gameObject.transform.position); gameState = gameStates.GameOver; } break; case gameStates.BeatLevel: backgroundMusic.volume -= 0.01f; if (backgroundMusic.volume<=0.0f) { AudioSource.PlayClipAtPoint (beatLevelSFX,gameObject.transform.position); gameState = gameStates.GameOver; } break; case gameStates.GameOver: // nothing break; } }
public void callGameOver() { currentState = gameStates.GAMEOVER; }
private void UpdatePlay(GameTime gameTime) { if (isPaused) return; inGameTotalTime.ElapsedGameTime += gameTime.ElapsedGameTime; //demo code if (!(ResourceManager.Instance.ActivePlayerList.Count == 0)) { if(gameTime.TotalGameTime.TotalMilliseconds % 4000 <= 5) SpawnEnemy(); } // TODO: Add your update logic here ResourceManager.Instance.Update(gameTime); if (ResourceManager.Instance.ActivePlayerList.Count == 0) { this.GameState = gameStates.GameOver; } base.Update(gameTime); }
//Sets game state to Playing public void ResumeGame(){ //Debug.Log ("Game Manager RestartGame"); pauseCanvas.gameObject.SetActive (false); inGameCanvas.gameObject.SetActive (true); gameState = gameStates.Playing; Time.timeScale = 1; }
//Sets game state to Paused public void PauseGame(){ //Debug.Log ("Game Manager PauseGame"); inGameCanvas.gameObject.SetActive (false); pauseCanvas.gameObject.SetActive (true); gameState = gameStates.Paused; Time.timeScale = 0; }
//As kitty gets destroyed when crushed thus reinstantiate it after game over //Sets game state to GameOver public void GameOver(){ //Debug.Log ("Game Manager GameOver"); Debug.Log("Game score = " + score); Debug.Log("Multiplier = " + multiplier); Debug.Log("Next milestone = " + milestone); Debug.Log("crushed count = " + crushedCount); inGameCanvas.gameObject.SetActive (false); gameOverCanvas.gameObject.SetActive (true); gameState = gameStates.GameOver; //update the number of games played in var and PlayerPrefs THEN //Check for gamesPlayed based achievements gamesPlayed++; PlayerPrefs.SetInt (GooglePlayManager.instance.currentAccount + "_gamesPlayed", gamesPlayed); if (gamesPlayed >= 10) { GooglePlayManager.instance.UnlockAchievement (GPConstants.GPGSIds.achievement_10_games); } if (gamesPlayed >= 50) { GooglePlayManager.instance.UnlockAchievement (GPConstants.GPGSIds.achievement_50_games); } if (gamesPlayed >= 100) { GooglePlayManager.instance.UnlockAchievement (GPConstants.GPGSIds.achievement_100_games); } //Set score and fish count in UI and Vars gameOverScoreText.text = score.ToString (); fishCount += gameFishCount; gameOverFishCountText.text = fishCount.ToString (); //if high score is made : update bestScore and add it to leaderboards if (score > bestScore) { bestScore = score; GooglePlayManager.instance.OnAddScoreToLeaderBorad (); } gameOverBestScoreText.text = "Best Score " + bestScore.ToString(); //Set BestScore and Fish Cont in Player Prefs PlayerPrefs.SetInt (GooglePlayManager.instance.currentAccount + "_bestScore", bestScore); PlayerPrefs.SetInt (GooglePlayManager.instance.currentAccount + "_fishCount", fishCount); resetGame (); Time.timeScale = 0; Instantiate (kitty); }
public void CreditsPage(){ mainMenuCanvas.gameObject.SetActive (false); creditsCanvas.gameObject.SetActive (true); gameState = gameStates.Credits; }
