예제 #1
0
    public void ConfirmSelection(int optionNum)
    {
        if (optionNum == 0) //New Game
        {
            // Set up first character for New game.
            charStats.CreateCharacterStats("Player", 0, 1, 70, 35, 15, 10, 5, 20);
            charStats.SetTileOccupied("Player", 0, new Vector2(1, 1), 8);

            transition.FadeToSceneChange(false, NewGameSceneID);
        }
        else if (optionNum == 1)
        {
            selectionImageGroup.SetActive(false);
            optionsPanel.SetActive(false);
            loadGamePanel.SetActive(true);
            state = TitleState.Load;
        }
        else if (optionNum == 2)
        {
            selectionImageGroup.SetActive(false);
            optionsPanel.SetActive(true);
            loadGamePanel.SetActive(false);
            UpdateVideoSettingsText();
            state = TitleState.Options;
        }
        else if (optionNum == 3)
        {
            Application.Quit();
        }
    }
예제 #2
0
 public void CancelSelection()
 {
     state = TitleState.Title;
     selectionImageGroup.SetActive(true);
     optionsPanel.SetActive(false);
     loadGamePanel.SetActive(false);
 }
예제 #3
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        protected override void LoadContent()
        {
            // ==============================
            // -- Prepare graphic systems
            // ==============================
            spriteBatch       = new SpriteBatch(GraphicsDevice);
            particleSystem    = new ParticleSystem();
            primitiveRenderer = new PrimitiveRenderer(spriteBatch);

            // ==============================
            // -- Object pre-initialization
            // ==============================
            particle = new Particle(particle1SpriteSheet);
            beam     = new Particle(beam1SpriteSheet);

            // ==============================
            // -- Load fonts
            // ==============================
            sysFont = Content.Load <SpriteFont>(@"Fonts\System");
            // ==============================
            // -- Load graphics
            // ==============================
            fighterSpriteSheet.Texture   = Content.Load <Texture2D>(@"Sprites\Fighter1");
            particle1SpriteSheet.Texture = Content.Load <Texture2D>(@"Particles\Particle1");
            beam1SpriteSheet.Texture     = Content.Load <Texture2D>(@"Particles\Beam1");
            bulletSpriteSheet.Texture    = Content.Load <Texture2D>(@"Sprites\bullet");
            // ==============================
            // -- Object post-initialization
            // =============================
            LoadTracks();

            State = new TitleState(this, sysFont);
        }
예제 #4
0
    void UpdateTitleState(TitleState state)
    {
        switch (state)
        {
        case TitleState.Death:
            mainText.text = deathTitle;
            break;

        case TitleState.Life:
            mainText.text = lifeTitle;
            break;

        case TitleState.Reborn:
            mainText.text = rebirthTitle;
            break;

        case TitleState.Escape:
            FlipTitleColors(true);
            mainText.text = escapeText;
            break;

        case TitleState.Credits0:
            mainText.text = credits0Text;
            break;

        case TitleState.Credits1:
            mainText.text = credits1Text;
            continueText.SetActive(false);
            break;
        }

        titleState = state;
    }
예제 #5
0
    public void ChangeState(int to)
    {
        TitleState converted = (TitleState)to;

        //Init
        InitialiseAllCanvases();
        InitialiseAllNavs();

        switch (converted)
        {
        case TitleState.Home:
            break;

        case TitleState.Play:
            if (ovSearchingCo == null)
            {
                ovPlay.color = selectionColor;
            }
            break;

        case TitleState.Knowledge:
            ovKnowledge.color = selectionColor;
            break;

        case TitleState.Options:
            ovOptions.color = selectionColor;
            break;

        case TitleState.Community:
            ovCommunity.color = selectionColor;
            break;
        }
        ChangeCanvas(converted, true);
    }
예제 #6
0
    public void ChangeState(TitleState _state)
    {
        StopAllCoroutines();
        if (state == TitleState.Score)
        {
            ScoreManager.Instance.Obj.SetActive(false);
        }
        switch (_state)
        {
        case TitleState.Root:
            StartCoroutine(ChangeStateAnimation(new Vector2(0, 0)));
            break;

        case TitleState.PlaySelect:
            StartCoroutine(ChangeStateAnimation(new Vector2(0, -Screen.height)));
            break;

        case TitleState.Score:
            StartCoroutine(ChangeStateAnimation(new Vector2(-Screen.width, 0)));
            ScoreManager.Instance.Open("Survival05x5");
            break;

        case TitleState.Dressup:
            StartCoroutine(ChangeStateAnimation(new Vector2(Screen.width, 0)));
            break;

        case TitleState.Option:
            StartCoroutine(ChangeStateAnimation(new Vector2(0, Screen.height)));
            break;
        }
        state = _state;
    }
예제 #7
0
        public void Update()
        {
            if (menuState != TitleState.ItsFadeTime && CrossPlatformInputManager.GetButtonDown("Cancel"))
            {
                #if UNITY_WEBGL || UNITY_EDITOR
                if (theAudioSource.isPlaying)
                {
                    theAudioSource.Pause();
                }
                else
                {
                    theAudioSource.UnPause();
                }
                #else
                QuitGame();
                #endif
            }

