AddShadow() public method

public AddShadow ( ) : void
return void
コード例 #1
0
ファイル: CoreGameScreen.cs プロジェクト: deengames/valence
        public override void Activity(bool firstTimeCalled)
        {
            base.Activity(firstTimeCalled);

            removeDeadSprites();
            removeDeadText();
            undoColourOperationsOnFadedInTiles();

            if (model.GameState == CoreModel.GameStates.GameOver)
            {
                if (InputManager.Mouse.ButtonPushed(Mouse.MouseButtons.LeftButton))
                {
                    this.FadeOutComplete += new FadeEventDelegate(CoreGameScreen_MoveToMainMenuFadeOutComplete);
                    this.FadeOut();
                }
            }
            else if (model.GameState == CoreModel.GameStates.GameComplete)
            {
                if (InputManager.Mouse.ButtonPushed(Mouse.MouseButtons.LeftButton))
                {
                    this.FadeOut();
                }
            }
            else
            {
                if (this._tutorialPanelShowing == false)
                {
                    Tile t = findTileMouseIsOver();

                    if (InputManager.Mouse.ButtonPushed(Mouse.MouseButtons.LeftButton))
                    {
                        // Left mouse button pushed - down this frame, not down last frame.
                        if (t != null && t.IsEmpty())
                        {
                            t.Atom = model.NextAtom;
                            model.PickNextAtom();

                            this.drawTile(t);
                            AudioManager.Instance.PlaySound(CoreModel.SOUND_FILE_PATH + "atom-placed.mp3");
                            this.drawNextAtom();

                            this.updateAtomsLeftOrPointsCounter();

                            BackgroundWorker reactionComputingThread = new BackgroundWorker();
                            reactionComputingThread.DoWork += new DoWorkEventHandler(reactionComputingThread_DoWork);
                            reactionComputingThread.RunWorkerCompleted += new RunWorkerCompletedEventHandler(reactionComputingThread_RunWorkerCompleted);
                            reactionComputingThread.RunWorkerAsync(t);
                        }
                    }

                    else
                    {
                        if (t != null && !t.IsEmpty())
                        {
                            if (this._startHoverTime == DateTime.MinValue)
                            {
                                this._startHoverTime = DateTime.Now;
                            }
                            else
                            {
                                TimeSpan time = (DateTime.Now - this._startHoverTime);
                                if (time.TotalMilliseconds >= 500)
                                {
                                    infoPanel.Show(t.Atom);
                                }
                            }
                        }
                        else if (InputManager.Mouse.IsOn3D(this._nextAtom, false))
                        {
                            infoPanel.Show(model.NextAtom);
                        }
                        else
                        {
                            infoPanel.Hide();
                            this._startHoverTime = DateTime.MinValue;
                        }
                    }

                    if (model.IsLevelOver())
                    {
                        if (model.CurrentLevel != CoreModel.AVALANCHE_LEVEL && model.CurrentLevel != CoreModel.TRICKLE_LEVEL)
                        {
                            this.FadeOutHalf();
                        }
                        else
                        {
                            // Show random "good work" message, and add 1000 points
                            string message = this._greatWorkMessages[model.RandomGenerator.Next() % this._greatWorkMessages.Length] + " (+1000 points)";
                            model.Points += 1000;
                            this.updateAtomsLeftOrPointsCounter();
                            AudioManager.Instance.PlaySound(CoreModel.SOUND_FILE_PATH + "ulimited-mode-atoms-cleared.mp3");

                            TowerText messageText = new TowerText(this.AddText(message));
                            messageText.YVelocity = 15;
                            messageText.AlphaRate = -0.05f;
                            messageText.Scale = 48;
                            messageText.AddShadow();
                            messageText.Colour(255, 225, 64);

                            this._reactionText.Add(messageText.BaseText);
                            this._reactionText.Add(messageText.EffectText);

                            // Generate 40 tiles on the board.
                            int numGenerated = 0;
                            while (numGenerated < 40)
                            {
                                IList<Tile> tiles = model.SpewOutAtomsFromMachine();
                                numGenerated += tiles.Count;
                                foreach (Tile tile in tiles)
                                {
                                    drawTile(tile);
                                    fadeTileIn(tile);
                                }
                            }
                        }
                    }
                }
            }
        }
コード例 #2
0
ファイル: CoreGameScreen.cs プロジェクト: deengames/valence
        void model_GameOver()
        {
            if (model.CurrentLevel != CoreModel.AVALANCHE_LEVEL && model.CurrentLevel != CoreModel.TRICKLE_LEVEL)
            {
                this.FadeOutComplete -= CoreGameScreen_LevelCompleteBlackOutComplete;
            }
            this.FadeInComplete += new FadeEventDelegate(CoreGameScreen_ReturnToMainMenuFadeInComplete);

            this.FadeOutHalf();
            TowerText t = new TowerText(this.AddText("Game Over!"));
            t.AddShadow();
            t.Scale = 72;

