public static Level LoadLevel(string name, bool isUserPath) { string directory = Application.streamingAssetsPath; if (isUserPath) { directory += "/User"; } directory += levelFilesPath; LevelReader reader = new LevelReader(directory + name + levelFilesEnding); Level level; if (!File.Exists(directory + name + levelFilesEnding)) { return(null); } try { level = reader.readLevel(); } catch (Exception ex) { Debug.LogError(ex.ToString()); return(null); } return(level); }
public void SetGameInfo() { int difficulties = GetInstance()._gi._numDifficulties; GetInstance()._maxDifficulty = difficulties; _levelsInDifficulty = new int[GetInstance()._maxDifficulty]; for (int i = 0; i < _levelsInDifficulty.Length; i++) { LevelReader temp = new LevelReader(i); _levelsInDifficulty[i] = temp.GetNumLevels(); } if (SceneManager.GetActiveScene().buildIndex == 2) { GetInstance().difficulty = Random.Range(0, _maxDifficulty); LevelReader temp = new LevelReader(GetInstance().difficulty); GetInstance().level = Random.Range(1, temp.GetNumLevels() + 1); } if (SceneManager.GetActiveScene().buildIndex == 1) { GetInstance().difficulty = Random.Range(0, _maxDifficulty); } }
void Start() { if (LevelReader.GetCurrentLevelNum() != 0) { Destroy(gameObject); } }
// Use this for initialization void Start() { Level level = LevelReader.LoadLevel(Application.dataPath + "/Levels/" + levelName + ".lvl", materials); float centerX = -((level.GetWidth() * TILE_SIZE_SCALED) / 2f); float centerY = (level.GetHeight() * TILE_SIZE_SCALED) / 2f; Vector3 levelScale = new Vector3(level.GetWidth() * TILE_SIZE, TILE_SIZE, level.GetHeight() * TILE_SIZE); ceiling.transform.localScale = levelScale; floor.transform.localScale = levelScale; Instantiate(ceiling, new Vector3(centerX, ceiling.transform.position.y, centerY), ceiling.transform.rotation); Instantiate(floor, new Vector3(centerX, floor.transform.position.y, centerY), floor.transform.rotation); for (int x = 0; x < level.GetWidth(); x++) { for (int y = 0; y < level.GetHeight(); y++) { switch (level.GetSpaceType(x, y)) { case Level.SpaceType.Floor: GenerateWalls(level, x, y); break; case Level.SpaceType.Door: GenerateDoor(level, x, y); break; } } } }
public void restartGame() { //reset level data levelNumber = 0; LevelReader.LoadLevel(levelNumber); SceneManager.LoadScene(0); }
private void mnuLevelFolderImport_Click(object sender, EventArgs e) { OpenFileDialog dialog = new OpenFileDialog(); dialog.Title = "Import level"; dialog.Filter = "Peggle Level Files (*.dat)|*.dat"; if (dialog.ShowDialog() == DialogResult.OK) { LevelReader lreader = new LevelReader(dialog.FileName); Level level = lreader.Read(); lreader.Dispose(); if (level != null) { LevelInfo info = LevelInfo.DefaultInfo; info.Filename = Path.GetFileNameWithoutExtension(dialog.FileName).ToLower(); info.Name = Path.GetFileNameWithoutExtension(dialog.FileName); level.Info = info; level.Background = OpenBackground(dialog.FileName); mPack.Levels.Add(level); LevelFolderNode.Nodes.Add(GetLevelNode(level)); } else { MessageBox.Show("This level could not be opened by " + Program.AppTitle + ".", "Import Level", MessageBoxButtons.OK, MessageBoxIcon.Error); } } }
public bool Open(string path) { bool successful = false; try { string pakFilename = Path.GetFileNameWithoutExtension(path); PakCollection pakFile = new PakCollection(); pakFile.Open(path); PakRecord cfgRecord = GetCFGRecord(pakFilename, pakFile); if (cfgRecord == null) { throw new InvalidDataException("Unable to find a cfg file in the level pack."); } ParseCFG(UTF8Encoding.ASCII.GetString(cfgRecord.Buffer)); //Load levels foreach (LevelInfo linfo in mLevelInfos) { byte[] buffer = pakFile.GetRecord("levels\\" + linfo.Filename + ".dat").Buffer; LevelReader levelReader = new LevelReader(buffer); Level level = levelReader.Read(); levelReader.Dispose(); if (level == null) { MessageBox.Show("Unable to open " + linfo.Name, "Open Level Pack", MessageBoxButtons.OK, MessageBoxIcon.Error); continue; } mLevels.Add(level); level.Info = linfo; level.Background = GetBackground(pakFile, linfo.Filename); } //Load any images foreach (PakRecord record in pakFile) { if (record.FileName.StartsWith("levels\\")) { continue; } if (Path.GetExtension(record.FileName) == ".png") { mImages.Add(record.FileName, GetImageFromBuffer(record.Buffer)); } } successful = true; } catch (Exception ex) { MessageBox.Show(ex.Message, "Open Level Pack", MessageBoxButtons.OK, MessageBoxIcon.Error); } return(successful); }