            if (menuState == TitleState.ShowingIntro)
            {
                if (Input.anyKeyDown)
                {
                    menuState = TitleState.ItsFadeTime;
                    FindObjectOfType <FaderScript>().ChangeLevel(1);
                }
            }
        }
예제 #8
0
 // Use this for initialization
 void Start()
 {
     state            = TitleState.INITIAL;
     titletext        = GameObject.Find("TitleText");
     instructionstext = GameObject.Find("InstructionText");
     waitingtext      = GameObject.Find("WaitingText");
 }
예제 #9
0
        static void PrintState(TitleState state)
        {
            string res = "";

            if ((state & TitleState.Bold) == TitleState.Bold)
            {
                if (res.Length > 0)
                {
                    res += ", ";
                }
                res += TitleState.Bold;
            }
            if ((state & TitleState.Italic) == TitleState.Italic)
            {
                if (res.Length > 0)
                {
                    res += ", ";
                }
                res += TitleState.Italic;
            }
            if ((state & TitleState.Underline) == TitleState.Underline)
            {
                if (res.Length > 0)
                {
                    res += ", ";
                }
                res += TitleState.Underline;
            }
            if (res.Length == 0)
            {
                res += TitleState.None;
            }
            Console.WriteLine("Параметры Надписи: {0} ", res);
        }
예제 #10
0
    void Update()
    {
        timeElapsed += Time.deltaTime;

        if (Input.GetKeyUp(KeyCode.Escape))
        {
            Application.Quit();
        }

        if (state == TitleState.Waiting && (Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(1) || Input.GetMouseButtonDown(2)))
        {
            // ゲームへ
            nextSceneName = gameSceneName;
            state         = TitleState.FadeOut;
            SoundManager.PlaySE(SoundManager.SE.select);
            AnalyticsManager.StartSession();
        }
        else if (state == TitleState.Waiting && timeElapsed > 60)
        {
            // 学校ロゴへ
            nextSceneName = logoSceneName;
            state         = TitleState.FadeOut;
        }

        if (state == TitleState.FadeIn)
        {
            fadeIn();
        }
        if (state == TitleState.FadeOut)
        {
            fadeOut();
        }
    }
 private void Start()
 {
     titleState = new TitleState();
     button.OnClickAsObservable()
     .Subscribe(_ => {
         ScreenStateManager.Instance.GoToNextScene(0);
     });
 }
예제 #12
0
 // Start is called before the first frame update
 void Start()
 {
     states["Title"]   = new TitleState();
     states["Play"]    = new PlayState();
     states["NewGame"] = new NewGameState();
     states["Pause"]   = new PauseState();
     TransitionState("Title");
 }
예제 #13
0
    void TransitionScene()
    {
        state = TitleState.Transitioning;

        TitleEventManager.Instance.StartTransition();

        Invoke("TransitionToGame", 1.0f);
    }
예제 #14
0
 void Start()
 {
     titleState = TitleState.CONTINUE_GAME;
     sprites.SetActive(false);
     camera.GetComponent <Animator>().enabled = false;
     isInputOK_ = false;
     particle.SetActive(false);
 }
예제 #15
0
 void Awake()
 {
     /* スクリプト参照を得る */
     m_PlayerPos             = m_PlayerPos.transform;
     m_TitleState            = this.gameObject.GetComponent <TitleState>();
     m_MenuState             = this.gameObject.GetComponent <MenuState>();
     m_IsConnectedController = this.GetComponent <IsConnectedController>();
 }
예제 #16
0
 public void StartGame()
 {
     titleGroup.interactable = false;
     titleGroup.alpha        = 0F;
     menuState            = TitleState.ShowingIntro;
     startGameGroup.alpha = 1F;
     startGameGroup.gameObject.SetActive(true);
 }
예제 #17
0
 public void ShowCredits()
 {
     titleGroup.interactable = false;
     titleGroup.alpha        = 0F;
     menuState = TitleState.ShowingCredits;
     theCredits.gameObject.SetActive(true);
     theCredits.StartCredits();
 }
예제 #18
0
        public TitleScreen(Game1 game, string label, Texture2D font, Vector2 pos)
        {
            this.game = game;
            this.label = label;
            this.font = font;
            this.posi = pos;

            this.runState = TitleState.DisplayText;
        }
예제 #19
0
 public void QuitGame()
 {
     if (menuState != TitleState.ItsFadeTime)
     {
         titleGroup.interactable = false;
         menuState = TitleState.ItsFadeTime;
         GameObject.FindObjectOfType <FaderScript>().FadeAndQuit(FaderScript.FadeType.BLACK, false);
     }
 }
예제 #20
0
 //Constructor
 public TitleScreen(Texture2D logo, Texture2D options, Texture2D arrow)
 {
     this.z_logo = logo;
     this.z_options = options;
     this.z_arrow = new GameObject(arrow);
     //Try to fiqure the starting position for arrow ^^
     this.z_arrow.setPosition(new Vector2(170, 350));
     this.z_currentState = TitleState.Start;
 }
    void Update()
    {
        if (Input.anyKeyDown && m_guideText.activeSelf)
        {
            m_titleState = TitleState.Main;
            soundManager.PlaySeByName("Select");
        }
        else if (Input.GetKeyDown(KeyCode.Escape) && !m_guideText.activeSelf)
        {
            m_titleState = TitleState.None;
            soundManager.PlaySeByName("Select");
        }

        switch (m_titleState)
        {
        case TitleState.None:
            m_guideText.SetActive(true);
            m_gameBar.SetActive(false);
            m_mainMenu.SetActive(false);
            m_optionMenu.SetActive(false);
            m_AudioMenu.SetActive(false);
            break;

