예제 #1
0
 private void InitializeGameState()
 {
     // Load the game states here
     _system.AddState("texture_test", new MultipleTexturesState(_textureManager));
     _system.AddState("sound_test", new SoundTestState(_soundManager));
     _system.ChangeState("sound_test");
 }
예제 #2
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 private void InitializeGameState()
 {
     //Load Game States
     _system.AddState("start_menu", new StartMenuState(_titleFont, _generalFont, _computerFont, _input, _system, _persistantGameData));
     _system.AddState("inner_game", new InnerGameState(_system, _input, _persistantGameData, _generalFont, _textureManager, _soundManager));
     _system.AddState("game_over", new GameOverState(_persistantGameData, _system, _input, _generalFont, _titleFont));
     _system.ChangeState("start_menu");//default state
 }
 private void InitializeGameState()
 {
     // Game states are loaded here
     _system.AddState("start_menu", new StartMenuState(_titleFont, _generalFont, _input, _system));
     _system.AddState("inner_game", new InnerGameState(_system, _input, _persistantGameData, _generalFont));
     _system.AddState("game_over", new GameOverState(_persistantGameData, _system, _input, _generalFont, _titleFont));
     _system.ChangeState("start_menu");
 }
예제 #4
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 private void InitEditStates()
 {
     _editState.AddState("default", new DefaultEditState(_input, _scene.NavMesh));
     _editState.AddState("add_vertex", new AddVertexState(_input, _scene.NavMesh));
     _editState.AddState("add_link", new AddLinkState(_input, _scene.NavMesh));
     _editState.AddState("add_polygon", new AddPolygonState(_input, _scene.NavMesh));
     _editState.ChangeState("default");
 }
예제 #5
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 private void InitializeGameState()
 {
     // Load game states here
     _system.AddState("start_menu", new StartMenuState(_font, _titleFont, _generalFont, _input, _system, _soundManager));
     _system.AddState("inner_game", new InnerGameState(_input, _system, _textureManager, _soundManager, _levelManager, _persistantGameData, _font, _titleFont));
     _system.AddState("game_over", new GameOverState(_persistantGameData, _system, _input, _generalFont, _titleFont, _soundManager));
     _system.ChangeState("start_menu");
 }
예제 #6
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 private void InitializeGameState()
 {
     // Game states are loaded here
     _system.AddState("start_menu", new StartMenuState(_titleFont, _generalFont, _input, _system));
     _system.AddState("inner_game", new InnerGameState(_system, _input, _textureManager, _persistantGameData, _generalFont));
     _system.AddState("game_over", new GameOverState(_persistantGameData, _system, _input, _generalFont, _titleFont));
     _system.AddState("help_state", new CreditState(_persistantGameData, _system, _input, _generalFont, _titleFont));
     _system.AddState("kabajie", new KabajiEgara(_persistantGameData, _system, _input, _generalFont, _titleFont));
     _system.ChangeState("start_menu");
 }
        private void InitializeGameState()
        {
            //Load Game States
            _system.AddState("sound_test_state", new SoundTestState(_soundManager));
            _system.AddState("input_test_state", new InputTestState());
            _system.AddState("mouse_test_state", new MouseTestState(_input));
            _system.AddState("keyboard_test_state", new KeyboardTestState(_input));

            _system.ChangeState("keyboard_test_state");
        }
예제 #8
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        private void InitializeGameState()
        {
            //Game states loaded here
            _system.AddState("start_menu", new StartMenuState(_fontManager, _input, _system));
            _system.AddState("inner_game", new InnerGameState(_system, _input, _persistantGameData, _fontManager, _textureManager));
            _system.AddState("game_over", new GameOverState(_persistantGameData, _system, _input, _fontManager));


