// When the game state changes, update the status text to show private void GameInfoOnStateChanged(object sender, GameStateChangedEventArgs e) { switch (_gameInfo.State) { default: Visible = false; _text = null; return; case GameState.Paused: _text = StringResources.GameStatusText_Paused; break; case GameState.Ended: _text = StringResources.GameStatusText_Ended; break; } Vector2 textSize = _textFont.MeasureString(_text); _textLocation = _gameInfo.Bounds.Center - textSize / 2F; _textArea = new Rectangle((int)_textLocation.X, (int)_textLocation.Y, (int)textSize.X, (int)textSize.Y); Visible = true; }
private void ProcessGameStateChanged(object sender, GameStateChangedEventArgs gameStateChangedEventArgs) { for (var i = 0; i < gameStateChangedEventArgs.CurrentState.Height; ++i) { for (var j = 0; j < gameStateChangedEventArgs.CurrentState.Width; ++j) { _fieldState[i, j] = gameStateChangedEventArgs.CurrentState.Field[i, j]; } } var lastMove = gameStateChangedEventArgs.CurrentState.LastMove; var currentSign = gameStateChangedEventArgs.CurrentState.PlayerSign; App.RunOnUiThread(async() => await _cellControls[lastMove.X, lastMove.Y].LoadPictureAsync(currentSign)); SwitchPlayer(); if (IsHumansTurn()) { lock (_stateLock) { _waitingForTurn = true; } } Thread.Sleep(50); if (_botTesting) { _turnEvent.WaitOne(); _turnEvent.Reset(); } _game.ReportStepProcessed(); }
private void GameInfoOnStateChanged(object sender, GameStateChangedEventArgs e) { switch (e.NewState) { // If a new game started, create new actors case GameState.InProgress: if (e.PreviousState < GameState.InProgress) { CreateActors(); } Enabled = true; Visible = true; break; case GameState.InMenu: Enabled = false; Visible = false; break; default: Enabled = false; Visible = true; break; } }
void OnStateChanged(object sender, GameStateChangedEventArgs e) { switch (State) { case GameState.PAUSEMENU: Time.timeScale = 0; break; case GameState.MENU: if (e.PreviousState == GameState.PAUSEMENU || e.PreviousState == GameState.OVER || e.PreviousState == GameState.INTRO) { Application.LoadLevel("MenuScene"); } break; case GameState.PLAYING: if (e.PreviousState != GameState.PAUSEMENU) { Application.LoadLevel("GameScene"); } break; } if (State == GameState.PLAYING || State == GameState.MENU) { Time.timeScale = 1; } }
public override void OnGameStateChanged(Game <IEtsInterface> sender, GameStateChangedEventArgs e) { switch (sender.Id) { case PipesGame.GameId: Statistics.pipesTime = sender.ElapsedTime; break; case CratesGame.GameId: Statistics.craneTime = sender.ElapsedTime; break; case DynamiteGame.GameId: Statistics.dynamiteTime = sender.ElapsedTime; break; case TriggersGame.GameId: Statistics.triggerTime = sender.ElapsedTime; break; default: throw new NotImplementedException("Game not handled: " + sender.Id); } if (sender is CratesGame && e.NewState == GameState.Initialized) { Statistics.craneCrateCount = ((CratesGame)sender).CrateCount; } }
private void GameStateChangedHandler(object sender, GameStateChangedEventArgs e) { setCurrentState(e.NewState.ToString()); AmongUsCapture.Settings.conInterface.WriteModuleTextColored("GameMemReader", Color.Lime, $"State changed to {Color.Cyan.ToTextColor()}{e.NewState}"); //Program.conInterface.WriteModuleTextColored("GameMemReader", Color.Green, "State changed to " + e.NewState); }
private void GameInfoOnStateChanged(object sender, GameStateChangedEventArgs e) { switch (e.NewState) { case GameState.InProgress: if (e.PreviousState < GameState.InProgress) { // New game has started, reset scores _gameInfo.ResetScores(); UpdateScores(0, 0); } // Only enable updating when a score limit has been set Enabled = _settingsManager.Settings.Gameplay.HasScoreLimit && _gameInfo.LeftScore < _settingsManager.Settings.Gameplay.ScoreLimit && _gameInfo.RightScore < _settingsManager.Settings.Gameplay.ScoreLimit; Visible = true; break; // Don't update or draw the score when in the main menu case GameState.InMenu: Enabled = false; Visible = false; break; // In any other case, always draw the score default: Enabled = false; Visible = true; break; } }