private void SetupLevel(int levelNumber) { currentLevel = LevelReader.ReadLevelFromFile(levelNumber); SetupBoard(); SetupRoute(); SetupDecorations(); SetupVan(); }
public GameController() { _outputView = new OutputView(); _inputView = new InputView(); LevelReader p = new LevelReader(); _maze = p.ReadFile(AskLevel()); _outputView.PrintMaze(_maze.FirstTile); GameCycle(); }
void Awake() { //singleton design pattern if(instance == null) instance = this; else if(instance != this) Destroy (gameObject); //since player inventory should persist over scenes, this object should not be destroyed on load DontDestroyOnLoad(gameObject); }
public void TestLoadingLevel() { // Arrange string fileName = "TestLevel.txt"; // Act var result = LevelReader.LoadLevel(fileName); // Assert Assert.IsInstanceOfType(result, typeof(char[, ])); }
public void tryAgain() { winScreen.SetActive(false); loseScreen.SetActive(false); toTown.gameObject.SetActive(false); nextLvl.gameObject.SetActive(false); retry.gameObject.SetActive(false); Debug.Log("again"); LevelReader.LoadLevel(levelNumber); }
private void SetupLevel(int levelNumber) { currentLevel = LevelReader.ReadLevelFromFile(levelNumber); SetupBoard(); roadDrawer.SetupOrigin(currentLevel.origin); GameObject[] roadObjects = roadDrawer.SetupRoadSegments(currentLevel.path); roadDrawer.SetupDestinations(currentLevel.destinationCoords); foreach (GameObject roadObject in roadObjects) { roadObject.isStatic = true; roadObject.transform.SetParent(boardHolder); } }
public void nextLevel() { winScreen.SetActive(false); loseScreen.SetActive(false); toTown.gameObject.SetActive(false); nextLvl.gameObject.SetActive(false); retry.gameObject.SetActive(false); Debug.Log("nL"); //update level data here levelNumber++; LevelReader.LoadLevel(levelNumber); }
public override void LoadContent() { _missileTexture = LoadTexture(MissileTexture); _exhaustTexture = LoadTexture(ExhaustTexture); _bulletTexture = LoadTexture(BulletTexture); _explosionTexture = LoadTexture(ExplosionTexture); _chopperTexture = LoadTexture(ChopperTexture); _playerSprite = new PlayerSprite(LoadTexture(PlayerFighter)); _livesText = new LivesText(LoadFont(TextFont)); _livesText.NbLives = StartingPlayerLives; _livesText.Position = new Vector2(10.0f, 690.0f); AddGameObject(_livesText); _levelStartEndText = new GameOverText(LoadFont(GameOverFont)); var background = new TerrainBackground(LoadTexture(BackgroundTexture), SCOLLING_SPEED); background.zIndex = -100; AddGameObject(background); // load sound effects and register in the sound manager var bulletSound = LoadSound(BulletSound); var missileSound = LoadSound(MissileSound); _soundManager.RegisterSound(new GameplayEvents.PlayerShootsBullets(), bulletSound); _soundManager.RegisterSound(new GameplayEvents.PlayerShootsMissile(), missileSound, 0.4f, -0.2f, 0.0f); // load soundtracks into sound manager var track1 = LoadSound(Soundtrack1).CreateInstance(); var track2 = LoadSound(Soundtrack2).CreateInstance(); _soundManager.SetSoundtrack(new List <SoundEffectInstance>() { track1, track2 }); _chopperGenerator = new ChopperGenerator(_chopperTexture, AddChopper); var levelReader = new LevelReader(_viewportWidth); _level = new Level(levelReader); _level.OnGenerateEnemies += _level_OnGenerateEnemies; _level.OnGenerateTurret += _level_OnGenerateTurret; _level.OnLevelStart += _level_OnLevelStart; _level.OnLevelEnd += _level_OnLevelEnd; _level.OnLevelNoRowEvent += _level_OnLevelNoRowEvent; ResetGame(); }