            _system.ChangeState("start_menu");
        }
예제 #9
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 /// <summary>
 /// 初始化游戏状态
 /// </summary>
 private void InitializeGameState(Size _windowSize)
 {
     // Game states are loaded here
     _system.AddState("start_menu", new StartMenuState(_titleFont, _generalFont, _input, _system, _textureManager, _windowSize));
     _system.AddState("inner_game", new InnerGameState(_system, _input, _textureManager, _persistantGameData, _generalFont, _titleFont, _windowSize));
     _system.AddState("game_over", new GameOverState(_persistantGameData, _system, _input, _generalFont, _titleFont));
     //system.AddState("circle_state", new CircleIntersectionState(_input));
     //_system.AddState("mouse_test", new MouseButtonState(_input));
     _system.ChangeState("start_menu");
     //_system.ChangeState("circle_state");
     //_system.ChangeState("mouse_test");
 }
예제 #10
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    public void InitStateSystem()         //初始化管理员
    {
        IdleState idle = new IdleState(this.gameObject, this);

        idle.AddTransition(Transition.eTransiton_Object_Walk, StateID.eStateID_Object_Walk);

        WalkState walk = new WalkState(this.gameObject, this);

        walk.AddTransition(Transition.eTransiton_Object_Idle, StateID.eStateID_Object_Idle);

        m_StateSystem = new StateSystem();
        m_StateSystem.AddState(idle);
        m_StateSystem.AddState(walk);
    }
예제 #11
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파일: Form1.cs 프로젝트: Biobots/CA
        public Form1()
        {
            _fastLoop = new FastLoop(GameLoop);
            _system   = new StateSystem();

            InitializeComponent();
            Stage.InitializeContexts();
            Setup2DGraphics(ClientSize.Width, ClientSize.Height);
            Sys.LoadMap();
            Sys.InitializeMap();

            Sys.halfHeight = ClientSize.Height / 2;
            Sys.halfWidth  = ClientSize.Width / 2;

            Sys.preX = ClientSize.Width / Sys.currentMap.map.GetLength(0);
            Sys.preY = ClientSize.Height / Sys.currentMap.map.GetLength(1);

            Gl.glScalef(0.02f / Sys.preX, 0.02f / Sys.preY, 1);

            _system.AddState("map", Sys.currentMap);
            _system.ChangeState("map");

            Form2 frm = new Form2();

            frm.Show();

            timer1.Enabled = true;
            //Gl.glTranslatef(-ClientSize.Width / 2, -ClientSize.Height / 2, 0);
        }
예제 #12
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        public void StateSystemExists()
        {
            StateSystem _system = new StateSystem();

            _system.AddState("splash", new SplashScreenState(_system));
            _system.AddState("title", new SplashScreenState(_system));
            _system.AddState("playing", new SplashScreenState(_system));
            _system.AddState("settings", new SplashScreenState(_system));

            Assert.IsTrue(
                _system.Exists("splash") &&
                _system.Exists("title") &&
                _system.Exists("playing") &&
                _system.Exists("settings")
                );
        }
예제 #13
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        public void CreateState()
        {
            StateSystem     stateSystem     = new StateSystem();
            DrawSpriteState drawSpriteState = new DrawSpriteState();

            stateSystem.AddState("drawSprite", drawSpriteState);
            stateSystem.ChangeState("drawSprite");
        }
예제 #14
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 private void StateInit()
 {
     for (int i = 0; i < _trans.childCount; i++)
     {
         BaseState state = _trans.GetChild(i).GetComponent <BaseState>();
         _system.AddState(state);
     }
 }
예제 #15
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        public void CreateState()
        {
            StateSystem stateSystem = new StateSystem();
            DrawSpriteState drawSpriteState = new DrawSpriteState();

            stateSystem.AddState("drawSprite", drawSpriteState);
            stateSystem.ChangeState("drawSprite");
        }
        public void InitializeInnerStateSystem()
        {
            _innerStateSystem.AddState("paused", new InnerMenuState(
                                           _input,
                                           _fontManager,
                                           _innerStateSystem));

            _innerStateSystem.AddState("unpaused", new InnerGameplayState(
                                           _input,
                                           _fontManager,
                                           _textureManager,
                                           _innerStateSystem,
                                           _gameData,
                                           _renderer));