        case TitleState.Main:
            m_guideText.SetActive(false);
            m_gameBar.SetActive(true);
            m_mainMenu.SetActive(true);
            m_optionMenu.SetActive(false);
            m_AudioMenu.SetActive(false);
            break;

        case TitleState.Option:
            m_gameBar.SetActive(false);
            m_mainMenu.SetActive(false);
            m_optionMenu.SetActive(true);
            m_AudioMenu.SetActive(false);
            break;

        case TitleState.Audio:
            m_gameBar.SetActive(false);
            m_mainMenu.SetActive(false);
            m_optionMenu.SetActive(false);
            m_AudioMenu.SetActive(true);

            if (!isUpdated)
            {
                GameObject.Find("MasterSlider").GetComponent <Slider>().value = SoundManager.m_masterVolume;
                GameObject.Find("BGMSlider").GetComponent <Slider>().value    = SoundManager.m_bgmVolume;
                GameObject.Find("SESlider").GetComponent <Slider>().value     = SoundManager.m_seVolume;
                isUpdated = true;
                Debug.Log("check");
            }

            break;
        }
    }
예제 #22
0
        protected override void Initialize()
        {
            TitleState _state = new TitleState();

            _state.Game = this;
            _state.Initialize();
            _state.LoadContent();
            StateManager.ActiveState = _state;
            base.Initialize();
        }
예제 #23
0
        public static void Main(string[] args)
        {
            try {
                Logger.Initialize(LogLevel.ALL, true);
                Logger.SetOutFile();

                Logger.Blacklist("AddLayer");
                Logger.Blacklist("AddRule");
                Logger.Blacklist("AreaAI");
                Logger.Blacklist("BackgroundMusic");
                Logger.Blacklist("CalculateLoS");
                Logger.Blacklist("CanShift");
                Logger.Blacklist("Effect");
                Logger.Blacklist("Entity");
                Logger.Blacklist("EventManager");
                Logger.Blacklist("GameFactory");
                Logger.Blacklist("IoManager");
                Logger.Blacklist("LavaAI");
                Logger.Blacklist("LoadTilemask");
                Logger.Blacklist("LoadWorldView");
                Logger.Blacklist("Main");
                Logger.Blacklist("MeleeAI");
                Logger.Blacklist("OnRound");
                Logger.Blacklist("OutObject");
                Logger.Blacklist("Run");
                Logger.Blacklist("SetDungeon");
                Logger.Blacklist("SetUserEvent");
                Logger.Blacklist("Skill");
                //Logger.Blacklist ("Simulator");
                Logger.Blacklist("TestLevel");
                Logger.Blacklist("TranslateAnimation");
                Logger.Blacklist("WorldFactory");
                Logger.Blacklist("XmlUtilities");

                IoManager.Initialize("Wizards of Unica", 1280, 720);
            }
            catch (Exception ex) {
                Console.WriteLine("Configuration Error, Aborting: " + ex.ToString());
                return;
            }

            GameState state = new TitleState();

            while (true)
            {
                var inputs = IoManager.GetInputs();
                if (inputs.Command == InputCommands.QUIT)
                {
                    return;
                }
                state.Logic(inputs);
                GameState.ChangeState(ref state);
                state.Render();
            }
        }
예제 #24
0
        public void Awake()
        {
            menuState = TitleState.ShowingTitle;

            startGameGroup.alpha    = 0F;
            titleGroup.alpha        = 1f;
            titleGroup.interactable = true;

            startGameGroup.gameObject.SetActive(false);
            theCredits.gameObject.SetActive(false);
        }
        /// <summary>
        /// Sends AddTitle(Knowledge) to creature's client,
        /// depending on state.
        /// </summary>
        /// <param name="creature"></param>
        /// <param name="titleId"></param>
        /// <param name="state"></param>
        public static void AddTitle(Creature creature, ushort titleId, TitleState state)
        {
            var op = (state == TitleState.Known ? Op.AddTitleKnowledge : Op.AddTitle);

            var packet = new Packet(op, creature.EntityId);

            packet.PutUShort(titleId);
            packet.PutInt(0);

            creature.Client.Send(packet);
        }
예제 #26
0
		/// <summary>
		/// Adds title, returns true if title was added or state
		/// was changed.
		/// </summary>
		/// <param name="titleId"></param>
		/// <param name="state"></param>
		/// <returns></returns>
		public bool Add(ushort titleId, TitleState state)
		{
			lock (_list)
			{
				if (_list.ContainsKey(titleId) && _list[titleId] == state)
					return false;

				_list[titleId] = state;
			}
			return true;
		}
예제 #27
0
    void fadeIn()
    {
        var a = _image.color.a;

        a           -= 1f / 60f;
        _image.color = new Color(_image.color.r, _image.color.g, _image.color.b, a);

