static void Main(string[] args) { List <ICreature> creatures = new List <ICreature>(); creatures.Add(new Hero("Mira", new Bag(), 5, 5)); Scene1 scene1 = new Scene1(creatures); }
private void Window_Loaded(object sender, RoutedEventArgs e) { Mesh = new MeshGeometry(XSize, ZSize, CellSize) { Position = new Vector3D(0, 0, 0), InitialRotationAxis = new Vector3D(0, 0, 0), RotationAxis = new Vector3D(0, 0, 0), RotationSpeed = 0.0, AmbientMaterial = Colors.Black, DiffuseMaterial = Color.FromRgb(150, 150, 150), SpecularMaterial = Colors.Black, Shininess = 30, DrawMode = DrawMode.Fill, LineWidth = 1.0, PointSize = 1.0, UseMaterial = true, UseVertexColors = false, UseTexture = false, TextureScaleX = 1.0, TextureScaleY = 1.0, VertexColorIntensity = 1.0 }; Scene1.Lights[0].Direction = new Vector3D(-3, -2, -1); //Scene1.Camera.Position = new Vector3D(0, 12.0, 42.0); Scene1.Camera = new FixedCamera(new Vector3D(0, 1.5 * PeakHeight, ZSize * CellSize / 2), new Vector3D(0, 2, 0), new Vector3D(0, 1, 0)); Scene1.AddGeometry(Mesh); }
// Update is called once per frame void Update() { GameObject SceneManager = GameObject.FindWithTag("SceneManager"); Scene1 ScoreCounter = SceneManager.GetComponent <Scene1>(); Scene1 ResetOnGoing = SceneManager.GetComponent <Scene1>(); //Reset if (ResetOnGoing.bResetOnGoing == true) { Destroy(gameObject); } //Destroyed if ((iHealth <= 0) && (bAlive)) { aAudioSource.PlayOneShot(aDestroySound, 1.0f); STGEngine.ScoretoAddtoCounter(ScoreCounter.tScoreCounter, 1); if (!bThisIsSmallRubble) { STGEngine.SpawnPrefab(rSmallRubble, this.transform.position, this.transform.rotation, new Vector2(1, -1), 1); STGEngine.SpawnPrefab(rSmallRubble, this.transform.position, this.transform.rotation, new Vector2(-1, -1), 1); } bAlive = false; } if (!bAlive) { gameObject.GetComponent <BoxCollider2D>().isTrigger = true; Destroy(gameObject, 0.1f); } }
public static void SaveScene1(Scene1 scene1) { BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/scene1.data"; FileStream stream = new FileStream(path, FileMode.Create); Scene1Data data = new Scene1Data(scene1); formatter.Serialize(stream, data); stream.Close(); }
// Start is called before the first frame update void Start() { Scene1 scene1 = new Scene1(); Scene2 scene2 = new Scene2(); SceneManagr.addScene(scene1); SceneManagr.addScene(scene2); SceneManagr.go(scene1.StateId, "zzzz"); SceneManagr.go(scene2.StateId, "xxxx"); }
protected override void Initialize() { base.Initialize(); Scene.SetDefaultDesignResolution(320, 320, Scene.SceneResolutionPolicy.ShowAllPixelPerfect); Scenes = new Dictionary <string, Func <Scene> > { { "1", () => new Scene1() }, }; Scene = new Scene1(); }
void Awake() { if (master == null) { DontDestroyOnLoad(gameObject); master = this; Scene1 = GetComponent <Scene1>().GetThis(); } else if (master != this) { Destroy(gameObject); } }
// Update is called once per frame void Update() { GameObject SceneManager = GameObject.FindWithTag("SceneManager"); Scene1 ResetOnGoing = SceneManager.GetComponent <Scene1>(); //Reset if (ResetOnGoing.bResetOnGoing == true) { Destroy(gameObject); } if (bMissile) //A Missile Type { AIFrames.EventAIStart(); switch (AIFrames.iMovementStage) { case 1: STGEngine.ShootAiming("Player"); GameObject Target = GameObject.Find("Player"); if (Target) { vLockon = new Vector2(Target.transform.position.x, Target.transform.position.y); } else { //Debug.Log("No Target"); } if (!bMissileDeployedSound) { aAudioSource.PlayOneShot(aReadySound, 2); bMissileDeployedSound = true; } AIFrames.EventMoveEnd(2); break; case 2: if (!bMissileShootSound) { aAudioSource.PlayOneShot(aShootSound, 2); bMissileShootSound = true; } STGEngine.MoveTowards(vLockon, 10.0f); if ((this.transform.position.x == vLockon.x) && (this.transform.position.y == vLockon.y)) { STGEngine.ShootAround(rExplosion, 10, 5.0f); Destroy(gameObject); } break; } } }