// Update is called once per frame void Update() { switch (currentState) { case gameStates.START: player.position = startPosPlayer; currentState = gameStates.WAIT; pontos = 0; break; case gameStates.WAIT: player.position = startPosPlayer; break; case gameStates.INGAME: setScoreText(pontos.ToString()); break; case gameStates.GAMEOVER: currentTime += Time.deltaTime; if (currentTime >= timeToRestart) { currentTime = 0; currentState = gameStates.RANKING; setScoreVisible(false); resetGame(); } break; case gameStates.RANKING: player.position = startPosPlayer; setScoreVisible(false); break; } }
void Update() { killCount.text = "<color=#" + ColorUtility.ToHtmlStringRGB(new Color(0.87f, 0.541f, 0, 1)) + ">Kill Count</color>\n<color=#" + ColorUtility.ToHtmlStringRGB(Color.white) + ">HealBots:</color> " + healBotKillCount + "\n<color=#" + ColorUtility.ToHtmlStringRGB(Color.white) + ">FightBots:</color> " + fightBotKillCount; if (targets.Count == 0) { gameState = gameStates.GameOver; } if (waveTextDisplay != null) { waveTextDisplay.text = (WaveManager.wm.currentWave).ToString(); } switch (gameState) { case gameStates.Playing: if (!isAnyTarget()) { // update gameState gameState = gameStates.Death; } /*if (playerHealth.isAlive == false) { // update gameState gameState = gameStates.Death; // set the end game score gameOverScoreDisplay.text = mainScoreDisplay.text; // switch which GUI is showing mainCanvas.SetActive (false); gameOverCanvas.SetActive (true); } else if (canBeatLevel && score>=beatLevelScore) { // update gameState gameState = gameStates.BeatLevel; // hide the player so game doesn't continue playing player.SetActive(false); // switch which GUI is showing mainCanvas.SetActive (false); beatLevelCanvas.SetActive (true); }*/ break; case gameStates.WaitingWave: break; case gameStates.Death: if (backgroundMusic != null) { backgroundMusic.volume -= 0.01f; if (backgroundMusic.volume <= 0.0f) { AudioSource.PlayClipAtPoint(gameOverSFX, gameObject.transform.position); gameState = gameStates.GameOver; } } break; case gameStates.BeatLevel: if (backgroundMusic != null) { backgroundMusic.volume -= 0.01f; if (backgroundMusic.volume <= 0.0f) { AudioSource.PlayClipAtPoint(beatLevelSFX, gameObject.transform.position); gameState = gameStates.GameOver; } } break; case gameStates.GameOver: gameOverCanvas.SetActive(true); gameOverScoreDisplay.text = "<color=#" + ColorUtility.ToHtmlStringRGB(new Color(0.87f, 0.541f, 0, 1)) + ">Bot Score: </color>" + Mathf.Round(finalScore * Time.timeSinceLevelLoad); mainCanvas.GetComponent<TimerController>().enabled = false; backgroundMusic.pitch = 0.25f; Time.timeScale = 0.0f; break; } }
private void gameOverTimer_Elapsed(object sender, ElapsedEventArgs e) { gameOverTimer.Stop(); GameState = gameStates.Menu; }
private void ParseMenuAction() { if (this.MenuState == MenuStates.Main) { if (MenuIndex == 0) { //Start game GameState = gameStates.Play; } else if (MenuIndex == 1) { //About page this.MenuState = MenuStates.About; } else if (MenuIndex == 2) { //Exit this.Exit(); } } else if (this.MenuState == MenuStates.About) { MenuIndex = 1; this.MenuState = MenuStates.Main; } }
void die() { //turn white if (colorCode >= 1) { //destroy gameobject Instantiate(bossDieParticle, transform.position, Quaternion.identity); GetComponent<MeshRenderer>().enabled = false; GetComponent<BoxCollider>().enabled = false; if (particleSystemDying.isPlaying) particleSystemDying.Stop(); audio_misc.PlayOneShot(sndDie); gameState = gameStates.ending; } else { if (!particleSystemDying.isPlaying) { audio_misc.PlayOneShot(sndDying); particleSystemDying.Play(); } colorCode += 0.002F; myMaterial.SetColor("_Color", new Color(colorCode, colorCode, colorCode, 255)); } }