/// <summary> /// Sets all the necessary Game information. If no values were assigned previously, /// generates some random values. /// /// If DebugMode is true, changes nothing. /// </summary> public void SetGameInfo() { // Check if maximum difficulty configurated in JSON is the same as the number of files in /StreamingAssets/Levels if (GetInstance()._gi._numDifficulties == GetInstance()._gc._maxDifficulty) { // Get how many difficulties are int difficulties = GetInstance()._gi._numDifficulties; // Establishes maximum difficulty for random generated level GetInstance()._maxDifficulty = difficulties; // Gets how many levels per difficulty are GetInstance()._levelsInDifficulty = new int[GetInstance()._maxDifficulty]; for (int i = 0; i < _levelsInDifficulty.Length; i++) { LevelReader temp = new LevelReader(i); GetInstance()._levelsInDifficulty[i] = temp.GetNumLevels(); } // If the actual scene is Game scene generate random ones if (SceneManager.GetActiveScene().buildIndex == 2) { // Check debugmode if (!_debugging) { GetInstance()._difficulty = Random.Range(0, _maxDifficulty); LevelReader temp = new LevelReader(GetInstance()._difficulty); GetInstance()._level = Random.Range(1, temp.GetNumLevels() + 1); } } // If the actual scene is LevelSelection, generate random difficulty if (SceneManager.GetActiveScene().buildIndex == 1) { // Check debugmode if (!_debugging) { GetInstance()._difficulty = Random.Range(0, _maxDifficulty); } } } else { Debug.LogError("Difficulties not match, check maxDifficulty in " + "game_config or check number of files in Levels folder."); } }
public Game(string levelName, int scale) { var reader = new LevelReader(); level = reader.ReadLevel(levelName); var hardCords = reader.FindSphere(levelName); sphere = new Point(FormConst.ObjectSize * scale * hardCords.X, FormConst.ObjectSize * scale * hardCords.Y); this.scale = scale; UpdateAirMap(); width = FormConst.ObjectSize * scale * level.GetLength(1); height = FormConst.ObjectSize * scale * level.GetLength(0); InitializeComponent(); InitLayout(); Invalidate(); }
void Update() { length = LevelReader.GetCurrentLevel().spawns.Count; //get length of current spawn list lastSpawn = LevelReader.GetCurrentLevel().spawns[length - 1].time; if (lastSpawn <= Time.timeSinceLevelLoad) //after final spawn time has passed { if (afterTime == true) { EventManager.StartListening(ParameterizedGameEvent.unitDead, checkForUnits); afterTime = false; Debug.Log("last spawn has happened"); Debug.Log("listening fo unitDead"); } } }
protected void Start() { LevelSquares = Factory.SpawnLevel(LevelReader.ReadLevel(LevelFile)); var inv = new Inventory(); inv.Squares[SquareType.Purple] = 50; inv.Squares[SquareType.Blue] = 20; inv.Squares[SquareType.Yellow] = 10; inv.Squares[SquareType.Red] = 10; var build = new Build(); build.Squares[Vector3.zero] = SquareType.White; Game.Players.Add( Factory.SpawnPlayer( build, inv, SpawnLocation)); }
public void CreatLevel() { string[] data = LevelReader.GetInputData(); Level level = LevelBinder.CreateLevel(data); if (LevelValidator.IsValid(level)) { LevelsInfo.Add(level); LevelSaver.Save(level, pathToFile); Console.WriteLine("Level created and saved.."); // remove CW from BL Thread.Sleep(3000); } else { Console.WriteLine("level info is wrong");// remove CW from BL } }
