/// <summary> /// Changes the game's state. /// Essentially transitions the screen from one to another one (intro to menu, etc...) /// </summary> /// <param name="st"></param> public void ChangeState(GameStates st) { Sounder s = Sounder.Instance(); switch (gameState) { case GameStates.Prepare: s.musicA.Stop(); break; case GameStates.Game: s.musicA.Stop(); Director d = Director.Instance(); d.Release(); // ??? <-- It sorta defeats the purpose of making all of those object pools if I just delete them like this... RemoveAllThings(); break; } // if (gameStateMap.ContainsKey(gameState)) { gameStateMap[gameState].SetActive(false); } // gameState = st; stateTime = 0; // ChangeModeState(GameStateModes.Beginning); // if (gameStateMap.ContainsKey(gameState)) { gameStateMap[gameState].SetActive(true); } // switch (gameState) { case GameStates.Prepare: s.PlayMusic("jazzy"); Designer de = Designer.Instance(); de.SetupScreen(Database.Instance().QueryLevelInfo("Level 1")); // ??? <-- BAD. break; case GameStates.Game: s.PlayMusic("emphasis"); GameObject go; go = new GameObject("Director"); go.transform.parent = this.transform; go.AddComponent <Director>(); break; } }
void Start() { //Don't add sounder to every object that needs it //Better attach it to some kind of GameManager and do Events mic = GetComponent <Sounder>(); sprite = GetComponent <SpriteRenderer>(); state = States.micNotRecording; }
public static Sounder GetSounder() { if (sounder == null) { sounder = new Sounder(); } return(sounder); }
void Awake() { if (instance != null) { Destroy(gameObject); return; } instance = this; DontDestroyOnLoad(gameObject); }
public override void OnSpawn(Actor by = null) { base.OnSpawn(by); // tr.Clear(); power = 10.0f; existPeriod = 2.5f * Helper.SECOND; Sounder.Instance().PlaySound("pellet_shoot"); }
public SounderGump(Mobile owner, Sounder device, int[] sounds) : base(25, 25) { owner.CloseGump(typeof(SounderGump)); Closable = true; Disposable = true; Dragable = true; Resizable = false; m_Owner = owner; m_Sounder = device; int[] g_Sounds = new int[10]; g_Sounds = sounds; string str; AddPage(0); AddBackground(0, 0, 200, 320, 0x13BE); AddImageTiled(46, 28, 108, 230, 0x98D); AddLabel(50, 292, 0, "Cancel"); AddButton(18, 290, 0xFB1, 0xFB3, 0, GumpButtonType.Reply, 0); AddLabel(136, 292, 0, "Accept"); AddButton(104, 290, 0xFB7, 0xFB9, 1, GumpButtonType.Reply, 0); AddLabel(50, 267, 0, "Props"); AddButton(18, 265, 0xFAB, 0xFAD, 2, GumpButtonType.Reply, 0); AddLabel(136, 267, 0, "Sort"); AddButton(104, 265, 0xFA8, 0xFAA, 3, GumpButtonType.Reply, 0); AddLabel(12, 6, 0, "Del"); AddLabel(65, 6, 0, "Sound List"); AddLabel(160, 6, 0, "Play"); for (int i = 0; i < 10; i++) { if (g_Sounds[i] >= 0) { str = g_Sounds[i].ToString(); } else { str = null; } AddButton(9, (23 * i) + 30, 0xFB4, 0xFB6, 10 + i, GumpButtonType.Reply, 0); AddTextEntry(54, (23 * i) + 30, 80, 19, 0, i, str); AddButton(160, (23 * i) + 30, 0xFAE, 0xFB0, 20 + i, GumpButtonType.Reply, 0); } }
/// <summary> /// The core has a special counter-attack that triggers whenever it is attacked. /// This minimizes the deadliness of a "swarm" of creeps finding the core. /// However, this also means ONE creep is just about as deadly as ten, /// since the number of counter-attacks are relative to the amount of attackers. /// </summary> /// <param name="c"></param> public override void OnAttacked(Creep c) { base.OnAttacked(c); // Director d = Director.Instance(); EnergyBurst eb = d.CreateDamageArea <EnergyBurst>(Helper.DEADZONE); eb.pos = pos; eb.OnSpawn(); // *** This does not get an object pool because there can be ANY number of creeps hitting a core-- And they won't all necessarily be hitting it at once. Sounder.Instance().PlaySound("core_damage"); }
void Init() { state = States.NotInitialized; mic = GetComponent <Sounder>(); eventSystem = GetComponent <IgorEventSystemS>(); _newSound = true; audioSource = GetComponent <AudioSource>(); audioSource.Play(); if (!audioSource.isPlaying) { Debug.Log("Not playing"); } audioSource = gameObject.AddComponent <AudioSource>(); audioSource.playOnAwake = false; audioSource.loop = false; audioSource.volume = 0.5f; string[] controllers = Input.GetJoystickNames(); if (controllers.Length > 0) { playerControl = new Pad(); Debug.Log("Pad connected!"); } else { playerControl = new Keyboard(); Debug.Log("Keybard Connected"); } lastTimePlayedDroplets = 0f; player = GameObject.Find("Player").GetComponent <Player>(); points = 0; Text[] tempTab = GetComponentsInChildren <Text>(); foreach (Text t in tempTab) { if (t.gameObject.name == "Score") { pointsText = t; } } pointsText.text = "0"; endScreen = GetComponentInChildren <EndScreen>(); endScreen.gameObject.SetActive(false); state = States.GameInitialized; }
