public StartUp(IGameScene gameScene, IMouse mouse, ISound sound) { GameScene = gameScene; Mouse = mouse; var parameters = new Parameters(); Sound = new PixSound(new Sounds(sound)); Drawer = new Drawer(parameters, gameScene); var IdProcessor = new BlockIdProcessor(); var tileManager = new TileManager(Drawer, IdProcessor, parameters); engine = new Engine.Engine(tileManager, Drawer); var craftingSystem = new CraftingModule(Craftings.GetCraftings(), tileManager); var StatusWindow = new InventoryForm(craftingSystem, engine, mouse, Drawer, gameScene); var playerstatus = new PlayerStatus(StatusWindow, parameters); var blockConverter = new BlockConverter(Drawer, IdProcessor); var moveDefiner = new PlayerMoveDefiner(gameScene, mouse); SaveManager = new SaveManager(tileManager, playerstatus, blockConverter, engine.Center, engine); var pauseMenu = new PauseForm(engine, SaveManager, mouse, Drawer, gameScene); var oreTable = new OreTable(OreResource.InitOreTable()); pointerController = new PointerController(playerstatus, tileManager, moveDefiner, Drawer, Sound, parameters, engine, mouse); player = new Player(pauseMenu, tileManager, moveDefiner, playerstatus, Drawer, engine, Sound, parameters, gameScene, pointerController); MobSpawner = new MobSpawner(engine, tileManager, Drawer, Sound, player); Generator = new Generator(tileManager, oreTable, Drawer, parameters); }
private void GameScreen_PreviewKeyDown(object sender, PreviewKeyDownEventArgs e) { // opens a pause screen is escape is pressed. Depending on what is pressed // on pause screen the program will either continue or exit to main menu if (e.KeyCode == Keys.Escape && gameTimer.Enabled) { gameTimer.Enabled = false; rightArrowDown = leftArrowDown = upArrowDown = downArrowDown = false; DialogResult result = PauseForm.Show(); if (result == DialogResult.Cancel) { gameTimer.Enabled = true; } else if (result == DialogResult.Abort) { MainForm.ChangeScreen(this, "MenuScreen"); } } //TODO - basic player 1 key down bools set below. Add remainging key down // required for player 1 or player 2 here. //player 1 button presses switch (e.KeyCode) { case Keys.Left: leftArrowDown = true; break; case Keys.Right: rightArrowDown = true; break; case Keys.Up: upArrowDown = true; if (isJumping == false) { isJumping = true; } break; case Keys.Space: spaceDown = true; if (bulletDelayWatch.ElapsedMilliseconds >= 1900) { shot = true; bulletDelayWatch.Stop(); bulletDelayWatch.Reset(); } break; case Keys.M: mDown = true; break; } }
private void CurrentGame_Paused(object sender, EventArgs e) { if (_pauseDisplay == null) { _pauseDisplay = new PauseForm(CurrentGame); } _pauseDisplay.ShowDialog(CurrentGame); // Otherwise KeyDown (MainForm) wont trigger CurrentGame.Focus(); }
public Player(PauseForm pauseMenu, IActiveElements activeElements, IMoveDefiner definer, PlayerStatus status, IDrawer drawer, IMover mover, IPixSound sound, IMovableObjectParameters parameters, IGameScene scene, PointerController pointer) : base(activeElements, drawer, definer, status, sound, parameters) { position = new Vector2(0, 0); size = 10; image = 0; status.OnKill = KillPlayer; settingsForm = pauseMenu; Mover = mover; Scene = scene; Pointer = pointer; }
public void pause(int step) { Script s = current; s.param["time"] = step; s.translate = () => "暂停[#Blue]" + s.param["time"] + "[]帧"; s.onClick = () => { var form = new PauseForm().init(s); form.ShowDialog(); }; s.getScript = () => "pause(" + s.param["time"] + ");"; }
private void GameScreen_PreviewKeyDown(object sender, PreviewKeyDownEventArgs e) { if (e.KeyCode == Keys.Escape && gameTimer.Enabled) { gameTimer.Enabled = false; rightArrowDown = leftArrowDown = upArrowDown = downArrowDown = false; DialogResult result = PauseForm.Show(); if (result == DialogResult.Cancel) { gameTimer.Enabled = true; } else if (result == DialogResult.Abort) { mainForm.ChangeScreen(this, "MenuScreen"); } } switch (e.KeyCode) { case Keys.Left: leftArrowDown = true; break; case Keys.Down: downArrowDown = true; break; case Keys.Right: rightArrowDown = true; break; case Keys.Up: upArrowDown = true; break; case Keys.Space: spaceDown = true; break; case Keys.M: mDown = true; break; } }
private void pause_Click(object sender, EventArgs e) { if (!IsPaused) { StopTimers(); IsPaused = true; pause.Image = Resources.play_icon; PauseForm.Show(); } else { StartTimers(); IsPaused = false; pause.Image = Resources.pause_icon; PauseForm.Hide(); } }