// CONSTRUCTORS ----------------------------------------
        /// <summary>
        /// Initializes a new instance of the <see cref="Crystallography.WildCardCrystallonEntity"/> class.
        /// </summary>
        /// <param name='pScene'>
        /// The Parent Scene.
        /// </param>
        /// <param name='pGamePhysics'>
        /// Instance of <c>GamePhysics</c>
        /// </param>
        /// <param name='pTextureInfo'>
        /// <see cref="Sce.PlayStation.HighLevel.GameEngine2D.Base.TextureInfo"/>
        /// </param>
        /// <param name='pTileIndex2D'>
        /// <see cref="Sce.PlayStation.HighLevel.GameEngine2D.Base.Vector2i"/>
        /// </param>
        /// <param name='pShape'>
        /// <see cref="Sce.PlayStation.HighLevel.Physics2D.PhysicsShape"/>
        /// </param>
        public WildCardCrystallonEntity(Scene pScene, GamePhysics pGamePhysics, int pId, PhysicsShape pShape)
            : base(pScene, pGamePhysics, pId,
//			      pTextureInfo, pTileIndex2D, 
			      pShape)
        {
            Wild = true;
            Flash ();
        }
Exemplo n.º 2
0
 // CONSTRUCTOR ---------------------------------------------------------------------
 protected GroupManager()
 {
     availableGroups = new List<GroupCrystallonEntity>();
     _scene = Director.Instance.CurrentScene;
     _physics = GamePhysics.Instance;
     Reset( _scene );
     #if DEBUG
     Console.WriteLine(GetType().ToString() + " created" );
     #endif
 }
 // CONSTRUCTORS--------------------
 /// <summary>
 /// Initializes a new instance of the <see cref="Crystallography.AbstractCrystallonEntity"/> class.
 /// </summary>
 /// <param name='pScene'>
 /// Reference to the current scene.
 /// </param>
 /// <param name='pGamePhysics'>
 /// Reference to the <see cref="Crystallography.GamePhysics"/>.
 /// </param>
 public AbstractCrystallonEntity( Scene pScene, GamePhysics pGamePhysics )
 {
     GUID = Guid.NewGuid();
     _scene = pScene;
     _physics = pGamePhysics;
     _offset = Vector2.Zero;
     #if DEBUG
     Console.WriteLine("{0} {1} created", this.GetType(), GUID);
     #endif
 }
 // CONSTRUCTORS ----------------------------------------------------------
 public NodeCrystallonEntity(Scene pScene, GamePhysics pGamePhysics, PhysicsShape pShape = null)
     : base(pScene, pGamePhysics)
 {
     _node = new Node();
     if (pShape != null) {
         _body = _physics.RegisterPhysicsBody(pShape, 0.1f, 0.01f, _node.Position);
     } else {
         _body = null;
     }
     Scheduler.Instance.Schedule(_node, Update, 0, false, 0);
 }
 // CONSTRUCTORS --------------------------------------------------------------------------------------------------------------------------------------------------
 /// <summary>
 /// Initializes a new instance of the <see cref="Crystallography.CardCrystallonEntity"/> class.
 /// </summary>
 /// <param name='pScene'>
 /// The Parent Scene.
 /// </param>
 /// <param name='pGamePhysics'>
 /// Instance of <c>GamePhysics</c>
 /// </param>
 /// <param name='pTextureInfo'>
 /// <see cref="Sce.PlayStation.HighLevel.GameEngine2D.Base.TextureInfo"/>
 /// </param>
 /// <param name='pTileIndex2D'>
 /// <see cref="Sce.PlayStation.HighLevel.GameEngine2D.Base.Vector2i"/>
 /// </param>
 /// <param name='pShape'>
 /// <see cref="Sce.PlayStation.HighLevel.Physics2D.PhysicsShape"/>
 /// </param>
 public CardCrystallonEntity(Scene pScene, GamePhysics pGamePhysics, int pId, PhysicsShape pShape)
     : base(pScene, pGamePhysics, pShape)
 {
     id = pId;
     _anim = null;
     GlowSprite = null;
     Scored = false;
     //			_sprite.Scale*=CARD_SCALAR;
     _sprite.Position = new Vector2(-Width/2, -Height/2);
     _keepOnScreenTimer = -1.0f;
     setVelocity(DEFAULT_SPEED, GameScene.Random.NextAngle());
 }
Exemplo n.º 6
0
 // CONSTRUCTOR ---------------------------------------------------------------------
 /// <summary>
 /// Initializes a new instance of the <see cref="Crystallography.CardManager"/> class.
 /// </summary>
 protected CardManager()
 {
     NextId = 0;
     availableCards = new List<CardCrystallonEntity>();
     availableWildCards = new List<CardCrystallonEntity>();
     _scene = Director.Instance.CurrentScene;
     _physics = GamePhysics.Instance;
     CubeCrystallonEntity.CubeCompleteDetected += HandleSelectionGroupInstanceCubeCompleteDetected;
     Reset (_scene);
     #if DEBUG
     Console.WriteLine(GetType().ToString() + " created" );
     #endif
 }
        // CONSTRUCTOR -----------------------------------------------------------
        /// <summary>
        /// Initializes a new instance of the <see cref="Crystallography.GroupCrystallonEntity"/> class.
        /// </summary>
        /// <param name='pScene'>
        /// Instance of the parent scene.
        /// </param>
        /// <param name='pGamePhysics'>
        /// Instance of <c>GamePhysics</c>
        /// </param>
        /// <param name='pShape'>
        /// <see cref="Sce.PlayStation.HighLevel.Physics2D.PhysicsShape"/>
        /// </param>
        /// <param name='pMaxMembers'>
        /// <c>int</c> Maximum allowed population. Probs 3. 0 = no limit.
        /// </param>
        public GroupCrystallonEntity(Scene pScene, GamePhysics pGamePhysics, PhysicsShape pShape = null, 
		                             int pMaxMembers=0, bool pComplete = false)
            : base(pScene, pGamePhysics, pShape)
        {
            _maxMembers = pMaxMembers;
            _numMembers = 0;
            members = new AbstractCrystallonEntity[_maxMembers];
            _pucks = new Node[_maxMembers];
            for (int i=0; i < _maxMembers; i++) {
                AddPuck(i);
            }
            complete = pComplete;
        }
        // CONSTRUCTORS----------------------------------------------------------------------------
        public SpriteTileCrystallonEntity( Scene pScene, GamePhysics pGamePhysics, PhysicsShape pShape = null)
            : base(pScene, pGamePhysics, pShape)
        {
            // SPRITE STUFF
            _orientationIndex = 0;
            _patternIndex = 0;
            //			_sprite = new SpriteTile(pTextureInfo);
            _sprite = new SpriteTile();
            //			_sprite.Scale = _sprite.CalcSizeInPixels();
            _node.AddChild(_sprite);