        if (_image.color.a < 0)
        {
            state = TitleState.Waiting;
        }
    }
예제 #28
0
 // Update is called once per frame
 void Update()
 {
     if (state == TitleState.INITIAL)
     {
         titletext.GetComponent <Fade>().show(false);
         gameObject.GetComponent <Fade>().show(false);
         instructionstext.GetComponent <Fade>().show(false);
         waitingtext.GetComponent <Fade>().show(false);
         state = TitleState.SETUP;
     }
     else if (state == TitleState.STARTTITLE)
     {
         state = TitleState.SCREENIN;
         gameObject.GetComponent <Fade>().fadeIn();
         titletext.GetComponent <Fade>().fadeIn();
     }
     else if (state == TitleState.SCREENIN && gameObject.GetComponent <Fade>().state == Fade.FadeState.IN)
     {
         instructionstext.GetComponent <TextMesh>().text = instructions[instructionindex];
         instructionstext.GetComponent <Fade>().fadeIn();
         timingcoroutine = timing();
         StartCoroutine(timingcoroutine);
         state = TitleState.INSTRUCTIONSIN;
     }
     else if (state == TitleState.INSTRUCTIONSIN && instructionstext.GetComponent <Fade>().state == Fade.FadeState.IN)
     {
         // wait
         state = TitleState.INSTRUCTIONS;
     }
     else if (state == TitleState.INSTRUCTIONSOUTTRIGGER)
     {
         instructionstext.GetComponent <Fade>().fadeOut();
         state = TitleState.INSTRUCTIONSOUT;
     }
     else if (state == TitleState.INSTRUCTIONSOUT && instructionstext.GetComponent <Fade>().state == Fade.FadeState.OUT)
     {
         instructionstext.GetComponent <TextMesh>().text = instructions[instructionindex];
         instructionstext.GetComponent <Fade>().fadeIn();
         state = TitleState.INSTRUCTIONSIN;
     }
     else if (state == TitleState.WAITTRIGGERED)
     {
         instructionstext.GetComponent <Fade>().fadeOut();
         state = TitleState.WAITOUT;
     }
     else if (state == TitleState.WAITOUT && instructionstext.GetComponent <Fade>().state == Fade.FadeState.OUT)
     {
         state = TitleState.WAITIN;
         waitingtext.transform.Translate(new Vector3(0, 0.01f, 0));
         waitingtext.GetComponent <Fade>().fadeIn();
     }
 }
예제 #29
0
        /// <summary>
        /// Adds title, returns true if title was added or state
        /// was changed.
        /// </summary>
        /// <param name="titleId"></param>
        /// <param name="state"></param>
        /// <returns></returns>
        public bool Add(ushort titleId, TitleState state)
        {
            lock (_list)
            {
                if (_list.ContainsKey(titleId) && _list[titleId] == state)
                {
                    return(false);
                }

                _list[titleId] = state;
            }
            return(true);
        }
예제 #30
0
    void WaitForShout()
    {
        if (state != TitleState.DisplayingStory)
        {
            return;
        }

        TitleEventManager.Instance.WaitForShout();

        state = TitleState.WaitingForShout;
        shout.SetActive(true);
        story.SetActive(false);

        InputVoice.Instance.OnUpdateVoiceInput += OnUpdateVoiceInput;
    }
예제 #31
0
    //Utility
    void ChangeCanvas(TitleState state, bool active)
    {
        float alpha = 0;

        if (active)
        {
            alpha = 1;
        }

        switch (state)
        {
        case TitleState.Home:
            break;

        case TitleState.Play:
            if (ovSearchingCo == null)
            {
                navPlayCanvas.alpha          = navPlayQueueCanvas.alpha = alpha;
                navPlayCanvas.blocksRaycasts = navPlayQueueCanvas.blocksRaycasts = navPlayCanvas.interactable = navPlayQueueCanvas.interactable = active;
            }
            break;

        case TitleState.Knowledge:
            navKnowledgeCanvas.alpha          = alpha;
            navKnowledgeCanvas.blocksRaycasts = navKnowledgeCanvas.interactable = active;
            break;

        case TitleState.Options:
            navOptionsCanvas.alpha          = alpha;
            navOptionsCanvas.blocksRaycasts = navOptionsCanvas.interactable = active;
            break;

        case TitleState.Community:
            navCommunityCanvas.alpha          = alpha;
            navCommunityCanvas.blocksRaycasts = navCommunityCanvas.interactable = active;
            break;
        }

        //Hide Lower
        if (state != TitleState.Home)
        {
            ovLower.alpha = 0;
        }
        else
        {
            ovLower.alpha = 1;
        }
    }
예제 #32
0
    // Use this for initialization
    void Start()
    {
        m_titlestate = TitleState.Start;
        m_girl       = GameObject.Find("girl").GetComponent <TitleGirl>();
        m_ribbon     = GameObject.Find("ribbon_circle").GetComponent <TitleRibbon>();
        m_titlelogo  = GameObject.Find("TitleLogo").GetComponent <TitleLogo>();
        m_titleui    = GameObject.Find("TitleUI").GetComponent <TitleUI>();
        //  m_invisibleribbon = GameObject.Find("ribbon2/obj1").GetComponent<InvisibleRibbon>();
        m_fadeCanvas.gameObject.SetActive(true);
        bgm000_startFlag = false;
        se001_startFlag  = false;
        se017_startFlag  = false;

