public RenderWindow(Clyde clyde, ClydeHandle handle) : base(clyde, handle) { }
public Buffer(Clyde clyde, BufferTarget type, BufferUsageHint usage, Span <T> initialize, string name = null) : base(clyde, type, usage, MemoryMarshal.AsBytes(initialize), name) { }
protected RenderTargetBase(Clyde clyde, ClydeHandle handle) { Clyde = clyde; Handle = handle; }
public RenderTexture(Vector2i size, ClydeTexture texture, Clyde clyde, ClydeHandle handle) : base(clyde, handle) { Size = size; Texture = texture; }
public void ParseLevel() { foreach (var go in m_objects) { Destroy(go); } m_objects = new List <GameObject>(); m_text.text = string.Empty; string path = m_input.text; if (!path.EndsWith(".pac")) { path = path + ".pac"; } m_input.text = path; path = Path.Combine(@"Assets\levels", path); if (!File.Exists(path)) { m_text.text += "file not available!" + Environment.NewLine; return; } Tile[,] tiles = new Tile[0, 0]; //int[] characterPositions = new int[10]; List <Vector3> charpos; m_text.text += "parsing started:" + Environment.NewLine; string level, figures; if (Parser.IsValidLevel(path, out level, out figures, ref m_text)) { m_text.text += Environment.NewLine + "start building" + Environment.NewLine; tiles = Parser.ParseValidLevel(level, ref m_text); //characterPositions = Parser.getCharacterPositions(figures); charpos = Parser.GetCharPositions(); m_text.text += " got positions" + Environment.NewLine; m_text.text += level + Environment.NewLine; } else { m_input.text = "level structure not valid" + Environment.NewLine; return; } GameObject[,] objs = new GameObject[tiles.GetLength(0), tiles.GetLength(1)]; // build prefabs for (int r = 0; r < tiles.GetLength(0); r++) { for (int c = 0; c < tiles.GetLength(1); c++) { Vector3 pos = new Vector3(c, 0f, -r); Quaternion rot = Quaternion.Euler(0f, tiles[r, c].Rotation, 0f); GameObject go = null; #region switch switch (tiles[r, c].Type) { case Tile.Element.Block: go = Block; break; case Tile.Element.Corner: go = Corner; break; case Tile.Element.Corridor: go = Corridor; break; case Tile.Element.Cross: go = Cross; break; case Tile.Element.Deadend: go = DeadEnd; break; case Tile.Element.TCross: go = TCross; break; default: break; } #endregion var inst = Instantiate(go, pos, rot); m_objects.Add(inst); objs[r, c] = inst; } } m_text.text += "level building finished w/success" + Environment.NewLine; for (int r = 0; r < tiles.GetLength(0); r++) { for (int c = 0; c < tiles.GetLength(1); c++) { if (tiles[r, c].ltrb_open[0]) { objs[r, c].GetComponent <WayPoint>().leftWaypoint = objs[r, c - 1].GetComponent <WayPoint>(); } if (tiles[r, c].ltrb_open[1]) { objs[r, c].GetComponent <WayPoint>().upWaypoint = objs[r - 1, c].GetComponent <WayPoint>(); } if (tiles[r, c].ltrb_open[2]) { objs[r, c].GetComponent <WayPoint>().rightWaypoint = objs[r, c + 1].GetComponent <WayPoint>(); } if (tiles[r, c].ltrb_open[3]) { objs[r, c].GetComponent <WayPoint>().downWaypoint = objs[r + 1, c].GetComponent <WayPoint>(); } } } m_text.text += "added waypoints to GameObjects" + Environment.NewLine; for (int i = 0; i < charpos.Count; i++) { m_text.text += " char pos fig " + (i + 1) + ": " + charpos [i].x + " " + charpos [i].y + " " + charpos [i].z + objs[(int)charpos[0].x, -(int)charpos[0].z].GetComponent <WayPoint>() + Environment.NewLine; } m_text.text += "" + objs.GetLength(0) + " - " + objs.GetLength(1) + " / " + objs.Length; transform.position = new Vector3((tiles.GetLength(1) - 1) / 2f, 10, -(tiles.GetLength(0) - 1) / 2f); Pacman = Instantiate(Pacman, charpos[0], qempty); Blinky = Instantiate(Blinky, charpos[1], qempty); Inky = Instantiate(Inky, charpos[2], qempty); Pinky = Instantiate(Pinky, charpos[3], qempty); Clyde = Instantiate(Clyde, charpos[4], qempty); Pacman.transform.position = charpos[0]; Blinky.transform.position = charpos[1]; Inky.transform.position = charpos[2]; Pinky.transform.position = charpos[3]; Clyde.transform.position = charpos[4]; m_objects.Add(Pacman); m_objects.Add(Blinky); m_objects.Add(Inky); m_objects.Add(Pinky); m_objects.Add(Clyde); //Pacman = Instantiate(Pacman, new Vector3(characterPositions[0], 0, -characterPositions[1]), new Quaternion(0, 0, 0, 0)); //Blinky = Instantiate(Blinky, new Vector3(characterPositions[2], 0, -characterPositions[3]), new Quaternion(0, 0, 0, 0)); //Inky = Instantiate(Inky, new Vector3(characterPositions[4], 0, -characterPositions[5]), new Quaternion(0, 0, 0, 0)); //Pinky = Instantiate(Pinky, new Vector3(characterPositions[6], 0, -characterPositions[7]), new Quaternion(0, 0, 0, 0)); //Clyde = Instantiate(Clyde, new Vector3(characterPositions[8], 0, -characterPositions[9]), new Quaternion(0, 0, 0, 0)); //Pacman.GetComponent<PlayerControlScript>().currentWaypoint = m_obj[characterPositions[0], characterPositions[1]].GetComponent<WayPoint>(); //Blinky.GetComponent<EnemyBehaviourScript>().currentWaypoint = m_obj[characterPositions[2], characterPositions[3]].GetComponent<WayPoint>(); //Inky.GetComponent<EnemyBehaviourScript>().currentWaypoint = m_obj[characterPositions[4], characterPositions[5]].GetComponent<WayPoint>(); //Pinky.GetComponent<EnemyBehaviourScript>().currentWaypoint = m_obj[characterPositions[6], characterPositions[7]].GetComponent<WayPoint>(); //Clyde.GetComponent<EnemyBehaviourScript>().currentWaypoint = m_obj[characterPositions[8], characterPositions[9]].GetComponent<WayPoint>(); Pacman.GetComponent <PlayerControlScript>().currentWaypoint = objs[-(int)charpos[0].z, (int)charpos[0].x].GetComponent <WayPoint>(); Blinky.GetComponent <EnemyBehaviourScript>().currentWaypoint = objs[-(int)charpos[1].z, (int)charpos[1].x].GetComponent <WayPoint>(); Inky.GetComponent <EnemyBehaviourScript>().currentWaypoint = objs[-(int)charpos[2].z, (int)charpos[2].x].GetComponent <WayPoint>(); Pinky.GetComponent <EnemyBehaviourScript>().currentWaypoint = objs[-(int)charpos[3].z, (int)charpos[3].x].GetComponent <WayPoint>(); Clyde.GetComponent <EnemyBehaviourScript>().currentWaypoint = objs[-(int)charpos[4].z, (int)charpos[4].x].GetComponent <WayPoint>(); m_text.text += "instanziated characters" + Environment.NewLine; }
public ClydeShaderInstance(ClydeHandle handle, Clyde parent) { Handle = handle; Parent = parent; }
public void Apply(Clyde clyde, GLShaderProgram program) { program.SetUniformMaybe("SCREEN_PIXEL_SIZE", ScreenPixelSize); program.SetUniformMaybe("TIME", Time); }
internal ClydeTexture(ClydeHandle id, Vector2i size, Clyde clyde) : base(size) { TextureId = id; _clyde = clyde; }
public AudioSource(Clyde master, int sourceHandle, AudioStream sourceStream) { _master = master; SourceHandle = sourceHandle; _sourceStream = sourceStream; }