public void OnGameStateChanged(Game <IEtsInterface> sender, GameStateChangedEventArgs e) { //Debug.Log("TriggerView.OnGameStateChanged: " + state); if (e.NewState == GameState.Initialized) { for (int i = 0; i < game.SequenceLength; i++) { UpdateLabel(game, lblCurrent, i, neutralPosition); lblCurrent[i].gameObject.SetActive(true); lblPrevious[i].gameObject.SetActive(true); lblPrevious[i].text = ""; } for (int i = game.SequenceLength; i < lblCurrent.Length; i++) { lblCurrent[i].gameObject.SetActive(false); lblPrevious[i].gameObject.SetActive(false); } } if (e.NewState == GameState.Running) { UpdateLabel(game, lblCurrent, game.CurrentSequenceIndex, currentPosition); } if (e.NewState == GameState.Aborted) { UpdateLabel(game, lblCurrent, game.CurrentSequenceIndex, neutralPosition); } }
private void ProcessGameStateChanged(object sender, GameStateChangedEventArgs gameStateChangedEventArgs) { LogMessage(LogLevel.Debug, $"Game state changed, step {gameStateChangedEventArgs.CurrentState.Step}"); for (var i = 0; i < gameStateChangedEventArgs.CurrentState.Height; ++i) { for (var j = 0; j < gameStateChangedEventArgs.CurrentState.Width; ++j) { _fieldState[i, j] = gameStateChangedEventArgs.CurrentState.Field[i, j]; } } var lastMove = gameStateChangedEventArgs.CurrentState.LastMove; var currentSign = gameStateChangedEventArgs.CurrentState.PlayerSign; App.RunOnUiThread(() => _cellControls[lastMove.X, lastMove.Y].LoadPicture(currentSign)); SwitchPlayer(); if (IsHumansTurn()) { lock (_stateLock) { _waitingForTurn = true; } } Thread.Sleep(50); _game.ReportStepProcessed(); LogMessage(LogLevel.Debug, $"Step {gameStateChangedEventArgs.CurrentState.Step} processed"); }
private void GameStateChangedHandler(object sender, GameStateChangedEventArgs e) { if (e.NewState == GameState.DISCUSSION) { var alivePlayers = AmongUsReader.getInstance().GetAlivePlayers(); foreach (var player in alivePlayers) { //TODO: will act odd if a lot of people have the same name var member = dataStore.members.First(member => member.amongUsName.Equals(player.Key, StringComparison.OrdinalIgnoreCase)); if (member != null) { muteUser(voiceChannel.Users.Where(x => x.Id == member.discordId).First(), false); } else { IEnumerable <SocketGuildUser> user = voiceChannel.Users.Where((x) => { return(x.Username.Equals(player.Key, StringComparison.OrdinalIgnoreCase)); }); if (user.Count() == 1) { muteUser(user.First(), false); } } } } else if (e.NewState == GameState.TASKS) { muteUsers(voiceChannel.Users, true); } else if (e.NewState == GameState.LOBBY) { muteUsers(voiceChannel.Users, false); } }
internal void OnGameStateChanged(GameStateChangedEventArgs args) { if (args.Modifier is TagChange t && (t.Tag == GameTag.STATE && t.Value == (int)State.COMPLETE)) { InvokeGameEnd(args.State); } }
public override void OnGameStateChanged(Game <IEtsInterface> sender, GameStateChangedEventArgs e) { if (sender is PipesGame && e.NewState == GameState.Initialized) { if (!gameMasterActive) { SwitchToLights(Light.PipesLeft, Light.PipesRight); } } if (sender is CratesGame && e.NewState == GameState.Initialized) { if (!gameMasterActive) { SwitchToLights(Light.CraneLeft, Light.CraneRight); } } if (sender is DynamiteGame && e.NewState == GameState.Initialized) { if (!gameMasterActive) { SwitchToLights(Light.Dynamite); } } if (sender is DynamiteGame && e.NewState == GameState.Completed) { // activate trigger LEDs to visually signal completion Color[] colors = new Color[TriggersGame.LedCount]; for (int i = 0; i < TriggersGame.LedCount; i++) { colors[i] = LedColorNeutral; } Physical.SetLEDColors(colors); } if (sender is TriggersGame && e.NewState == GameState.Initialized) { if (!gameMasterActive) { SwitchToLights(Light.Trigger); } if (e.NewState == GameState.Initialized) { // activate LEDs Color[] colors = new Color[TriggersGame.LedCount]; for (int i = 0; i < TriggersGame.LedCount; i++) { colors[i] = LedColorNeutral; } Physical.SetLEDColors(colors); } } }