public void startGame() { currentState = gameStates.INGAME; setScoreVisible(true); }
protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); fontPosition = new Vector2(_position.X - 720, _position.Y - 380); // Font position set to follow player MouseState mouse = Mouse.GetState(); IsMouseVisible = true; //rotation = (float)Math.Atan2(distance.Y, distance.X); Set for player to look at mouse and rotate with it accordingly if (Keyboard.GetState().IsKeyDown(Keys.A)) { rotation -= 0.1f; // Rotates ship to the left when A is pressed } if (Keyboard.GetState().IsKeyDown(Keys.D)) { rotation += 0.1f; // Rotates ship to the right when D is pressed } _rectangle = new Rectangle((int)_position.X, (int)_position.Y, _texture.Width, _texture.Height); // Rectangle is set to player position and texture size _position = _velocity + _position; _origin = new Vector2(_rectangle.Width / 2, _rectangle.Height / 2); // Center of player texture switch (currentGameState) { case gameStates.Waiting: camera.center = new Vector2(0, 0); if (Keyboard.GetState().IsKeyDown(Keys.D1)) // If 1 is pressed in character selection menu { currentGameState = gameStates.InGame; _texture = Content.Load<Texture2D>("Sprites/Player"); // Sets player texture to this ammoFont = 15; // This is there to keep count of current ammo _position = new Vector2(300, 250); } if (Keyboard.GetState().IsKeyDown(Keys.D2)) // If 2 is pressed in character selection menu { currentGameState = gameStates.InGame; _texture = Content.Load<Texture2D>("Sprites/Player2"); // Sets player texture to this ammoFont = 10; _position = new Vector2(400, 350); // Sets position } if (Keyboard.GetState().IsKeyDown(Keys.D3)) { currentGameState = gameStates.InGame; _texture = Content.Load<Texture2D>("Sprites/Player3"); ammoFont = 3; _position = new Vector2(500, 450); } if (Keyboard.GetState().IsKeyDown(Keys.D4)) { currentGameState = gameStates.InGame; _texture = Content.Load<Texture2D>("Sprites/Player4"); ammoFont = 30; _position = new Vector2(600, 550); } break; case gameStates.InGame: if (Keyboard.GetState().IsKeyDown(Keys.W)) { _velocity.X = (float)Math.Cos(rotation) * tangentialVelocity; // Lets the player move forward according to the direction it is facing _velocity.Y = (float)Math.Sin(rotation) * tangentialVelocity; } else if (_velocity != Vector2.Zero) { Vector2 i = _velocity; _velocity = i -= friction * i; // Lets the ship drift for a while after W key has been let go } if (Keyboard.GetState().IsKeyDown(Keys.Space) && pastKey.IsKeyUp(Keys.Space)) { ammoFont--; if (ammoFont <= 0) // Changes ammo count for font { ammoFont = 0; } Shooting(); // Updates the Shooting method } if (Keyboard.GetState().IsKeyDown(Keys.Enter)) { currentGameState = gameStates.Pause; } break; case gameStates.Pause: pauseMenu.Update(gameTime, this); break; case gameStates.Main: mainMenu.Update(this); break; } pastKey = Keyboard.GetState(); // Updates the variable UpdateProjectiles(); camera.Update(gameTime, this); #region Boundaries if (_position.X < -275) { _position.X = -275; } if (_position.Y < -510) // Keeps the player from going off screen { _position.Y = -510; } if (_position.X > 2525) { _position.X = 2525; } if (_position.Y > 1500) { _position.Y = 1500; } #endregion base.Update(gameTime); }