private void OnGUIGenerate() { EditorGUILayout.Space(); EditorGUILayout.LabelField("GENERATE", EditorStyles.boldLabel); seed = EditorGUILayout.IntField(new GUIContent("Seed", seedDesc), seed); lstmSettingsFile = EditorGUILayout.ObjectField(new GUIContent("LSTM settings file", lstmSettingsFileDesc), lstmSettingsFile, typeof(Object), true); tileContainer = (TileContainer)EditorGUILayout.ObjectField(new GUIContent("Tile container prefab", tileContainerDesc), tileContainer, typeof(TileContainer), true); seed = Mathf.Clamp(seed, 1, 25); if (tileContainer != null) { EditorGUILayout.Space(); EditorGUILayout.LabelField("Tile probability coefficient", EditorStyles.miniLabel); for (int i = 0; i < tileContainer.tileTag.Count; i++) { tilesSlider[i] = EditorGUILayout.Slider(new GUIContent(tileContainer.tileTag[i]), tilesSlider[i], -20f, 20f); } } GUI.enabled = lstmSettingsFile != null && tileContainer != null; if (GUILayout.Button("GENERATE")) { string generateParameters = lstmSettingsFile.name + '\n'; generateParameters += seed.ToString() + '\n'; generateParameters += tileContainer.tileTag.Count.ToString() + "\n"; for (int i = 0; i < tileContainer.tileTag.Count; i++) { generateParameters += tilesSlider[i].ToString() + "\n"; } File.WriteAllText("Assets/LevelGenerator/Files/NetworkFiles/GenerateFile.txt", generateParameters); ProcessStartInfo startInfo = new ProcessStartInfo(); startInfo.WorkingDirectory = Directory.GetCurrentDirectory() + @"\Assets\LevelGenerator\LSTM\"; startInfo.FileName = "Generating.exe"; Process.Start(startInfo).WaitForExit(); LevelReader.ReadLevelFromFile("Assets/LevelGenerator/Files/NetworkFiles/OutputFile.txt", tileContainer); EditorSceneManager.SaveScene(SceneManager.GetActiveScene()); } GUI.enabled = true; }
private bool LoadLevels(out string argErrorMessage) { bool blnResult = false; argErrorMessage = String.Empty; try { LevelReader objLevelReader = new LevelReader(); for (int intIndex = 0; intIndex < objLevelReader.Count; intIndex++) { this.cboLevel.Items.Add(objLevelReader[intIndex]); } blnResult = true; } catch (Exception ex) { argErrorMessage = ex.Message; } return(blnResult); }
/// <summary> /// Inits each variable once, at the beginning of the game. /// Loads the last state of the game, for keeping the player progress. /// </summary> private void Init() { // Add the AdsManager Component to the object _adsManager = gameObject.AddComponent(typeof(AdsManager)) as AdsManager; _categoryLevels = new Dictionary <LEVEL_CATEGORY, List <Level> >(); _categoryMaxLevel = new Dictionary <LEVEL_CATEGORY, LevelTuple>(); for (int i = 1; i <= NUM_CATEGORIES; i++) { LevelTuple lt = new LevelTuple(); lt.currentLevel = 0; lt.maxLevel = 0; _categoryMaxLevel.Add((LEVEL_CATEGORY)i, lt); } _levelReader = new LevelReader(); _coins = 0; _medals = 0; Serializer.Load(); }
public void OpenNewPackWithLevelImport(string path) { LevelReader reader = new LevelReader(path); Level level = reader.Read(); reader.Dispose(); NewPack(); if (level != null) { LevelInfo info = LevelInfo.DefaultInfo; info.Name = Path.GetFileNameWithoutExtension(path); level.Info = info; mPack.Levels.Clear(); mPack.Levels.Add(level); OpenLevel(level); } UpdatePackExplorerView(); }
//Dictionary<int, Sprite> levels = new Dictionary<int, Sprite>(); // Start is called before the first frame update void Start() { testMap = PlayerPrefs.GetInt("isTestMode") == 1 ? true : false; levelReader = GetComponent <LevelReader>(); levels = Resources.LoadAll <Sprite>("levels") as Sprite[]; if (testMap) { levelReader.GetMap(PlayerPrefs.GetString("lastModifiedMap")); } else if (!freeMode) { actualLevel = 1; } else { startLevel = actualLevel; LoadLevel(actualLevel - 1); } }
// Start is called before the first frame update void Start() { this.levelReader = new LevelReader(); // Read JSON + Store level data if (PlayerPrefs.GetString("Path") == null) { Debug.LogError("No level file found"); return; } if (!ReadLevel(PlayerPrefs.GetString("Path"))) { return; } // Set InputQueueObject this.inputQueue = GameObject.Find("InputQueue").GetComponent <InputQueue>(); this.inputQueue.Fill(this.levelReader.input); // Set InstructionSheetObject GameObject instructionSheet = GameObject.Find("InstructionSheet"); instructionSheet.GetComponent <InstructionController>().SetTitle(this.levelReader.title); instructionSheet.GetComponent <InstructionController>().SetInstructions(this.levelReader.instructions); // Set OutputQueueObject this.outputQueue = GameObject.Find("OutputQueue").GetComponent <OutputQueue>(); this.outputQueue.Init(this.levelReader.input); // Set CommandListObject this.commandList = GameObject.Find("CommandList").GetComponent <CommandList>(); this.commandList.Fill(this.levelReader.commands); // Set CommandQueueObject this.commandQueue = GameObject.Find("CommandQueue").GetComponent <CommandQueue>(); this.commandQueue.Init(); this.player = GameObject.Find("Player").GetComponent <PlayerController>(); }