        //QualitySettings.vSyncCount = 0;
        //Application.targetFrameRate = 60;
    }
예제 #33
0
 public TitleSlotInfo(int titleID, TitleState status, long timestamp, string questID, ICollection <KeyValuePair <int, int> > goalProgress, DateTime?expireDateTime)
 {
     this.TitleID      = titleID;
     this.Status       = status;
     this.TimeStamp    = timestamp;
     this.QuestID      = questID;
     this.GoalProgress = goalProgress;
     if (expireDateTime == null)
     {
         this.IsExpireable   = false;
         this.ExpireDateTime = -1L;
         return;
     }
     this.IsExpireable   = true;
     this.ExpireDateTime = expireDateTime.Value.Ticks;
 }
예제 #34
0
    public override void OnEnter(Uzu.PanelEnterContext context)
    {
        Main.GameCamera.gameObject.SetActive(false);
        Main.Instance._tvCamera.gameObject.SetActive(false);
        Main.Instance._titleCamera.transform.parent.gameObject.SetActive(true);
        gameObject.SetActive(true);
        _intro_bgm_handle = Main.AudioController.PlayBgm(AudioClipIds.BGM_MENU_INTRO,false);

        sprite_set_alpha(_spotco_logo,0);
        sprite_set_alpha(_mnm_base,1);
        sprite_set_alpha(_mnm_logo,1);
        sprite_set_y(_mnm_logo,-280);
        sprite_set_alpha(_mnm_base,1);
        sprite_set_alpha(_cover,1);
        sprite_set_alpha(_click_anywhere_to_start,0);
        sprite_set_alpha(_credits,0);
        _camera_fade.set_alpha(1);
        _camera_fade.set_target_alpha(1);

        _current_state = TitleState.SpotcoLogoIn;

        _anim_t = 0;
    }
예제 #35
0
 void Awake()
 {
     state_ = TitleState.Set;
 }
 //Constructor
 public TitleScreen(Rectangle viewPort)
 {
     this.z_currentState = TitleState.Start;
     this.z_isLoaded = false;
     this.z_viewPort = viewPort;
 }
        //Update Method
        public void update(KeyboardState currentKeyboardState, KeyboardState previousKeyboardState)
        {
            //Don't update anything if the titleScreen is not loaded
            if (!this.z_isLoaded)
                return;

            switch (this.z_currentState)
            {
                case TitleState.Start:
                    {
                        if (previousKeyboardState.IsKeyUp(Keys.Down) && currentKeyboardState.IsKeyDown(Keys.Down)
                            && previousKeyboardState.IsKeyUp(Keys.Up))
                        {
                            this.z_currentState = TitleState.Options;
                            this.z_arrow.setPosition(new Vector2((float)((this.z_viewPort.Width / 2) - 170), (float)(this.z_viewPort.Height / 2)+125));
                        }
                        break;
                    }
                case TitleState.Options:
                    {
                        if (previousKeyboardState.IsKeyUp(Keys.Down) && currentKeyboardState.IsKeyDown(Keys.Down)
                            && previousKeyboardState.IsKeyUp(Keys.Up))
                        {
                            this.z_currentState = TitleState.Exit;
                            this.z_arrow.setPosition(new Vector2((float)((this.z_viewPort.Width / 2) - 170), (float)(this.z_viewPort.Height / 2)+190));
                        }
                        else if (previousKeyboardState.IsKeyUp(Keys.Down) && currentKeyboardState.IsKeyDown(Keys.Up)
                                && previousKeyboardState.IsKeyUp(Keys.Up))
                        {
                            this.z_currentState = TitleState.Start;
                            this.z_arrow.setPosition(new Vector2((float)((this.z_viewPort.Width / 2) - 170), (float)(this.z_viewPort.Height / 2)+50));
                        }
                        break;
                    }
                case TitleState.Exit:
                    {
                        if (previousKeyboardState.IsKeyUp(Keys.Down) && currentKeyboardState.IsKeyDown(Keys.Up)
                                && previousKeyboardState.IsKeyUp(Keys.Up))
                        {
                            this.z_currentState = TitleState.Options;
                            this.z_arrow.setPosition(new Vector2((float)((this.z_viewPort.Width / 2) - 170), (float)(this.z_viewPort.Height / 2)+125));
                        }
                        break;
                    }

            }
        }
 public void setState(TitleState newState)
 {
     this.z_currentState = newState;
 }
예제 #39
0
        public override void Update(GameTime gameTime)
        {
            KeyboardState state = Keyboard.GetState();
            Keys[] downKeys = state.GetPressedKeys();

            switch (runState)
            {
                case TitleState.Options:
                    if (this.controlLag == 0)
                    {
                        if (this.selection < 100)
                        {
                            // Not setting controls
                            if (state.IsKeyDown(Keys.Up) || state.IsKeyDown(Keys.Down) ||
                                state.IsKeyDown(Game1.controls.Up) || state.IsKeyDown(Game1.controls.Down))
                            {
                                // If you add more than two options, make sure that this is changed appropriately
                                this.controlLag = 16;
                                if (state.IsKeyDown(Keys.Up) || state.IsKeyDown(Game1.controls.Up))
                                    this.selection--;
                                if (state.IsKeyDown(Keys.Down) || state.IsKeyDown(Game1.controls.Down))
                                    this.selection++;
                                if (this.selection > 3)
                                    this.selection = 0;
                                if (this.selection < 0)
                                    this.selection = 3;
                            }
                            else if (state.IsKeyDown(Keys.Enter) || state.IsKeyDown(Game1.controls.Shoot))
                            {
                                PlaySound.Pause();
                                this.controlLag = 16;
                                if (this.selection == 0)
                                {
                                    // Return to title screen
                                    this.selection = 0;
                                    this.runState = TitleState.TitleScreen;
                                }
                                else if (this.selection == 1)
                                {
                                    // Go into control-setting mode
                                    this.selection = 101;
                                }
                                else if (this.selection == 2)
                                {
                                    // Change sound effects
                                    PlaySound.Enabled = !(PlaySound.Enabled);
                                }
                                else if (this.selection == 3)
                                {
                                    // Enter/exit full screen
                                    this.game.ToggleFullScreen();
                                }
                            }
                        }
                        else if (downKeys.Any())
                        {
                            // Setting controls
                            // 101 - Up
                            // 102 - Down
                            // 103 - Left
                            // 104 - Right
                            // 105 - Shoot