            _innerStateSystem.ChangeState("unpaused");
        }
예제 #17
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        private static void InitializeStates()
        {
            stateSystem = new StateSystem();

            stateSystem.AddState("game", new GameState());

            stateSystem.SetCurrentState("game");
        }
예제 #18
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        private static void InitializeStates()
        {
            StateSystem = new StateSystem();
            StateSystem.RenderWindow = RenderWindow;

            StateSystem.AddState("animation_group_state", new AnimationGroupState());

            StateSystem.SetCurrentState("animation_group_state");
        }
예제 #19
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        public void StateSystemUpdateTest()
        {
            stateSystemUpdate = new StateSystem();

            stateSystemUpdate.AddState("drawSprite", new DrawSpriteState());
            stateSystemUpdate.ChangeState("drawSprite");

            FastLoop fastLoop = new FastLoop(GameLoopTest);
        }
    public void TestAddedStateExists()
    {
        StateSystem stateSystem = new StateSystem();

        stateSystem.AddState("splash", new SplashScreenState(stateSystem));

        // Does the added function now exist?
        Assert.IsTrue(stateSystem.Exists("splash"));
    }
예제 #21
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        private static void InitializeStates()
        {
            StateSystem = new StateSystem();
            StateSystem.RenderWindow = RenderWindow;

            StateSystem.AddState("animated_tile_state", new AnimatedTileTestState());

            StateSystem.SetCurrentState("animated_tile_state");
        }
예제 #22
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        public void StateSystemChangeWorks()
        {
            StateSystem stateSystem = new StateSystem();

            stateSystem.AddState("splash", new SplashScreenState(stateSystem));
            stateSystem.ChangeState("splash");

            Assert.True(true);
        }
        private void InitializeGameState()
        {
            //Game states loaded here
            _system.AddState("main_menu_state", new MainMenuState(
                                 _input,
                                 _fontManager,
                                 _system));

            _system.AddState("inner_game_state", new InnerGameState(
                                 _input,
                                 _system,
                                 _textureManager,
                                 _fontManager,
                                 _gameData));


            _system.ChangeState("main_menu_state");
        }
예제 #24
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        public void StateSystemUpdateTest()
        {
            stateSystemUpdate = new StateSystem();

            stateSystemUpdate.AddState("drawSprite", new DrawSpriteState());
            stateSystemUpdate.ChangeState("drawSprite");

            FastLoop fastLoop = new FastLoop(GameLoopTest);
        }
예제 #25
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        private static void InitializeStates()
        {
            StateSystem = new StateSystem();
            StateSystem.RenderWindow = RenderWindow;

            //StateSystem.AddState("top_view_state", new TopViewMapState());
            //StateSystem.AddState("parallax_screen_state", new ParallaxScreenState());
            StateSystem.AddState("character_animation_state", new CharacterAnimationState());

            //StateSystem.SetCurrentState("top_view_state");
            //StateSystem.SetCurrentState("parallax_screen_state");
            StateSystem.SetCurrentState("character_animation_state");
        }
예제 #26
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        private void InitializeGameState()
        {
            // Game states are loaded here

            // start_state - draw some custom convex polygons and perform an intersection test
            // on each one.
            _system.AddState("start_state", new PolygonCreateState(_input));
            // second try - draw one custom poly and work out a graph of nodes for path finding.
            _system.AddState("second_try", new NavMeshCreateState(_input));

            // setup - create a poly with node set for the second state
            // test path - choose some nodes and plots a path between them
            _system.AddState("setup", new PathTest.SetupStatePathCreation(_input, _system, _pathData));
            _system.AddState("test_path", new PathTest.PathCreationState(_input, _pathData, _numberFont));

            // thid time
            _system.AddState("third_time", new ConvexPolyDrawer.ConvexPolyDrawerState(_input, _pathFinder, _system));
            _system.AddState("pathfinder", new ConvexPolyDrawer.PathFinderState(_input, _pathFinder, _numberFont));