public void OpenAvatarStore(){ mainMenuCanvas.gameObject.SetActive (false); avatarStoreCanvas.gameObject.SetActive (true); gameState = gameStates.AvatarStore; //Set Avatar Store login info and GameOver login info if (Social.localUser.authenticated) { AvatarSelector.instance.avatarStoreLoginInfo.text = "Logged in as: " + GooglePlayManager.instance.userName; AvatarSelector.instance.gameOverLoginInfo.text = "Logged in as: " + GooglePlayManager.instance.userName; } else { if (GooglePlayManager.instance.userName.Equals ("Local")) { AvatarSelector.instance.avatarStoreLoginInfo.text = "Login to connect with Google Play Services"; AvatarSelector.instance.gameOverLoginInfo.text = "Login to connect with Google Play Services"; } else { AvatarSelector.instance.avatarStoreLoginInfo.text = "Logged in as: " + GooglePlayManager.instance.userName + "(Locally)"; AvatarSelector.instance.gameOverLoginInfo.text = "Logged in as: " + GooglePlayManager.instance.userName + "(Locally)"; } } }
//Sets game state to MainMenu public void MainMenu(){ if (gameState == gameStates.Paused) { //Destroy(CatController.instance.gameObject); Destroy(KittyController.instance.gameObject); Instantiate (kitty); } resetGame (); //Debug.Log ("Game Manager MainMenu"); gameOverCanvas.gameObject.SetActive (false); pauseCanvas.gameObject.SetActive (false); avatarStoreCanvas.gameObject.SetActive (false); mainMenuCanvas.gameObject.SetActive (true); creditsCanvas.gameObject.SetActive (false); gameState = gameStates.MainMenu; //set bestScore and fishCount UI Texts bestScore = PlayerPrefs.GetInt(GooglePlayManager.instance.currentAccount + "_bestScore"); fishCount = PlayerPrefs.GetInt(GooglePlayManager.instance.currentAccount + "_fishCount"); mainMenuBestScoreText.text = "Best Score " + bestScore.ToString (); mainMenuFishCountText.text = fishCount.ToString (); AvatarSelector.instance.avatarStoreFishCountText.text = fishCount.ToString (); Time.timeScale = 0; }
public GameScene() { try { //licence from server -- position x and y -- and then send back //the damage tcpclnt = new TcpClient(); tcpclnt.Connect ("192.168.1.103", 8001); ns = tcpclnt.GetStream (); sw = new StreamWriter (ns); sr = new StreamReader (ns); //set up your own id and send to server // if(!isSendIdToServer) // { // ID = "0"; // sw.WriteLine(ID); // sw.Flush(); // isSendIdToServer = true; // } text = sr.ReadLine (); // id + x + y; positionArray = text.Split (','); ID = positionArray [0]; // //Console.WriteLine("first time read =" + text); //incoming(); listen = new Thread (new ThreadStart (incoming)); listen.Start (); } catch { //ID = "1"; } Initialize (); loop = true; currentState = gameStates.gamePlay; while (loop) { SystemEvents.CheckEvents (); Update (); Render (); } }
public void TutsPage(){ mainMenuCanvas.gameObject.SetActive (false); tutsCanvas.gameObject.SetActive (true); gameState = gameStates.Tutorials; }
public void onMenuLoginButton() { disableAllGUI(); gameState = gameStates.login; }
//Sets game state to Playing public void RestartGame(){ //Debug.Log ("Game Manager RestartGame"); gameOverCanvas.gameObject.SetActive (false); inGameCanvas.gameObject.SetActive (true); Time.timeScale = 1; gameState = gameStates.Playing; ObstacleGenerator.instance.StartGenerator(); }