private void SounderPanel_Paint(object sender, PaintEventArgs e) { var g = e.Graphics; try { float drawX = 0; for (var i = 0; i < CurLVL.Height - 1; i++) { var drawX2 = drawX + (Sounderwidth / (CurLVL.Height - 1)); g.DrawLine(new Pen(Color.White, 2), drawX, Convert.ToSingle(CurLVL.DeepArray[Sounder.GetSounder().Row, i].Text) / 10, drawX2, Convert.ToSingle(CurLVL.DeepArray[Sounder.GetSounder().Row, i + 1].Text) / 10); drawX = drawX2; } DrawPoint(g); } catch (NullReferenceException) { } }
// Use this for initialization void Start() { if (instance == null && this != instance) { instance = this; } else { Destroy(this.gameObject); return; } // DontDestroyOnLoad(this.gameObject); Initialize(); }
private void SetSounderCord(Point point) { for (var y = 0; y < CurLvl.Height; y++) { for (var x = 0; x < CurLvl.Widgth; x++) { var r = new Rectangle(CurLvl.DeepArray[x, y].Location, new System.Drawing.Size(40, 23)); if (!r.IntersectsWith(new Rectangle(point, new System.Drawing.Size(1, 1)))) { continue; } Sounder.GetSounder().Column = y; Sounder.GetSounder().Row = x; _player.EquipedRoad.CurrentDeep = Convert.ToInt32(CurLvl.DeepArray[x, y].Text); gui.LureDeepValue = _player.EquipedRoad.CurrentDeep; } } }
private void DrawPoint(Graphics g) { var player = Player.GetPlayer(); float coef = 0; var height = 23 * CurLVL.Height; if (height >= Sounderwidth) { coef = Sounderwidth / height; } if (height < Sounderwidth) { coef = height / Sounderwidth; } float x = Sounder.GetSounder().Column *(Sounderwidth / CurLVL.Height); g.DrawEllipse(new Pen(Color.Black), x, Player.GetPlayer().EquipedRoad.CurrentDeep / 10 - 4, 4, 4); }
public void ChangeMusic(Sounder sound) { targetSound = sound; if (targetSound != currentSound) { while (currentSound.source.volume > 0.1f) { currentSound.source.volume = Mathf.Lerp(currentSound.source.volume, 0, Time.deltaTime); targetSound.source.volume = Mathf.Lerp(targetSound.source.volume, targetSound.targetVolume, Time.deltaTime); } currentSound.source.volume = 0; targetSound.source.enabled = false; targetSound.source.enabled = true; targetSound.source.volume = targetSound.targetVolume; currentSound = targetSound; } }
// Use this for initialization void Start() { _instance = this; for (int i = 0; i < sounders.Length; i++) { sounders[i].source = gameObject.AddComponent <AudioSource>(); sounders[i].source.clip = sounders[i].song; sounders[i].source.playOnAwake = true; sounders[i].source.loop = true; sounders[i].source.volume = 0; } currentSound = sounders[0]; targetSound = sounders[0]; ChangeMusic(sounders[0]); currentSound.source.enabled = false; currentSound.source.enabled = true; currentSound.source.volume = currentSound.targetVolume; }
void Start() { GameManager.eventSystem.Subscribe("GameInitialized", StartGenerating); GameManager.eventSystem.Subscribe("PlayerDied", StopGenerating); MAP_WIDTH = (Camera.main.ScreenToWorldPoint(new Vector3(Camera.main.pixelWidth, 0, 5)) - Camera.main.ScreenToWorldPoint(new Vector3(0, 0, 5))).x + MAP_WIDTH_APPEND; SAMPLING = (int)((MAP_WIDTH * 2) / DISTANCE); lowerOffset = new Vector3(0, MAP_BEGINNING_Y, 0); upperOffset = new Vector3(0, MAP_END_Y, 0); depperOffset = new Vector3(0, 0, MAP_DEPTH); ceilingObject = transform.FindChild("Ceiling").gameObject; floorObject = transform.FindChild("Floor").gameObject; narrowingObject = transform.FindChild("Narrowing").gameObject; MAP_HEIGHT = ceilingObject.transform.position.y - floorObject.transform.position.y; firstToMiddleLowOffset = depperOffset + new Vector3(0, (MAP_HEIGHT - NARROWING_HEIGHT) / 2, NARROWING_DEPTH); firstToMiddleUpOffset = depperOffset + new Vector3(0, (MAP_HEIGHT + NARROWING_HEIGHT) / 2, NARROWING_DEPTH); firstToUpOffset = depperOffset + new Vector3(0, MAP_HEIGHT, 0); spawner = gameObject.GetComponentInChildren <ObstacleSpawner>(); array = GenerateSinToArray(SAMPLING, 12, phasa); Debug.Log("sampling"); Debug.Log(SAMPLING); Debug.Log(array.Length); phasa += 12; sounder = GameManager.mic; textureWidth = 10; CreateVerticesFromArray(array); UpdateFloorMesh(); UpdateCeilingMesh(); UpdateNarrowingMesh(); }
public SounderGump(Mobile owner, Sounder device) : this(owner, device, device.Sounds) { }
public override void OnMiss(Obstruction c) { base.OnMiss(c); // Sounder.Instance().PlaySound("pellet_hit_wall"); }
public override void OnHit(Creep c) { base.OnHit(c); // Sounder.Instance().PlaySound("pellet_hit_creep"); }