            // Go on TOP of the shadow.
            t.Z = this.GetTopZValueAndMoveFadeToTop() + 1;

            string returnToMainMenuText = "";
            if (model.CurrentLevel == CoreModel.AVALANCHE_LEVEL || model.CurrentLevel == CoreModel.TRICKLE_LEVEL)
            {
                returnToMainMenuText += "(You scored " + model.Points + " points.) ";
                if (model.Points >= 25000)
                {
                    model.FeatManager.GrantFeat(@"z00KSNDLsTvhZ1oK-8WjmdcEWRE2fF6zKCiARZp_1laXXOXd_Q1IQq_STqr4VwAe_TzKaivRDOhQdyoxiwo_HPtOOuIg9gdW79F6wy6CWjDg9tE-o7ntFhVXw_K-MgU6");
                }
            }
            returnToMainMenuText += "Click to return to the main menu.";

            TowerText t2 = new TowerText(this.AddText(returnToMainMenuText));
            t2.AddShadow();
            t2.Y = t2.Y - (t.Scale / 2) - 8; // Below the above text. Pad 8px.
            t2.Scale = 24;
            t2.Z = t.Z;

            this.ManageForGarbageCollection(t);
            this.ManageForGarbageCollection(t2);
        }
コード例 #3
0
ファイル: CoreGameScreen.cs プロジェクト: deengames/valence
        void reactionComputingThread_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
        {
            if (!e.Cancelled)
            {
                // Don't let multiple threads eat atoms. Nor let two check for two reactions at
                // the same time with an overlapping atom.
                lock (CoreModel.Instance)
                {
                    IList<Tile> tilesInReaction = e.Result as IList<Tile>;
                    // Final check if someone ate our atoms in-between and unbalanced us.
                    if (tilesInReaction != null && tilesInReaction.Count > 0 && tilesInReaction.Sum(t => t.Atom.IonCharge) == 0)
                    {
                        // Add points. Not displayed outside of Avalanche and Trickle, oh well.
                        model.Points += tilesInReaction.Sum(t => t.Atom.Points);
                        this.updateAtomsLeftOrPointsCounter();

                        StringBuilder equation = new StringBuilder();

                        tilesInReaction = tilesInReaction.OrderBy(tile => tile, this._orderTilesByAtomNameComparer).ToList();

                        String previousElement = tilesInReaction[0].Atom.Element;
                        String currentElement = "";

                        int quantity = 0;
                        Tile finalTile = tilesInReaction[tilesInReaction.Count - 1];

                        // Equations only on non-Avalanche and non-Trickle mode.

                        foreach (Tile reactionTile in tilesInReaction)
                        {
                            // For some reason, these appear at high levels in large chains.
                            // HACK: don't display it.
                            if (reactionTile.IsEmpty())
                            {
                                continue;
                            }

                            reactionTile.AtomSprite.ColorOperation = ColorOperation.Add;
                            reactionTile.AtomSprite.RedRate = 3f;
                            reactionTile.AtomSprite.GreenRate = 3f;
                            reactionTile.AtomSprite.BlueRate = 3f;
                            this._reactingTiles.Add(reactionTile);

                            // Print out something nice, like 2Fl + H + Li.
                            // Or, in Avalanche/Trickle, 1 + 16 + 9.
                            if (model.CurrentLevel != CoreModel.AVALANCHE_LEVEL && model.CurrentLevel != CoreModel.TRICKLE_LEVEL)
                            {
                                currentElement = reactionTile.Atom.Element;
                                if (previousElement == currentElement)
                                {
                                    quantity++;
                                }
                                else if (previousElement != currentElement)
                                {
                                    // Print nothing if quantity  = 1, i.e. we like to
                                    // see "H + Cl" not "1H + 1Cl"
                                    equation.Append(string.Format("{0}{1} + ", (quantity > 1 ? quantity.ToString() : ""), previousElement));
                                    // 1, not 0, because we won't do this elsewhere; fixes bug where
                                    // Fl-Fl-H-H becomes 2Fl + H.
                                    quantity = 1;
                                }

                                previousElement = reactionTile.Atom.Element;
                            }
                            else
                            {
                                equation.Append(string.Format("{0} + ", reactionTile.Atom.Points));
                            }

                            reactionTile.Empty(); // Prevent quick clickers from chaining
                        }