private void OnGameChanged(Player observerId, GameStateChangedEventArgs args) { if (args.CurrentState.GameState == GameState.Finished) { _activeGames.Remove(args.CurrentState.GameId); } GameStateChanged?.Invoke(this, observerId, args); }
public void OnGameStateChanged(Game <IEtsInterface> sender, GameStateChangedEventArgs e) { if (e.NewState == GameState.Initialized) { foreach (Camera cam in craneCameras) { cam.enabled = true; } } }
public void OnGameStateChanged(object sender, Player player, GameStateChangedEventArgs eventArgs) { var session = _activeSessions.FirstOrDefault(x => x.Key.Identity.Name == player.Name); if (!session.Equals(default(KeyValuePair <ClaimsPrincipal, IWebSocketConnection>))) { var msg = Message.GameStateChangedMessage(eventArgs); session.Value.Send(msg.ToJson()); } }
private void OnGameStateChanged(Game <IEtsInterface> sender, GameStateChangedEventArgs e) { //Debug.Log("GCP.OnGameStateChanged: " + state + " / room active: " + roomRunning); if (!roomRunning) { return; } UpdateUI(e.NewState); }
private void GameStateChangedHandler(object sender, GameStateChangedEventArgs e) { setCurrentState(e.NewState.ToString()); while (DeadMessages.Count > 0) { AmongUsCapture.Settings.conInterface.WriteModuleTextColored("PlayerChange", Color.DarkKhaki, DeadMessages.Dequeue()); } AmongUsCapture.Settings.conInterface.WriteModuleTextColored("GameMemReader", Color.Lime, $"State changed to {Color.Cyan.ToTextColor()}{e.NewState}"); //Program.conInterface.WriteModuleTextColored("GameMemReader", Color.Green, "State changed to " + e.NewState); }
// Only enable collision checking when a game is active private void GameInfoOnStateChanged(object sender, GameStateChangedEventArgs e) { switch (e.NewState) { case GameState.InProgress: Enabled = true; break; default: Enabled = false; break; } }
public override void OnGameStateChanged(Game <IEtsInterface> sender, GameStateChangedEventArgs e) { if (e.NewState == GameState.Completed) { Scores.SetScore(sender, CalculateScore(sender, true)); OnScoresUpdated?.Invoke(this, new ScoresUpdatedEventArgs(Scores)); } else if (e.NewState == GameState.Aborted) { Scores.SetScore(sender, CalculateScore(sender, false)); OnScoresUpdated?.Invoke(this, new ScoresUpdatedEventArgs(Scores)); } }
public override void OnGameStateChanged(Game <IEtsInterface> sender, GameStateChangedEventArgs e) { // this method is registered with the pipes game's OnGameStateChanged event. if (sender != game) { return; } // stop all coroutines to prevent timing errors and stop sound playback to avoid overlapping audio StopAllCoroutines(); audio.StopAllVoice(); audio.StopAllSounds(); switch (e.NewState) { case GameState.Initialized: // if the game has been initialized, reset what we know about the subsystems from the last playthrough solvedSubsystems = new Dictionary <int, bool>(); foreach (PipeSystem ps in game.PipeSystems()) { solvedSubsystems[ps.Index] = false; } StartCoroutine(GameInitialized()); // then explain the rules break; case GameState.Running: // if the game has been started, start the coroutine that keeps track of the player's progress StartCoroutine(GameRunning(game)); break; case GameState.Completed: // if the game has been completed, handle the players' success StartCoroutine(GameCompleted()); break; case GameState.Aborted: // if the game has been aborted (due to timeout), handle the player's failure or partial success StartCoroutine(GameAborted()); break; case GameState.Uninitialized: case GameState.Error: break; default: throw new NotImplementedException("GameState not handled: " + e.NewState); } }