// Update is called once per frame void Update() { GameObject SceneManager = GameObject.FindWithTag("SceneManager"); Scene1 ScoreCounter = SceneManager.GetComponent <Scene1>(); Scene1 ResetOnGoing = SceneManager.GetComponent <Scene1>(); //Reset if (ResetOnGoing.bResetOnGoing == true) { Destroy(gameObject); } AIFrames.EventAIStart(); switch (AIFrames.iMovementStage) { case 1: if (iHealth > 0) { STGEngine.ShootConBullet(rMainProjec, new Vector2(0, -1.0f), fShipFireRate, 5.0f); STGEngine.ShootSoundBullet(aBasicShootSound, fShipFireRate); } break; } if ((this.transform.position.y <= 1)) { Destroy(gameObject); } if ((iHealth <= 0) && (bAlive)) { aAudioSource.PlayOneShot(aDestroySound, 1.0f); STGEngine.ScoretoAddtoCounter(ScoreCounter.tScoreCounter, 5); bAlive = false; } if (!bAlive) { fDeathSpin += 5f; rThisBody.bodyType = RigidbodyType2D.Dynamic; this.transform.rotation = Quaternion.Euler(180, 0, fDeathSpin); gameObject.GetComponent <BoxCollider2D>().isTrigger = true; Destroy(gameObject, 1.0f); } }
static void Main(string[] args) { //Scene1 Scene1 scene1 = new Scene1(); char[] choicesScene1; choicesScene1 = scene1.ExecuteScene1(); //Scene2 Scene2 scene2 = new Scene2(); char[] choicesScene2; choicesScene2 = scene2.ExecuteScene2(choicesScene1); Console.WriteLine("************ RESULTS ************"); Console.WriteLine("SCENE 1: Choice 1 = " + choicesScene1[0] + " Choice 2 = " + choicesScene1[1] + " Choice 3 = " + choicesScene1[2]); Console.WriteLine("SCENE 2: Choice 4 = " + choicesScene2[0]); }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); soundCenter = new SoundCenter(this); font = Content.Load <SpriteFont>("MyFont"); Services.AddService(typeof(SpriteBatch), spriteBatch); Services.AddService(typeof(SoundCenter), soundCenter); Services.AddService(typeof(SpriteFont), font); scene0 = new Scene0(this); scene1 = new Scene1(this, screenWidth, screenHeight, 1); scene2 = new Scene2(this, screenWidth, screenHeight); scene2.Hide(); scene1.Hide(); scene0.Show(); Components.Add(scene0); Components.Add(scene1); Components.Add(scene2); }
protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); _device = _graphics.GraphicsDevice; ScreenWidth = _device.PresentationParameters.BackBufferWidth; ScreenHeight = _device.PresentationParameters.BackBufferHeight; _soundCenter = new SoundCenter(this); _textureCenter = new TextureCenter(this); _font = Content.Load <SpriteFont>("MyFont"); Services.AddService(typeof(SpriteBatch), _spriteBatch); Services.AddService(typeof(SoundCenter), _soundCenter); Services.AddService(typeof(SpriteFont), _font); Services.AddService(typeof(TextureCenter), _textureCenter); _scene0 = new Scene0(this); _scene1 = new Scene1(this, _device); _scene1.Hide(); _scene0.Show(); Components.Add(_scene0); Components.Add(_scene1); }
public void Run() { // Altseedを初期化する。 asd.Engine.Initialize("Transition_Fade", 640, 480, new asd.EngineOption()); // シーンのインスタンスを生成する。 var scene = new Scene1(); // シーンをシーン1に設定する。 asd.Engine.ChangeScene(scene); // Altseedのウインドウが閉じられていないか確認する。 while (asd.Engine.DoEvents()) { // Altseedを更新する。 asd.Engine.Update(); } // Altseedを終了する。 asd.Engine.Terminate(); }