// Start is called before the first frame update void Start() { if (!startLevelSet) { LevelReader.LoadLevel(startLevel); levelNumber = startLevel; startLevelSet = true; } nightTime.SetActive(true); dayTime.SetActive(false); //screens winScreen.SetActive(false); loseScreen.SetActive(false); //buttons toTown.gameObject.SetActive(false); nextLvl.gameObject.SetActive(false); retry.gameObject.SetActive(false); resetButton.SetActive(false); }
public void Start() { GameManager.GetInstance().SetCanvas(cnv); GameManager.GetInstance().CreateTextLevelSelectionMenu(); int diff; // Obtener los datos necesarios para la instancia de botones diff = GameManager.GetInstance().getDifficulty(); completedLevels = GameManager.GetInstance().getCompletedLevelsInDifficulty(diff); lr = new LevelReader(diff); int rawsNumber = lr.GetNumLevels() / numButtons; float origHeight = buttonZone.rect.height; float newHeight = (raws.rect.height * rawsNumber) + ((spacingRaws + topLimit + bottomLimit) * rawsNumber); buttonZone.sizeDelta = new Vector2(buttonZone.rect.width, newHeight); float posY = buttonZone.position.y; float testing = (posY * newHeight) / origHeight; newHeight = (newHeight / GameManager.GetInstance().GetScaling().UnityUds()) / 2; origHeight = (origHeight / GameManager.GetInstance().GetScaling().UnityUds()) / 2; buttonZone.SetPositionAndRotation(new Vector3(buttonZone.position.x, (posY + (origHeight - newHeight))), buttonZone.rotation); // Instanciar líneas InstantiateRaws(rawsNumber); raws.transform.parent = null; raws.gameObject.SetActive(false); }
LevelReader _lr; // Access to the LevelReader to keep the difficulty information /// <summary> /// Sets and instantiate all the variables /// </summary> public void Start() { GameManager.GetInstance().SetCanvas(_cnv); GameManager.GetInstance().CreateTextLevelSelectionMenu(); int diff; // Gets the necesary information for instantiate buttons diff = GameManager.GetInstance().getDifficulty(); // Gets the player's completed levels in this difficulty _completedLevels = GameManager.GetInstance().getCompletedLevelsInDifficulty(diff); // Instantiate values _lr = new LevelReader(diff); int rawsNumber = _lr.GetNumLevels() / _numButtons; float origHeight = _buttonZone.rect.height; float newHeight = (_raws.rect.height * rawsNumber) + ((_spacingRaws + _topLimit + _bottomLimit) * rawsNumber); _buttonZone.sizeDelta = new Vector2(_buttonZone.rect.width, newHeight); float posY = _buttonZone.position.y; float testing = (posY * newHeight) / origHeight; newHeight = (newHeight / GameManager.GetInstance().GetScaling().UnityUds()) / 2; origHeight = (origHeight / GameManager.GetInstance().GetScaling().UnityUds()) / 2; // Sets the position and rotation to the button zone _buttonZone.SetPositionAndRotation(new Vector3(_buttonZone.position.x, (posY + (origHeight - newHeight))), _buttonZone.rotation); // Instantiate raws InstantiateRaws(rawsNumber); }
private void AddLevel(string name, string displayname, int acescore) { PakRecord record = mPakCollection.GetRecord("levels\\" + name + ".dat"); LevelReader reader = new LevelReader(record.Buffer); Level level = reader.Read(); reader.Dispose(); if (level == null) { throw new Exception("Unable to read " + name); } LevelInfo info = new LevelInfo(name, displayname, acescore, -3); level.Info = info; Image bgImage = GetBackground(name); level.Background = bgImage; mPack.Levels.Add(level); }
public void Reset() { reader = new LevelReader(); }