protected override void Update(GameTime gameTime) { switch (gameState) { case (gameStates.mainMenu): { IsMouseVisible = true; mouseOldState = mouseNewState; mouseNewState = Mouse.GetState(); if (mouseNewState.LeftButton == ButtonState.Released && mouseOldState.LeftButton == ButtonState.Pressed) { if (startButton.rectangle.Contains(Mouse.GetState().X, Mouse.GetState().Y)) { gameState = gameStates.playing; reset(); } else if (exitButton.rectangle.Contains(Mouse.GetState().X, Mouse.GetState().Y)) { this.Exit(); } else if (highscoresButton.rectangle.Contains(Mouse.GetState().X, Mouse.GetState().Y)) { gameState = gameStates.highScores; } } break; } case (gameStates.playing): { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { gameState = gameStates.mainMenu; } if (!this.IsActive) { gameState = gameStates.paused; } IsMouseVisible = false; if (player.lives < 0) { gameState = gameStates.gameOver; } keyOldState = keyNewState; keyNewState = Keyboard.GetState(); if (ball.started) { ball.checkBrickCollisions(); ball.checkPlayerCollision(player); } ball.update(gameTime); foreach (Brick element in bricks) //damaging the bricks after updating the ball to avoid multiple collisions { element.calculateBallDamage(); } powerUps.RemoveAll(e => e.alive == false); powerUps.ForEach(e => e.update()); shieldTimer.update(gameTime); tripleShotTimer.update(gameTime); player.update(gameTime); if (keyNewState.IsKeyDown(Keys.Space) && keyOldState.IsKeyUp(Keys.Space) && ball.started == true) { player.shoot(); } bullets.RemoveAll(e => e.alive == false); bullets.ForEach(e => e.update()); explosions.RemoveAll(e => e.index >= 7); explosions.ForEach(e => e.Update(gameTime)); fadingText.RemoveAll(e => e.color.A <= 40); fadingText.ForEach(e => e.update()); if (levelClear()) { nextLevel(); } break; } case (gameStates.highScores): { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { gameState = gameStates.mainMenu; } break; } case (gameStates.paused): { if(this.IsActive) { gameState = gameStates.playing; } break; } case (gameStates.gameOver): { keyOldState = keyNewState; keyNewState = Keyboard.GetState(); Keys[] pressedKeys; pressedKeys = keyNewState.GetPressedKeys(); foreach (Keys key in pressedKeys) { if (keyOldState.IsKeyUp(key)) { if (key == Keys.Back && name.Length > 0) { name = name.Remove(name.Length - 1, 1); } else if (key == Keys.Space) { name = name.Insert(name.Length, " "); } else if (key == Keys.Enter) { highscores.Add(new HighScore(name, player.score)); sortHighScores(); gameState = gameStates.mainMenu; } else if(name.Length < 10 && key.ToString().Length == 1) { name += key.ToString(); } } } break; } } base.Update(gameTime); }
//Sets game state to Playing public void StartGame(){ //Debug.Log ("Game Manager StartGame"); avatarStoreCanvas.gameObject.SetActive(false); mainMenuCanvas.gameObject.SetActive (false); inGameCanvas.gameObject.SetActive (true); gameState = gameStates.Playing; Time.timeScale = 1; ChangeAvatar (); ObstacleGenerator.instance.StartGenerator(); AudioManager.instance.backgroundMusicSource.Play (); AudioManager.instance.crusherSource.Play (); }