                            Keys testKey = downKeys[0];
                            if (testKey != Keys.Enter)
                            {
                                switch (selection)
                                {
                                    case 101:
                                        Game1.controls.Up = testKey;
                                        break;
                                    case 102:
                                        Game1.controls.Down = testKey;
                                        break;
                                    case 103:
                                        Game1.controls.Left = testKey;
                                        break;
                                    case 104:
                                        Game1.controls.Right = testKey;
                                        break;
                                    case 105:
                                        Game1.controls.Shoot = testKey;
                                        break;
                                }
                                PlaySound.Pause();
                                controlLag = 16;
                                selection++;
                                if (selection == 106)
                                    selection = 0;
                            }
                        }
                    }
                    else
                    {
                        this.controlLag--;
                    }
                    break;
                case TitleState.TitleScreen:
                    if (this.controlLag == 0 && (state.IsKeyDown(Keys.Enter) || state.IsKeyDown(Game1.controls.Shoot)))
                    {
                        if (this.selection == 0)
                        {
                            PlaySound.Aspect();
                            this.game.Start();
                        }
                        else
                        {
                            PlaySound.Pause();
                            this.selection = 0;
                            this.runState = TitleState.Options;
                            this.controlLag = 16;
                        }
                    }
                    else if (this.controlLag == 0 && (state.IsKeyDown(Keys.Up) || state.IsKeyDown(Keys.Down) ||
                        state.IsKeyDown(Game1.controls.Up) || state.IsKeyDown(Game1.controls.Down)))
                    {
                        this.controlLag = 16;
                        this.selection++;
                        if (this.selection > 1)
                            this.selection = 0;
                    }

                    if (this.controlLag > 0)
                        this.controlLag--;
                    break;
                default:
                    if (state.IsKeyDown(Keys.Enter))
                    {
                        PlaySound.Aspect();
                        this.game.Start();
                    }
                    break;
            }
        }
예제 #40
0
 public TitleScreen(Game1 game)
 {
     this.runState = TitleState.TitleScreen;
     this.game = game;
     this.font = Game1.texCollection.arcadeFont;
 }
예제 #41
0
    void OnGUI()
    {
        EzGUI.scaleGUI();

        switch(titleState){
            case TitleState.START:
                bg.GetComponent<SpriteRenderer>().enabled = true;
                bg2.GetComponent<SpriteRenderer>().enabled = false;
                characters.SetActive(false);

                EzGUI.placeTxt("Blood Cell Brigade", 60, EzGUI.HALFW - 400, EzGUI.HALFH + 80);
                EzGUI.blinkTxt("Press Start", 45, EzGUI.HALFW - 400, EzGUI.HALFH - 10);

                if(Input.GetButtonDown("Start")){
                    titleState = TitleState.SELECT;
                }
                break;
            case TitleState.SELECT:
                bg.GetComponent<SpriteRenderer>().enabled = false;
                bg2.GetComponent<SpriteRenderer>().enabled = true;
                characters.SetActive(false);

                EzGUI.placeTxt("by Nick Dedenbach, Nickie Gregor, Helen Lai,", 45, EzGUI.HALFW + 350, EzGUI.HALFH + 450);
                EzGUI.placeTxt("Sarah Ovresat, Jon Wiedmann, and Austin Yarger", 45, EzGUI.HALFW + 350, EzGUI.HALFH + 500);
                EzGUI.placeTxt("'Aquatic Ambiance' composed by David Wise for Donkey Kong Country (SNES). Rights Nintendo.", 20, EzGUI.HALFW + 350, EzGUI.HALFH + 520);

                EzGUI.placeTxt("Blood Cell Brigade", 70, EzGUI.FULLW - 550, 110);
                if(EzGUI.placeBtn("Start Game", 55, EzGUI.FULLW - 550, 230)){
                    Application.LoadLevel("overworld");
                    return;
                }

                if(EzGUI.placeBtn("Instructions", 55, EzGUI.FULLW - 550, 320)){
                    titleState = TitleState.INSTRUCTIONS;
                    return;
                }

                if(EzGUI.placeBtn("Quit", 55, EzGUI.FULLW - 550, 410)){
                    Application.Quit();
                }

                break;
            case TitleState.INSTRUCTIONS:
                bg.GetComponent<SpriteRenderer>().enabled = false;
                bg2.GetComponent<SpriteRenderer>().enabled = false;
                characters.SetActive(true);

                if(EzGUI.placeBtn("Back", 50, 150, 90)){
                    titleState = TitleState.SELECT;
                }

                EzGUI.placeTxt("How to Play", 55, EzGUI.HALFW, 200);
                EzGUI.placeTxt("Goal: kill all the viruses and bacteria and get to the goal", 50, 650, EzGUI.HALFH - 200);
                EzGUI.placeTxt("Move: Left Click", 50, 350, EzGUI.HALFH - 100);
                EzGUI.placeTxt("Shoot antibodies: Right Click", 50, 490, EzGUI.HALFH);