public override void OnGameStateChanged(Game <IEtsInterface> sender, GameStateChangedEventArgs e) { if (e.NewState == GameState.Error) { audio.StopAllSounds(); audio.StopAllVoice(); audio.PlaySound(ErrorSound); } if (sender is DynamiteGame && e.NewState == GameState.Completed) { audio.PlaySound(33); } if (sender is PipesGame) { switch (e.NewState) { case GameState.Initialized: int pipeSystemCount = 0; foreach (PipeSystem ps in pipes.PipeSystems()) { pipeSystemCount++; } solvedPipeSystems = new bool[pipeSystemCount]; drillVolume = 0f; break; case GameState.Running: drillVolume = DrillVolumeStep; audio.PlaySound(02, true, drillVolume); break; case GameState.Completed: case GameState.Aborted: audio.StopSound(11); audio.StopSound(02); break; case GameState.Uninitialized: case GameState.Error: break; default: throw new NotImplementedException("Unhandled game state: " + e.NewState); } } }
// Show or hide the main menu based on it's new state private void GameInfoOnStateChanged(object sender, GameStateChangedEventArgs e) { switch (e.NewState) { case GameState.InMenu: if (e.PreviousState != GameState.InMenu) { ShowMenu(); } break; default: HideMenu(); break; } }
private void GameInfoOnStateChanged(object sender, GameStateChangedEventArgs e) { switch (e.NewState) { case GameState.InProgress: if (e.PreviousState < GameState.InProgress) { _totalElapsedTime = TimeSpan.Zero; } Enabled = _settingsManager.Settings.Gameplay.HasTimeLimit && _totalElapsedTime < _settingsManager.Settings.Gameplay.TimeLimit; break; default: Enabled = false; break; } }
public override void OnGameStateChanged(Game <IEtsInterface> sender, GameStateChangedEventArgs e) { if (sender != game) { return; } StopAllCoroutines(); audio.StopAllVoice(); audio.StopAllSounds(); switch (e.NewState) { case GameState.Initialized: firstButtonFound = false; laterButtonWrong = false; StartCoroutine(GameInitialized(game)); break; case GameState.Running: StartCoroutine(GameRunning(game)); break; case GameState.Completed: if (Room.State.CanTransition(RoomState.Completed)) // room needs to be manually completed { Ets.Room.Complete(); } break; case GameState.Aborted: Ets.Room.Abort(); // room needs to be manually aborted break; case GameState.Uninitialized: case GameState.Error: break; default: throw new NotImplementedException("GameState not handled: " + e.NewState); } }
public override void OnGameStateChanged(Game <IEtsInterface> sender, GameStateChangedEventArgs e) { if (sender != game) { return; } StopAllCoroutines(); audio.StopAllVoice(); audio.StopAllSounds(); switch (e.NewState) { case GameState.Initialized: lighting.SwitchAllLights(LightSetting.Off); firstCratePickedUp = false; firstCrateInDropzone = false; StartCoroutine(GameInitialized()); break; case GameState.Running: StartCoroutine(GameRunning(game)); break; case GameState.Completed: StartCoroutine(GameCompleted()); break; case GameState.Aborted: StartCoroutine(GameAborted(game)); break; case GameState.Uninitialized: case GameState.Error: break; default: throw new NotImplementedException("GameState not handled: " + e.NewState); } }
private void GameInfoOnStateChanged(object sender, GameStateChangedEventArgs e) { switch (e.NewState) { case GameState.InProgress: if (e.PreviousState < GameState.InProgress) { // New game, reset speed _gameInfo.Speed = _settingsManager.Settings.Gameplay.GameSpeed; _totalElapsedTime = TimeSpan.Zero; } // Enable updating when the speed should auto increase Enabled = _settingsManager.Settings.Gameplay.AutoIncreaseSpeed && _gameInfo.Speed >= SettingsConstants.GameSpeedMaxValue; break; default: Enabled = false; break; } }