            // PHYSICS STUFF
            //			if (pShape != null) {
            //				_body = _physics.RegisterPhysicsBody(pShape, 0.1f, 0.01f, _sprite.Position);
            //			} else {
            //				_body = null;
            //			}
            //			Scheduler.Instance.Schedule(_sprite, Update, 0.0f, false);
        }
 // CONSTRUCTORS --------------------------------------------------------
 public CubeCrystallonEntity(Scene pScene, GamePhysics pGamePhysics, PhysicsShape pShape = null )
     : base(pScene, pGamePhysics, pShape, 3, true)
 {
     //			setVelocity(DEFAULT_SPEED, GameScene.Random.NextAngle());
 }
Exemplo n.º 10
0
        // CONSTRUCTOR ----------------------------------------------------------------------------------
        public GameScene( GameSceneData pData )
        {
            gameTimeLimit = pData.timeLimit;

            this.AddChild( BackgroundLayer = new Layer() );
            this.AddChild( GameplayLayer = new Layer() );
            this.AddChild( ForegroundLayer = new Layer() );
            this.AddChild( DialogLayer = new Layer() );
            Layers = new Layer[] {BackgroundLayer, GameplayLayer, ForegroundLayer, DialogLayer};

            Touch.GetData(0).Clear();
            InputManager.Instance.Reset();

            currentLevel = pData.level;
            this.Camera.SetViewFromViewport();
            _physics = GamePhysics.Instance;

            Hud = new Crystallography.UI.GameSceneHud(this);
            if (gameTimeLimit > 0.0f) {
                Hud.SetGameTimeLimit(gameTimeLimit);
            }
            ForegroundLayer.AddChild(Hud);