                EzGUI.placeTxt("White blood cell", 48, 220, EzGUI.FULLH - 40);
                EzGUI.placeTxt("Antibody", 48, 570, EzGUI.FULLH - 40);
                EzGUI.placeTxt("T4 Bacteriophage", 48, 920, EzGUI.FULLH - 40);
                EzGUI.placeTxt("Hepatitis", 48, 1270, EzGUI.FULLH - 40);
                EzGUI.placeTxt("Cancer cell", 48, 1680, EzGUI.FULLH - 40);

                break;
        }
    }
예제 #42
0
		/// <summary>
		/// Sends AddTitle(Knowledge) to creature's client,
		/// depending on state.
		/// </summary>
		/// <param name="creature"></param>
		/// <param name="titleId"></param>
		/// <param name="state"></param>
		public static void AddTitle(Creature creature, ushort titleId, TitleState state)
		{
			var op = (state == TitleState.Known ? Op.AddTitleKnowledge : Op.AddTitle);

			var packet = new Packet(op, creature.EntityId);
			packet.PutUShort(titleId);
			packet.PutInt(0);

			creature.Client.Send(packet);
		}
예제 #43
0
    void Description()
    {
        state = TitleState.DESCRIPTION;
        AllFalse ();

        descriptiontitleLabel.enabled = true;
        descriptionLabel.enabled = true;

        titleButton.gameObject.SetActive (true);
    }
예제 #44
0
    void Title()
    {
        state = TitleState.TITLE;
        AllFalse ();

        titleLabel.enabled = true;
        subtitleLabel.enabled = true;

        descriptionButton.gameObject.SetActive (true);
        mazePanel01.gameObject.SetActive (true);
        mazePanel02.gameObject.SetActive (true);
        mazePanel03.gameObject.SetActive (true);
    }
예제 #45
0
    void OnGUI()
    {
        Time.timeScale = 1.0f;
        GameLevel.curLvl = -1;
        GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), Resources.Load<Texture>("Images/bgTitle"), ScaleMode.ScaleAndCrop);

        switch (titleState) {
            case TitleState.ENTER:

            GUI.TextArea(new Rect(Screen.width/2 - 500, Screen.height/4 - 50, 1000, 100), "Divide & Conquer", headingStyle);
            GUI.TextArea(new Rect(Screen.width/2 - 500, Screen.height/4 + 25, 1000, 100), "A game by Nicholas Dedenbach,\nGarrett Dewald, Isaiah Hines, and Jon Wiedmann", subheadingStyle);

            GUI.TextArea(new Rect(Screen.width/2 - 200, Screen.height/2, 400, 100), "Press Start (Enter)", blinkFadeStyle);

            if(Input.GetKeyUp(KeyCode.Return) || Input.GetButtonUp("Start")){
                titleState = TitleState.SELECT;
                return;
            }

            break;
        case TitleState.SELECT:
            GUI.TextArea(new Rect(Screen.width/2 - 500, Screen.height/4 - 50, 1000, 100), "Divide & Conquer", headingStyle);

            string[] c = new string[3];
            cta.CopyTo(c, 0);

        //			if(ctaPointer == TitleState.ENTER){
        //				c[0] = ">> " + cta[0];
        //			}
        //			else if(ctaPointer == TitleState.INSTRUCTIONS){
        //				c[1] = ">> " + cta[1];
        //			}
        //			else if(ctaPointer == TitleState.SELECT){	// actually "Quit"
        //				c[2] = ">> " + cta[2];
        //			}

            if(GUI.Button(new Rect(Screen.width/2 - 50, Screen.height/2 - 50, 100, 25), c[0], buttonStyle)) {
                Application.LoadLevel("main");
                return;
            }
            if(GUI.Button (new Rect(Screen.width/2 - 100, Screen.height/2, 200, 25), c[1], buttonStyle)) {
                titleState = TitleState.INSTRUCTIONS;
                return;
            }
            if(GUI.Button(new Rect(Screen.width/2 - 50, Screen.height/2 + 50, 100, 25), c[2], buttonStyle)) {
                Application.Quit();
                return;
            }

            if(Input.GetKeyDown(KeyCode.Return) || Input.GetButtonDown("Start")){
                Application.LoadLevel("main");
                return;
            }

            break;
        case TitleState.INSTRUCTIONS:
            if(GUI.Button(new Rect(8, 13, 70, 25), "Back", buttonStyle)){
                titleState = TitleState.SELECT;
                return;
            }

            GUI.TextArea(new Rect(Screen.width/2 - 500, 15, 1000, 100), "Divide & Conquer", headingStyle);

            //Skills
            GUI.TextArea(new Rect(Screen.width/4 - 150, Screen.height/7, 270, 100), "Skills", subheadingStyle);
            GUI.TextArea(new Rect(Screen.width/4, Screen.height/7 + 82, 700, 300), "Use LB/RB (SPACEBAR) to switch forms\n\nCombined form: gun\n\n\t\t\tMovement: LEFT STICK (WASD)\n\n\t\t\tShoot: RIGHT STICK (ARROW KEYS)\n\nSplit form: powerchain\n\n\t\t\tMovement: BOTH STICKS (WASD + ARROW KEYS)", textStyle);

            //Enemies
            GUI.TextArea(new Rect(Screen.width/4 - 150, 4*Screen.height/8, 290, 100), "Enemies", subheadingStyle);
            GUI.TextArea(new Rect(Screen.width/4, 4*Screen.height/8 + 82, 1000, 100), "Regular enemy: shoot\n\nLarge enemy: split with powerchain, then shoot", textStyle);