private void CompositionTarget_Rendering(Object sender, EventArgs e) { if (!Rendering) { return; } double h; for (int I = 0; I < XSize; I++) { if (UseFastSimplex) { h = PeakHeight * FastSimplexNoise.WideNoise2D(I * Scale * CellSize / 2, ZOff / 2, Roughness, 0.5, 1) - 0.3; } else if (UseOpenSimplex) { h = PeakHeight * OpenSimplexNoise.WideNoise2D(I * Scale * CellSize, ZOff, Roughness, 0.5, 1) - 0.3; } else { h = PeakHeight * PerlinNoise.WideNoise2D(I * Scale * CellSize, ZOff, Roughness, 0.5, 1) - 0.3; } if (h < 0) { h = 0.05; } Elevations[I, 0] = h; for (int J = ZSize - 1; J > 0; J--) { Elevations[I, J] = Elevations[I, J - 1]; } } ZOff -= Scale * CellSize; Mesh.Heights = Elevations; GC.Collect(); Mesh.GenerateGeometry(Scene1); //Render the scene. Scene1.Render(); }
private void CreateScene() { var cache = ResourceCache; BrickScene = new Scene(); BrickScene.CreateComponent <Octree>(); BrickScene.CreateComponent <DebugRenderer>(); scene1 = new Scene1(); scene1.CreateListOfBlocks(BrickScene); // Create a Zone component for ambient lighting & fog control var zoneNode = BrickScene.CreateChild("Zone"); var zone = zoneNode.CreateComponent <Zone>(); zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f)); zone.AmbientColor = new Color(0.15f, 0.15f, 0.15f); zone.FogColor = new Color(0.5f, 0.5f, 0.7f); zone.FogStart = 100.0f; zone.FogEnd = 300.0f; // Create a directional light to the world. Enable cascaded shadows on it var lightNode = BrickScene.CreateChild("DirectionalLight"); lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f)); var light = lightNode.CreateComponent <Light>(); light.LightType = LightType.Directional; light.CastShadows = true; light.ShadowBias = new BiasParameters(0.00025f, 0.5f); // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance light.ShadowCascade = new CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f); // Create Jack node that will follow the path jackNode = BrickScene.CreateChild("Jack"); jackNode.Position = new Vector3(15.0f, 15.0f, 20.0f); AnimatedModel modelObject = jackNode.CreateComponent <AnimatedModel>(); //modelObject.Model = cache.GetModel("Models/Jack.mdl"); modelObject.SetMaterial(cache.GetMaterial("Materials/Moon.xml")); modelObject.CastShadows = true; // Create a NavigationMesh component to the scene root NavigationMesh navMesh = BrickScene.CreateComponent <NavigationMesh>(); // Create a Navigable component to the scene root. This tags all of the geometry in the scene as being part of the // navigation mesh. By default this is recursive, but the recursion could be turned off from Navigable BrickScene.CreateComponent <Navigable>(); // Add padding to the navigation mesh in Y-direction so that we can add objects on top of the tallest boxes // in the scene and still update the mesh correctly navMesh.Padding = new Vector3(0.0f, 10.0f, 0.0f); // Create the camera. Limit far clip distance to match the fog CameraNode = BrickScene.CreateChild("Camera"); Camera camera = CameraNode.CreateComponent <Camera>(); camera.FarClip = 300.0f; // Set an initial position for the camera scene node above the plane CameraNode.Position = new Vector3(57.48847f, 60.82811f, -60.87394f); // CameraNode.Rotation = new Quaternion(29.3f, 1.1f, 0.0f); var n = BrickScene.CreateChild("gui"); var b = new Urho.Gui.Button(); //b. ///var b = new UrhoSharp.Gu /// var bnNode = BrickScene.CreateChild("button"); var btn = new Button(); btn.CreateButton("newBtn"); btn.SetSize(500, 500); // bnNode.AddChild(btn); }