            _system.ChangeState("third_time");
        }
예제 #27
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        public void TestAddedStateExists()
        {
            var stateSystem = new StateSystem();

            stateSystem.AddState("splash", new SplashScreenState(stateSystem));
        }
예제 #28
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        static void Main(string[] args)
        {
            Game.ClientSize = new Size(1280, 720);

            //load textures
            TextureManager.LoadTexture("face", "./Assets/face.tif");
            TextureManager.LoadTexture("face_alpha", "./Assets/face_alpha.tif");

            //create state system
            System.AddState("splash", new SplashScreenState(System));
            System.AddState("title_menu", new TitleScreenState());
            System.AddState("sprite_test", new DrawSpriteState(TextureManager));
            System.AddState("test_sprite_class", new TestSpriteClassState(TextureManager));

            //set init state
            System.ChangeState("test_sprite_class");

            //set up events
            Game.Load += (sender, e) =>
            {
                Game.VSync = VSyncMode.On;
            };
            Setup2D(Game.Width, Game.Height);

            Game.Resize += (sender, e) =>
            {
                GL.Viewport(0, 0, Game.Width, Game.Height);
                Setup2D(Game.Width, Game.Height);
            };

            Game.UpdateFrame += (sender, e) =>
            {
                // add game logic, input handling
                if (Game.Keyboard[Key.Escape])
                {
                    Game.Exit();
                }
                if (Game.Keyboard[Key.AltRight] && Game.Keyboard[Key.Enter])
                {
                    if (Game.WindowState == WindowState.Normal)
                    {
                        Game.WindowState = WindowState.Fullscreen;
                    }
                    else
                    {
                        Game.WindowState = WindowState.Normal;
                    }
                }

                System.Update(e.Time);
            };

            Game.RenderFrame += (sender, e) =>
            {
                System.Render();
                Game.SwapBuffers();
            };

            // Run the game at 60 updates per second
            Game.Run(60.0);
            Game.Dispose();
        }
 private void InitializeGameState()
 {
     // Load the game states here
     _system.AddState("tile_map_state", new TileMapState(_textureManager));
     _system.ChangeState("tile_map_state");
 }
예제 #30
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 private void InitializeGameState()
 {
     // Load the game states here
     _system.AddState("3d_test", new Test3DState());
     _system.ChangeState("3d_test");
 }
예제 #31
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 private void InitializeGameState()
 {
     // Game states are loaded here
     _system.AddState("start_menu", new StartMenuState(_titleFont, _generalFont, _input, _system));
     _system.ChangeState("start_menu");
 }
예제 #32
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    public Game(int width, int height) : base(width, height)
    {
        // Load textures
        _textureManager.LoadTexture("penguin", "Images/penguin.png");
        _textureManager.LoadTexture("font", "Fonts/Arial/font.png");

        // Add all states that will be used
        _system.AddState("splash", new SplashScreenState(_system));
        _system.AddState("title_menu", new TitleMenuState());
        _system.AddState("settings", new SettingsMenuState());
        _system.AddState("playing", new PlayingGameState());
        _system.AddState("sprite_test", new DrawSpriteState(_textureManager));
        _system.AddState("new_sprite_test", new TestSpriteClassState(_textureManager));
        _system.AddState("text_test_state", new TextTestState(_textureManager));
        _system.AddState("fps_test_state", new FPSTestState(_textureManager));
        _system.AddState("wave_graph_state", new WaveformGraphState());
        _system.AddState("special_eff_state", new SpecialEffectState(_textureManager));
        _system.AddState("circle_intersect", new CircleIntersectionState(_input));
        _system.AddState("rectangle_intersect", new RectangleIntersectionState(_input));

        // select the start state
        _system.ChangeState("rectangle_intersect");

        // Setup orthographic view
        Setup2DGraphics(ClientSize.Width, ClientSize.Height);
    }