            //Powerups
            GUI.TextArea(new Rect(Screen.width/4 - 150, 2*Screen.height/3, 300, 100), "Powerups", subheadingStyle);
            GUI.TextArea(new Rect(Screen.width/4, 2*Screen.height/3 + 82, 1000, 100), "Speed Powerup\n\nFirechain Powerup: deadly powerchain\n\nShield Powerup: force field\n\nSplitfire powerup: split gunfire\t", textStyle);

            break;
        default:

            break;
        }
    }
예제 #46
0
        //Update Method
        public void update(KeyboardState currentKeyboardState, KeyboardState previousKeyboardState)
        {
            switch (this.z_currentState)
            {
                case TitleState.Start:
                    {
                        if (previousKeyboardState.IsKeyUp(Keys.Down) && currentKeyboardState.IsKeyDown(Keys.Down)
                            && previousKeyboardState.IsKeyUp(Keys.Up))
                        {
                            this.z_currentState = TitleState.Options;
                            this.z_arrow.setPosition(new Vector2(170, 425));
                        }
                        break;
                    }
                case TitleState.Options:
                    {
                        if (previousKeyboardState.IsKeyUp(Keys.Down) && currentKeyboardState.IsKeyDown(Keys.Down)
                            && previousKeyboardState.IsKeyUp(Keys.Up))
                        {
                            this.z_currentState = TitleState.Exit;
                            this.z_arrow.setPosition(new Vector2(170, 490));
                        }
                        else if (previousKeyboardState.IsKeyUp(Keys.Down) && currentKeyboardState.IsKeyDown(Keys.Up)
                                && previousKeyboardState.IsKeyUp(Keys.Up))
                        {
                            this.z_currentState = TitleState.Start;
                            this.z_arrow.setPosition(new Vector2(170, 350));
                        }
                        break;
                    }
                case TitleState.Exit:
                    {
                        if (previousKeyboardState.IsKeyUp(Keys.Down) && currentKeyboardState.IsKeyDown(Keys.Up)
                                && previousKeyboardState.IsKeyUp(Keys.Up))
                        {
                            this.z_currentState = TitleState.Options;
                            this.z_arrow.setPosition(new Vector2(170, 425));
                        }
                        break;
                    }

            }
        }
예제 #47
0
    void Update()
    {
        if (_intro_bgm_handle._handle_audio_source != null && !_intro_bgm_handle._handle_audio_source.isPlaying) {
            _intro_bgm_handle._handle_audio_source = null;
            Main.AudioController.PlayBgm(AudioClipIds.BGM_MENU_LOOP);
        }
        switch (_current_state) {
        case TitleState.SpotcoLogoIn:{
            _anim_t += 0.015f;
            sprite_set_alpha(_spotco_logo,_anim_t);
            if (_anim_t >= 1.0f) {
                _current_state = TitleState.SpotcoLogoOut;
            }

        } break;
        case TitleState.SpotcoLogoOut:{
            _anim_t -= 0.015f;
            sprite_set_alpha(_spotco_logo,_anim_t);
            if (_anim_t <= 0.0f) {
                _current_state = TitleState.MNMLogoIn;
                _anim_t = 0;
                Main.AudioController.PlayEffect("sfx_pickup");
            }

        } break;
        case TitleState.MNMLogoIn:{
            _anim_t += 0.025f;
            sprite_set_y(_mnm_logo,
                Util.y_for_point_of_2pt_line(
                    new Vector2(0,-280),
                    new Vector2(1,300),
                    Util.bezier_val_for_t(
                        new Vector2(0,0),
                        new Vector2(0.5f,0),
                        new Vector2(0.5f,1),
                        new Vector2(1,1),
                        _anim_t
                    ).y));
            if (_anim_t >= 1) {
                _current_state = TitleState.FadeToLoop;
                _anim_t = 1;
                sprite_set_alpha(_cover,0);
            }
        } break;
        case TitleState.FadeToLoop: {
            _anim_t -= 0.05f;
            _camera_fade.set_alpha(_anim_t);
            _camera_fade.set_target_alpha(_anim_t);
            sprite_set_alpha(_credits,1-_anim_t);
            if (_anim_t <= 0) {
                Main.AudioController.PlayEffect("crowd");
                _current_state = TitleState.Loop;
                _anim_t = 0;
            }

        } break;
        case TitleState.Loop: {
            _anim_t += 0.05f;
            sprite_set_alpha(_click_anywhere_to_start,(Mathf.Sin(_anim_t)+1)/2.0f);
            if (Input.GetMouseButtonUp(0)) {
                _current_state = TitleState.FadeOutToTV;
                _anim_t = 0;
                Main.AudioController.PlayEffect("sfx_checkpoint");
            }

        } break;
        case TitleState.FadeOutToTV: {
            _anim_t += 0.015f;
            _camera_fade.set_alpha(_anim_t);
            _camera_fade.set_target_alpha(_anim_t);
            sprite_set_alpha(_mnm_base,1-_anim_t);
            sprite_set_alpha(_mnm_logo,1-_anim_t);
            sprite_set_alpha(_credits,1-_anim_t);
            sprite_set_alpha(_click_anywhere_to_start,0);
            if (_anim_t >= 1) {
                _current_state = TitleState.GotoTV;
            }

        } break;
        case TitleState.GotoTV: {
            Main.PanelManager.ChangeCurrentPanel(PanelIds.Tv);

        } break;
        }
    }
예제 #48
0
 void GameStart()
 {
     state = TitleState.START;
     if(fadeBlack.gameObject.activeSelf == false)
     {
         fadeBlack.gameObject.SetActive(true);
     }
 }