                        // Dump of last element
                        if (model.CurrentLevel != CoreModel.AVALANCHE_LEVEL && model.CurrentLevel != CoreModel.TRICKLE_LEVEL)
                        {
                            equation.Append(string.Format("{0}{1} + ", (quantity > 1 ? quantity.ToString() : ""), previousElement));
                        }

                        if (equation.Length >= 3)
                        {
                            // Trickle mode bug?
                            equation.Remove(equation.Length - 3, 3); // trailing " + "
                        }
                        TowerText equationText = new TowerText(this.AddText(equation.ToString()));
                        equationText.YVelocity = 15;
                        equationText.AlphaRate = -0.1f;
                        equationText.Scale = 24;
                        equationText.AddShadow();
                        equationText.InsertNewLines(SpriteManager.Camera.Width);

                        AudioManager.Instance.PlaySound(CoreModel.SOUND_FILE_PATH + "reaction.mp3");

                        this._reactionText.Add(equationText.BaseText);
                        this._reactionText.Add(equationText.EffectText);
                    }

                    if (model.CurrentLevel >= CoreModel.FIRST_PUZZLE_LEVEL &&
                        model.CurrentLevel <= CoreModel.LAST_PUZZLE_LEVEL &&
                        model.NextAtom == Atom.NONE &&
                        !model.IsLevelOver())
                    {
                        // Puzzle mode, out of atoms; game over.
                        model.SignalGameOver();
                    }
                }
            }
        }
コード例 #4
0
ファイル: CoreGameScreen.cs プロジェクト: deengames/valence
        void CoreGameScreen_LevelCompleteBlackOutComplete(TowerScreen.FadeOutMode mode)
        {
            TowerText levelUp = new TowerText(this.AddText(string.Format("Level complete! on to level {0} ...", model.CurrentLevel + 1)));
            levelUp.AddShadow();
            levelUp.AlphaRate = -0.25f;
            levelUp.Scale = 44;

            this._reactionText.Add(levelUp.BaseText);
            this._reactionText.Add(levelUp.EffectText);

            // Detect game completion
            if (model.CurrentLevel == CoreModel.FIRST_PUZZLE_LEVEL - 1 && model.GameState != CoreModel.GameStates.GameComplete)
            {
                // Completed normal mode. Woohoo!
                AudioManager.Instance.PlaySound(CoreModel.SOUND_FILE_PATH + "machine-powers-down.mp3");
                this.FadeInComplete -= CoreGameScreen_LevelCompleteBlackOutComplete;
                this.FadeOutComplete += new FadeEventDelegate(CoreGameScreen_MoveToMainMenuFadeOutComplete);
                _gameComplete = this.AddSprite("Content/Story/story-mode-complete.jpg");
                _gameComplete.Z = this.GetTopZValueAndMoveFadeToTop() + 1;
                model.SetGameStateToGameComplete();
                model.FeatManager.GrantFeat(@"mrv9c_D9NCZXnKzNUMCIXP-cqZI4ZzWld6CXZjHLeEZAKLKnvoBxsxxuUJ98xtzenJJTB8nLzXF3nwTMTMXnetEQxDDu_H53A_AB1SzZaEp8v6cc4fPfSqYUnCJ4u1T6");
            }
            if (model.CurrentLevel == CoreModel.LAST_PUZZLE_LEVEL && model.GameState != CoreModel.GameStates.GameComplete)
            {
                // Completed puzzle mode. Woohoo!
                AudioManager.Instance.PlaySound(CoreModel.SOUND_FILE_PATH + "machine-powers-down.mp3");
                this.FadeInComplete -= CoreGameScreen_LevelCompleteBlackOutComplete;
                this.FadeOutComplete += new FadeEventDelegate(CoreGameScreen_MoveToMainMenuFadeOutComplete);
                _gameComplete = this.AddSprite("Content/Story/game-complete.jpg");
                _gameComplete.Z = this.GetTopZValueAndMoveFadeToTop() + 1;
                model.FeatManager.GrantFeat(@"nS9N7CWfMXA3GNRjT8Wf868wqK6MT_s7k5iS7h8txeeLl6TRTOvKcRAuobehkekHGLWXafTNAgcstbvcPamDnRHiKpBuG0H2YXANVGCE6GsajGep4tJ2SONyeVWGNLCa");
                model.SetGameStateToGameComplete();
            }
            else
            {
                // Regular mode. Not Avalanche or Trickle.
                model.MoveToNextLevel();
                performPerLevelPreSetup();
                performPerLevelPostSetup();
                this.FadeIn();
            }

            model.SaveLevelReached();
        }