void Init(bool reset) { lives = pacMan.GetComponent <Controller>().life; if (reset) { for (int i = 0; i < ghosts.Length; i++) { if (ghosts[i].GetComponent <Pinky>() != null) { Pinky pinky = ghosts[i].GetComponent <Pinky>(); pinky.resetLevel = true; pinky.currentNode = null; ghosts[i].GetComponent <Pinky>().Init(ghostSpeed, ghostFrightSpeed, ghostTunnelSpeed, frightDuration); } else if (ghosts[i].GetComponent <Blinky>() != null) { Blinky blinky = ghosts[i].GetComponent <Blinky>(); blinky.currentNode = null; blinky.resetLevel = true; blinky.Init(ghostSpeed, ghostFrightSpeed, ghostTunnelSpeed, frightDuration); } else if (ghosts[i].GetComponent <Inky>() != null) { Inky inky = ghosts[i].GetComponent <Inky>(); inky.currentNode = null; inky.resetLevel = true; inky.Init(ghostSpeed, ghostFrightSpeed, ghostTunnelSpeed, frightDuration); } else if (ghosts[i].GetComponent <Clyde>() != null) { Clyde clyde = ghosts[i].GetComponent <Clyde>(); clyde.resetLevel = true; clyde.currentNode = null; clyde.Init(ghostSpeed, ghostFrightSpeed, ghostTunnelSpeed, frightDuration); } } } else { for (int i = 0; i < ghosts.Length; i++) { if (ghosts[i].GetComponent <Pinky>() != null) { Pinky pinky = ghosts[i].GetComponent <Pinky>(); pinky.resetLevel = false; ghosts[i].GetComponent <Pinky>().Init(ghostSpeed, ghostFrightSpeed, ghostTunnelSpeed, frightDuration); } else if (ghosts[i].GetComponent <Blinky>() != null) { Blinky blinky = ghosts[i].GetComponent <Blinky>(); blinky.resetLevel = false; blinky.Init(ghostSpeed, ghostFrightSpeed, ghostTunnelSpeed, frightDuration); } else if (ghosts[i].GetComponent <Inky>() != null) { Inky inky = ghosts[i].GetComponent <Inky>(); inky.resetLevel = false; inky.release = inkyReleaseCounter; inky.Init(ghostSpeed, ghostFrightSpeed, ghostTunnelSpeed, frightDuration); } else if (ghosts[i].GetComponent <Clyde>() != null) { Clyde clyde = ghosts[i].GetComponent <Clyde>(); clyde.resetLevel = false; clyde.release = clydeReleaseCounter; clyde.Init(ghostSpeed, ghostFrightSpeed, ghostTunnelSpeed, frightDuration); } } foreach (GameObject o in objects) { if (!pacManLost) { if (o.tag == "Pellets" || o.tag == "PelletsInner" || o.tag == "PelletsSpecial") { Tile tile = o.GetComponent <Tile>(); if (tile != null) { if (tile.isPellet || tile.isSuperPellet) { tile.GetComponent <SpriteRenderer>().enabled = true; tile.isConsumed = false; } } } } } } pacMan.Init(pacManSpeed, frightPacManSpeed, pacManDotsSpeed, frightDuration); }
public WindowHandle(Clyde clyde, WindowReg reg) { _clyde = clyde; _reg = reg; }
internal ClydeTexture(ClydeHandle id, Vector2i size, bool srgb, Clyde clyde) : base(size) { TextureId = id; IsSrgb = srgb; _clyde = clyde; }
public unsafe CursorImpl(Clyde clyde, Cursor *pointer, bool standard) { _standard = standard; Owner = clyde; Cursor = pointer; }
public void move_Ghosts() { Blinky.find_target(ai_state); Pinky.find_target(ai_state); Inky.find_target(ai_state); Clyde.find_target(ai_state); //from one side to the other*********************************************************************** //*************************************BLINKY****************************************************** if (Blinky.x == 0 && Blinky.y == 17 && Blinky.direction == 0) { Blinky.x = 28; } if (Blinky.x == 27 && Blinky.y == 17 && Blinky.direction == 2) { Blinky.x = 0; } if (Map.intersections[Blinky.x, Blinky.y]) { Blinky.direction = check_intersections(Blinky.x, Blinky.y, Blinky.target_x, Blinky.target_y, Blinky.direction); } else { Blinky.direction = check_walls(Blinky.x, Blinky.y, Blinky.target_x, Blinky.target_y, Blinky.direction); } /*********************************************************************************************** * *******************************PINKY***************************************************/ if (Pinky.x == 0 && Pinky.y == 17 && Pinky.direction == 0) { Pinky.x = 28; } if (Pinky.x == 27 && Pinky.y == 17 && Pinky.direction == 2) { Pinky.x = 0; } if (Map.intersections[Pinky.x, Pinky.y]) { Pinky.direction = check_intersections(Pinky.x, Pinky.y, Pinky.target_x, Pinky.target_y, Pinky.direction); } else { Pinky.direction = check_walls(Pinky.x, Pinky.y, Pinky.target_x, Pinky.target_y, Pinky.direction); } //from one side to the other*********************************************************************** //*************************************INKY****************************************************** if (Inky.x == 0 && Inky.y == 17 && Inky.direction == 0) { Inky.x = 28; } if (Inky.x == 27 && Inky.y == 17 && Inky.direction == 2) { Inky.x = 0; } if (Map.intersections[Inky.x, Inky.y]) { Inky.direction = check_intersections(Inky.x, Inky.y, Inky.target_x, Inky.target_y, Inky.direction); } else { Inky.direction = check_walls(Inky.x, Inky.y, Inky.target_x, Inky.target_y, Inky.direction); } //from one side to the other*********************************************************************** //*************************************CLYDE****************************************************** if (Clyde.x == 0 && Clyde.y == 17 && Clyde.direction == 0) { Clyde.x = 28; } if (Clyde.x == 27 && Clyde.y == 17 && Clyde.direction == 2) { Clyde.x = 0; } if (Map.intersections[Clyde.x, Clyde.y]) { Clyde.direction = check_intersections(Clyde.x, Clyde.y, Clyde.target_x, Clyde.target_y, Clyde.direction); } else { Clyde.direction = check_walls(Clyde.x, Clyde.y, Clyde.target_x, Clyde.target_y, Clyde.direction); } Blinky.move(Blinky.direction); Pinky.move(Pinky.direction); Inky.move(Inky.direction); Clyde.move(Clyde.direction); }
protected override void Update(GameTime gameTime) { Time.Update(gameTime); InputManager.Update(); currentScene.Update(); background = (currentScene == scenes["Play"] ? Color.Black : Color.Black); if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } if (gameTime.ElapsedGameTime.TotalSeconds == 60) { Exit(); } //if (InputManager.IsKeyDown(Keys.Up)) camera.Transform.Rotate(Vector3.Right, Time.ElapsedGameTime); //if (InputManager.IsKeyDown(Keys.Down)) camera.Transform.Rotate(Vector3.Left, Time.ElapsedGameTime); if (Inky.CheckCollision(pacman)) { hits++; } if (Blinky.CheckCollision(pacman)) { hits++; } if (Pinky.CheckCollision(pacman)) { hits++; } if (Clyde.CheckCollision(pacman)) { hits++; } if (Blue.CheckCollision(pacman)) { hits++; } pacman.Update(); Inky.Update(); Blinky.Update(); Pinky.Update(); Clyde.Update(); Blue.Update(); powerUp.Update(); Vector3 normal; if (pacman.Get <Collider>().Collides(powerUp.Get <Collider>(), out normal)) { Console.WriteLine("HitBox"); (powerUp.Get <Renderer>().ObjectModel.Meshes[0].Effects[0] as BasicEffect).DiffuseColor = Color.Red.ToVector3(); pacmanHealth--; } else { Console.WriteLine("NotHitBox"); (powerUp.Get <Renderer>().ObjectModel.Meshes[0].Effects[0] as BasicEffect).DiffuseColor = Color.Blue.ToVector3(); pacmanHealth--; } base.Update(gameTime); }