public Game() { graphics = new GraphicsDeviceManager(this); IsFixedTimeStep = false; graphics.SynchronizeWithVerticalRetrace = true; Window.AllowUserResizing = false; Content.RootDirectory = "Content"; this.graphics.PreferredBackBufferWidth = 1000; this.graphics.PreferredBackBufferHeight = 650; graphics.ApplyChanges(); gameState = gameStates.mainMenu; }
//Sets game state to MainMenu public void resetGame(){ //Debug.Log ("Game Manager resetGame"); //RESET SPEEDS: obstacles, belt, crusher Mover.speed = 2; ConveyerBeltMover.instance.speed = 0.2f; crusherAnimator.speed = 1.5f; AudioManager.instance.crusherSource.pitch = 1.25f; //start game with freezed time as we don't want things to move while in main menu state Time.timeScale = 0; //SET BACK THE GAME STATE TO MAIN MENU if(gameState != gameStates.GameOver) gameState = gameStates.MainMenu; //SET SCORE RELATED COUNTS BACK TO ORIGINAL VALUES score = 0; gameFishCount = 0; multiplier = 1; milestone = 10; crushedCount = 0; if(AudioManager.instance != null) AudioManager.instance.crusherSource.pitch = 1; //SET THE IN GAME UI TEXTS scoreText.text = score.ToString (); multiplierText.text = "x" + multiplier.ToString (); //DESTROY ANY REMAINING OBSTACLES if (ObstacleGenerator.instance != null && ObstacleGenerator.instance.generatedObstacles != null && ObstacleGenerator.instance.generatedObstacles.Count > 0) { foreach(GameObject go in ObstacleGenerator.instance.generatedObstacles) { Destroy (go); } } //ONLY FOR TESTING string consoleString = "Next milestone = " + milestone; consoleString += " speed = " + Mover.speed; consoleString += " count = " + crushedCount; consoleText.text = consoleString; }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) Exit(); KeyboardManager.Instance.Update(gameTime); MobSpawner.Instance.Update(gameTime); playerPosition = player1.Position; switch (GameState) { case gameStates.Menu: UpdateMenu(gameTime); break; case gameStates.Play: UpdatePlay(gameTime); if (player1.isGameOver) GameState = gameStates.GameOver; break; case gameStates.GameOver: UpdateGameOver(gameTime); break; } base.Update(gameTime); }
public void onMenuCreateAccountButton() { disableAllGUI(); gameState = gameStates.createAccount; }
public void Update() { #region game state play if(currentState == gameStates.gamePlay) { //start time count down, when reach to 0, then jump to winning timer.Start(); if(timer.ElapsedMilliseconds > 1000f) { //if time count to 0, win the game if(Int32.Parse(timeCount.Text) > 0) { timeCount.Text = (Int32.Parse(timeCount.Text) - 1).ToString(); timer.Reset(); } else { currentState = gameStates.gameWin; timer.Stop(); } } //if the health count to 0, lose the game if(healthFourDelete && healthThreeDelete && healthTwoDelete && healthOneDelete) { timer.Stop(); currentState = gameStates.gameOver; } foreach (var touchData in Touch.GetData(0)) { if (touchData.Status == TouchStatus.Down) { X = (int)((touchData.X + 0.5f) * 960.0); Y = (int)((touchData.Y + 0.5f) * 544.0); x = X.ToString (); y = Y.ToString (); // xy = x + "," + y; // if (xy != z) { // sw.WriteLine (xy); // sw.Flush (); // } //check whether the touch in the dots areas foreach(var eachDot in dots) { if((System.Math.Abs(eachDot.Position.X - X)<40) && (System.Math.Abs(eachDot.Position.Y - Y)<40)) { //remove the code, add score, explosion happen eachDot.isAlive = false; var scoreInt = Int32.Parse(score.Text); scoreInt += 1; totalScore = scoreInt; score.Text = scoreInt.ToString(); ex = new Explosion(explosionPic,new Vector3(eachDot.Position.X, eachDot.Position.Y, eachDot.Position.Z)); Support.SoundSystem.Instance.Play("explosionMissile.wav"); currentState = gameStates.explosion; } } } } //this reads from hits list. Checks to see what ID it has; based on this it will draw a differtn color dot. if (hits.Count != 0) { for (int i = hits.Count - 1; i >=0; --i) { if (hits.Count != count) { if (hits [i].Xpos > 340 && hits [i].Xpos < 390) { if (hits [i].Ypos > 120 && hits [i].Ypos < 170) { hits [i].ID = "1"; } } if (hits [i].Xpos > 105 && hits [i].Xpos < 130) { if (hits [i].Ypos > 165 && hits [i].Ypos < 197) { hits [i].ID = "2"; } } if (hits [i].Xpos > 190 && hits [i].Xpos < 215) { if (hits [i].Ypos > 155 && hits [i].Ypos < 180) { hits [i].ID = "3"; } } if (hits [i].Xpos > 170 && hits [i].Xpos < 190) { if (hits [i].Ypos > 176 && hits [i].Ypos < 196) { hits [i].ID = "4"; } } if (hits [i].ID == ID) { var randomGenerateX = generator.Next (lower, upper); // Console.WriteLine("dotsX =" + randomGenerateX); if(randomGenerateX < 490) { dots.Add (new SimpleSprite (AppMain.graphics, texture2_left)); } if(randomGenerateX > 490) { dots.Add (new SimpleSprite (AppMain.graphics, texture2_right)); } if(randomGenerateX == 490) dots.Add (new SimpleSprite (AppMain.graphics, texture2)); dots [count_2].Position.X = randomGenerateX; dots [count_2].starting_x_pos = randomGenerateX; dots [count_2].rec = new Rectangle (dots [count_2].Position.X, dots [count_2].Position.Y, texture2.Width, texture2.Height); dots [count_2].Position.Y = 1; //Console.WriteLine("dotsX =" + dots[count_2].Position.X + " Y =" + dots[count_2].Position.Y); count_2++; } /*if (hits [i].ID != ID) { dots_2.Add (new SimpleSprite (graphics, texture3)); dots_2 [count_3].Position.X = hits [i].Xpos - 10.0f; dots_2 [count_3].Position.Y = hits [i].Ypos - 10.0f; count_3++; }*/ count = hits.Count; } } } /*foreach(Hits h in hits) { if(h.ID == ID) { dots.Add (new SimpleSprite (graphics, texture2)); dots [count_2].Position.X = h.Xpos - 10.0f; dots [count_2].Position.Y = h.Ypos - 10.0f; //count_2++; } else { dots_2.Add (new SimpleSprite (graphics, texture3)); } } */ foreach (SimpleSprite s in dots) { if (dots.Count > 0) { //if((skyline_1.X + skyline_1.Width) < s.Position.X || (s.rec.X + s.rec.Width) < skyline_1.X || (skyline_1.Y + skyline_1.Height) < s.rec.Y || (s.rec.Y + s.rec.Height) < skyline_1.Y) if (s.Position.Y > 410 && s.Position.X < 240) { s.isAlive = false; if(firstTime_1 == true) { skyline_1_isHit = true; //Support.SoundSystem.Instance.Play("missileBroken.wav"); if(!healthFourDelete) { _uiScene.RootWidget.RemoveChild(healthbar_04); healthFourDelete = true; totalScore -= 10; } else if(!healthThreeDelete) { _uiScene.RootWidget.RemoveChild(healthbar_03); healthThreeDelete = true; totalScore -= 10; } else if(!healthTwoDelete) { _uiScene.RootWidget.RemoveChild(healthbar_02); healthTwoDelete = true; totalScore -= 10; } else if(!healthOneDelete) { _uiScene.RootWidget.RemoveChild(healthbar_01); healthOneDelete = true; totalScore -= 10; } sw.WriteLine(ID);//if the image change, send to server sw.Flush(); if (skyline_1_isHit == true) { firstTime_1 = false; play_Sky_Line_1 = Fire_skyline_1; play_Sky_Line_1.Position.X = 0; play_Sky_Line_1.Position.Y = 0; } } } if (s.Position.Y > 410 && s.Position.X > 240 && s.Position.X < 480) { s.isAlive = false; if(firstTime_2 == true) { skyline_2_isHit = true; //Support.SoundSystem.Instance.Play("missileBroken.wav"); if(!healthFourDelete) { _uiScene.RootWidget.RemoveChild(healthbar_04); healthFourDelete = true; totalScore -= 10; } else if(!healthThreeDelete) { _uiScene.RootWidget.RemoveChild(healthbar_03); healthThreeDelete = true; totalScore -= 10; } else if(!healthTwoDelete) { _uiScene.RootWidget.RemoveChild(healthbar_02); healthTwoDelete = true; totalScore -= 10; } else if(!healthOneDelete) { _uiScene.RootWidget.RemoveChild(healthbar_01); healthOneDelete = true; totalScore -= 10; } sw.WriteLine(ID); sw.Flush(); if (skyline_2_isHit == true) { firstTime_2 = false; play_Sky_Line_2 = Fire_skyline_2; play_Sky_Line_2.Position.X = 240; play_Sky_Line_2.Position.Y = 0; } } } if (s.Position.Y > 410 && s.Position.X > 480 && s.Position.X < 720) { s.isAlive = false; if(firstTime_3 == true) { skyline_3_isHit = true; //Support.SoundSystem.Instance.Play("missileBroken.wav"); if(!healthFourDelete) { _uiScene.RootWidget.RemoveChild(healthbar_04); healthFourDelete = true; totalScore -= 10; } else if(!healthThreeDelete) { _uiScene.RootWidget.RemoveChild(healthbar_03); healthThreeDelete = true; totalScore -= 10; } else if(!healthTwoDelete) { _uiScene.RootWidget.RemoveChild(healthbar_02); healthTwoDelete = true; totalScore -= 10; } else if(!healthOneDelete) { _uiScene.RootWidget.RemoveChild(healthbar_01); healthOneDelete = true; totalScore -= 10; } sw.WriteLine(ID); sw.Flush(); if (skyline_3_isHit == true) { firstTime_3 = false; play_Sky_Line_3 = Fire_skyline_3; play_Sky_Line_3.Position.X = 480; play_Sky_Line_3.Position.Y = 0; } } } if (s.Position.Y > 410 && s.Position.X > 720) { s.isAlive = false; if(firstTime_4 == true) { skyline_4_isHit = true; if(!healthFourDelete) { _uiScene.RootWidget.RemoveChild(healthbar_04); healthFourDelete = true; totalScore -= 10; } else if(!healthThreeDelete) { _uiScene.RootWidget.RemoveChild(healthbar_03); healthThreeDelete = true; totalScore -= 10; } else if(!healthTwoDelete) { _uiScene.RootWidget.RemoveChild(healthbar_02); healthTwoDelete = true; totalScore -= 10; } else if(!healthOneDelete) { _uiScene.RootWidget.RemoveChild(healthbar_01); healthOneDelete = true; totalScore -= 10; } sw.WriteLine(ID); sw.Flush(); if (skyline_4_isHit == true) { firstTime_4 = false; play_Sky_Line_4 = Fire_skyline_4; play_Sky_Line_4.Position.X = 720; play_Sky_Line_4.Position.Y = 0; } } } } } //REMOVE THE DOTS WHEN OFF THE SCREEN // for (int i = dots.Count - 1; i > 0; i--) // { // SimpleSprite o = dots[i]; // if (!o.isAlive) // { // dots.Remove(o); // } // } } #endregion #region game state game over if(currentState == gameStates.gameOver) { if(Director.Instance.CurrentScene.IsRunning) { Director.Instance.ReplaceScene(new LoseScene()); } } #endregion #region game state winning if(currentState == gameStates.gameWin) { if(Director.Instance.CurrentScene.IsRunning) { Director.Instance.ReplaceScene(new WinningScene()); } } #endregion #region game state explosion if(currentState == gameStates.explosion) { var explosionAliveDetection = ex.getSpriteAlive(); if(explosionAliveDetection == true) ex.Update(); else currentState = gameStates.gamePlay; } #endregion //Director.Instance.Update(); //Console.WriteLine("hits ==" + hits.Count); }