/* * public override void OnRoomStateChanged(EscapeRoom<IEtsInterface> sender, RoomStateChangedEventArgs e) { * if (writer == null) { * Debug.Assert(e.NewState == RoomState.Initialized || e.NewState == RoomState.Error, "writer null, but room not in expected state"); * * startRecord(); * } * * record(new RoomStateTransition(e.OldState, e.NewState)); * * switch (e.NewState) { * case RoomState.Uninitialized: * case RoomState.Running: * break; * * case RoomState.Initialized: * if (e.DiagnosticsReport.FailuresDetected) * record(new TechnicalFailuresNotification(e.DiagnosticsReport)); * break; * * case RoomState.Completed: * case RoomState.Aborted: * endRecord(); * break; * * case RoomState.Error: * record(new TechnicalFailuresNotification(e.DiagnosticsReport)); * endRecord(); * break; * * default: * throw new NotImplementedException("Unhandled room state: " + e.NewState); * } * } */ public override void OnGameStateChanged(Game <IEtsInterface> sender, GameStateChangedEventArgs e) { Record(new GameStateTransition(sender.Id, e.OldState, e.NewState)); switch (e.NewState) { case GameState.Initialized: Record(new GameInitialization(sender.Id, sender.Difficulty)); break; case GameState.Uninitialized: case GameState.Running: case GameState.Completed: case GameState.Aborted: case GameState.Error: break; default: throw new NotImplementedException("Unhandled game state: " + e.NewState); } }
private void GameStateChangedHandler(object sender, GameStateChangedEventArgs e) { setCurrentState(e.NewState); while (DeadMessages.Count > 0) { var playerToKill = DeadMessages.Dequeue(); if (context.Players.Contains(playerToKill)) { playerToKill.Alive = false; } } AmongUsCapture.Settings.conInterface.WriteModuleTextColored("GameMemReader", Color.Lime, $"State changed to {Color.Cyan.ToTextColor()}{e.NewState}"); if (e.NewState == GameState.MENU) { setGameCode(""); Dispatcher.Invoke((Action)(() => { context.GameState = e.NewState; foreach (var player in context.Players) { player.Alive = true; } })); } else if (e.NewState == GameState.LOBBY) { Dispatcher.Invoke((Action)(() => { context.GameState = e.NewState; foreach (var player in context.Players) { player.Alive = true; } })); } //Program.conInterface.WriteModuleTextColored("GameMemReader", Color.Green, "State changed to " + e.NewState); }
// When a new game is started, recalculate the positions of the blocks to draw on the screen and allow the background to be drawn private void GameInfoOnStateChanged(object sender, GameStateChangedEventArgs e) { switch (e.NewState) { case GameState.InProgress: if (e.PreviousState < GameState.InProgress) { CalculateVerticalBlocks(); CalculateHorizontalBlocks(); } Visible = true; break; case GameState.InMenu: Visible = false; break; default: Visible = true; break; } }
public void OnGameStateChanged(Game <IEtsInterface> sender, GameStateChangedEventArgs e) { if (e.NewState == GameState.Initialized) { for (int i = 0; i < lblHoles.Length; i++) { UpdateHoleLabel(i, -1); } for (int i = 0; i < lblInstructions.Length; i++) { Destroy(lblInstructions[i].gameObject); } lblInstructions = new Text[game.InstructionCount]; for (int i = 0; i < lblInstructions.Length; i++) { GameObject textGO = Instantiate(prefabInstructionText, pnlInstructions); lblInstructions[i] = textGO.GetComponent <Text>(); lblInstructions[i].text = string.Format("({0}) {1}", i, game.GetInstructionText(i)); lblInstructions[i].color = ColorUnsolvedInstruction; } } }
void OnStateChanged(object sender, GameStateChangedEventArgs e) { switch (State) { case GameState.PAUSEMENU: Time.timeScale = 0; break; case GameState.MENU: if (e.PreviousState == GameState.PAUSEMENU || e.PreviousState == GameState.OVER || e.PreviousState == GameState.INTRO) { Application.LoadLevel("MenuScene"); } break; case GameState.PLAYING: if (e.PreviousState != GameState.PAUSEMENU) Application.LoadLevel("GameScene"); break; } if (State == GameState.PLAYING || State == GameState.MENU) Time.timeScale = 1; }
private void ChangeState(object sender, GameStateChangedEventArgs e) { this.Refresh(); }
private void OnGameStateChangedEvent(object sender, GameStateChangedEventArgs e) { switch (e.newGameState) { case GameState.FirstPhase: spawnEnabled = true; break; case GameState.Ended: spawnEnabled = false; KillAllEnemies(); break; default: spawnEnabled = false; break; } }
private void OnGameStateChanged(object sender, GameStateChangedEventArgs e) { RaisePropertyChanged("SticksCount"); }