            SG = SelectionGroup.Instance;
            SG.Reset( this );
            ForegroundLayer.AddChild(SG.getNode());

            #if DEBUG
            // This is debug routine that will draw the physics bounding box around all physics bodies
            if(DEBUG_BOUNDINGBOXS)
            {
                this.AdHocDraw += () => {
                    foreach (ICrystallonEntity e in _allEntites) {
                        if (e is SpriteTileCrystallonEntity) {
            //							Node n = e.getNode();
            //							Vector2 halfDimensions = new Vector2((e as SpriteTileCrystallonEntity).Width, (e as SpriteTileCrystallonEntity).Height) /4.0f;
            //							var bl = n.Position - halfDimensions;
            //							var tr = n.Position + halfDimensions;
                            Director.Instance.DrawHelpers.DrawBounds2(
                                e.getBounds()
                            );
                        }
                    }
            //					foreach (PhysicsBody pb in _physics.SceneBodies) {
            //						if ( pb != null ) {
            //							var bottomLeft = pb.AabbMin;
            //							var topRight = pb.AabbMax;
            //							Director.Instance.DrawHelpers.DrawBounds2Fill (
            //								new Bounds2(bottomLeft*GamePhysics.PtoM, topRight*GamePhysics.PtoM));
            //						}
            //					}
                };

                this.AdHocDraw += () => {
                    var s = SelectionGroup.Instance.getNode().Position;
                    var bl = s - (20*Vector2.One);
                    var tr = s + (20*Vector2.One);
                    Director.Instance.DrawHelpers.DrawBounds2Fill(
                        new Bounds2(bl,tr)
                    );
                };

                this.AdHocDraw += () => {
            //					var s = SelectionGroup.Instance.getPosition() - SelectionGroup.Instance.heading.Normalize() * FMath.Max( 80.0f, FMath.Min(120.0f, (120.0f * SelectionGroup.Instance.velocity/100.0f)));
                    var s = SelectionGroup.Instance.getNode().LocalToWorld( SelectionGroup.UP_LEFT_SELECTION_POINT );
                    var bl = s - (2*Vector2.One);
                    var tr = bl + (4*Vector2.One);
                    Director.Instance.DrawHelpers.DrawBounds2Fill(
                        new Bounds2(bl,tr)
                    );
                };
                this.AdHocDraw += () => {
                    var s = SelectionGroup.Instance.getNode().LocalToWorld( SelectionGroup.UP_RIGHT_SELECTION_POINT );
                    var bl = s - (2*Vector2.One);
                    var tr = bl + (4*Vector2.One);
                    Director.Instance.DrawHelpers.DrawBounds2Fill(
                        new Bounds2(bl,tr)
                    );
                };
                this.AdHocDraw += () => {
                    var s = SelectionGroup.Instance.getNode().LocalToWorld( SelectionGroup.LEFT_UP_SELECTION_POINT );
                    var bl = s - (2*Vector2.One);
                    var tr = bl + (4*Vector2.One);
                    Director.Instance.DrawHelpers.DrawBounds2Fill(
                        new Bounds2(bl,tr)
                    );
                };
                this.AdHocDraw += () => {
                    var s = SelectionGroup.Instance.getNode().LocalToWorld( SelectionGroup.RIGHT_UP_SELECTION_POINT );
                    var bl = s - (2*Vector2.One);
                    var tr = bl + (4*Vector2.One);
                    Director.Instance.DrawHelpers.DrawBounds2Fill(
                        new Bounds2(bl,tr)
                    );
                };
            }
            #endif

            Scheduler.Instance.ScheduleUpdateForTarget(this,0,false);
            Pause (false);
            Sequence sequence = new Sequence();
            sequence.Add( new DelayTime(0.1f) );
            sequence.Add( new CallFunc( () => ResetToLevel() ) );
            this.RunAction(sequence);

            ForegroundLayer.AddChild( Support.ParticleEffectsManager.Instance );

            #if METRICS
            DataStorage.AddMetric("Level", () => currentLevel, 1);
            #endif
        }
Exemplo n.º 11
0
 public void Destroy()
 {
     availableCards.Clear ();
     availableCards = null;
     availableWildCards.Clear ();
     availableWildCards = null;
     DeckOfIDs.Clear();
     DeckOfIDs = null;
     _instance = null;
     _scene = null;
     _physics = null;
 }