// Update is called once per frame void Update() { MovementScript Move = gameObject.AddComponent <MovementScript>(); ShootingMechanics Shoot = gameObject.AddComponent <ShootingMechanics>(); GameObject SceneManager = GameObject.FindWithTag("SceneManager"); Scene1 ScoreCounter = SceneManager.GetComponent <Scene1>(); Scene1 ResetOnGoing = SceneManager.GetComponent <Scene1>(); //Reset if (ResetOnGoing.bResetOnGoing == true) { Destroy(gameObject); } fCooldownFireRate--; AIFrames.EventAIStart(); if (iHealth > 0) { switch (AIFrames.iMovementStage) { case 1: Move.Towards(new Vector2(0, 0), 1); Shoot.AroundSwirl(rMainProjec, 10, 4); AIFrames.EventMoveEnd(12.0f); break; case 2: Move.Towards(new Vector2(-2.0f, 0), 1); STGEngine.ShootAroundSwirl(rMainProjec, 20, 0.05f, 4, 1, false); AIFrames.EventMoveEnd(2.0f); break; case 3: Shoot.Around(rMainProjec, 20, 4); AIFrames.EventMoveEnd(0.0f); break; case 4: STGEngine.MoveTowards(new Vector2(2.0f, 0), 1); STGEngine.ShootAroundSwirl(rMainProjec, 20, 0.05f, 4, 1, true); AIFrames.EventMoveEnd(2.0f); break; case 5: STGEngine.ShootAround(rMainProjec, 20, 4, 1); AIFrames.EventMoveEnd(2.0f); break; case 6: STGEngine.ShootAimed(rMainProjec, "Player", 10); AIFrames.EventMoveEnd(2.0f); break; case 7: //STGEngine.ShootAimedLeading(rMainProjec, "Player", 10); AIFrames.EventMoveEnd(2.0f); break; case 8: STGEngine.MoveTowards(new Vector2(0, 1), 1); AIFrames.EventMoveEnd(2.0f); break; case 9: STGEngine.ShootAroundSwirl(rMissileProjec, 20, 0.1f, 1, 1, false); AIFrames.EventMoveEnd(1.0f); break; case 10: AIFrames.EventMoveEnd(5.0f); break; case 11: AIFrames.EventMoveStart(2); break; } } //Destroyed if ((iHealth <= 0) && (bAlive)) { aAudioSource.PlayOneShot(aDestroySound, 1.0f); STGEngine.ScoretoAddtoCounter(ScoreCounter.tScoreCounter, 5); bAlive = false; } if (!bAlive) { fDeathSpin += 5f; rThisBody.bodyType = RigidbodyType2D.Dynamic; this.transform.rotation = Quaternion.Euler(180, 0, fDeathSpin); gameObject.GetComponent <CapsuleCollider2D>().isTrigger = true; Destroy(gameObject, 1.0f); } }
protected override void Initialize() { base.Initialize(); scene = new Scene1(); }
void Start() { guiS3 = GameObject.Find("Main Camera").GetComponent<GUIS3>(); clockBehaviour = guiS3.clockBehaviour; Debug.Log("clockb " + clockBehaviour); scene1 = GetComponent<Scene1>(); scene2 = GetComponent<Scene2>(); scene3 = GameObject.Find("Main Camera").GetComponent<Scene3>(); company = GameObject.Find("Company"); left = GameObject.Find("Left"); bottomLeft = GameObject.Find("BottomLeft"); extraBottomLeft = GameObject.Find("ExtraBottomLeft"); top = GameObject.Find("Top"); middle = GameObject.Find("Middle"); bottom = GameObject.Find("Bottom"); topRight = GameObject.Find("TopRight"); right = GameObject.Find("Right"); bottomRight = GameObject.Find("BottomRight"); extraTopRight = GameObject.Find("ExtraTopRight");; terrain = GameObject.Find("HGVTerrain"); //terrainHint = GameObject.Find("TerrainHint"); // time = 0; // startPosition = transform.position; startRotation = transform.eulerAngles; // // initialRotation = 90; // rotation = initialRotation; rotSecond = 3; moveAmount = 40; moveSecond = 0; nonDiagonalTime = 1; diagonalTime = Mathf.Sqrt(nonDiagonalTime * nonDiagonalTime * 2); // clicked = false; // // x = -40; // z = 40; // // xCounter = 0; // zCounter = 0; // locationCounter = new int[2]; // // locationCounter[0] = 0; // // locationCounter[1] = 0; arrivedLocation = new List<int[]>(); //arrivedLocation.Add(new int[]{locationCounter[0], locationCounter[1]}); scene = Scene.scene1; }
public Scene1Data (Scene1 scene1) { RedKeyIsPickedUp = Scene1.RedKeyIsPickedUp; YellowKeyIsPickedUp = Scene1.YellowKeyIsPickedUp; }