public Pong(BaseGame game, IGState previous, Color c) : base(game, previous) { DragFrom = Vector2.Zero; Game.BackGroundTune.SetVolume(0f); if (Message == "Listen to the ball") { Wait = new Tween(new TimeSpan(0, 0, 0, 1, 500), 0, 1); } else { Wait = new Tween(new TimeSpan(0, 0, 0, 7), 0, 1); } State = 0; Game.Audio.Say(Message); Message = "Listen to the ball"; game.ParticleColor = (c == Color.Black) ? Color.White : Color.Black; Color = c; voice1 = new SynthVoice(Game.Audio, AudioChannels.Synth); instrument = new SynthInstrument(); instrument.Oscillators.Add(new SineOscillator()); instrument.Frequency = 220; voice1.LoadInstrument(instrument); Restart(); }
public BugHunt(BaseGame game, IGState previous, Color c) : base(game, previous) { DragFrom = Vector2.Zero; Game.BackGroundTune.SetVolume(0f); Splats = new List <Splatter>(); if (Message == "Get That Bug") { Wait = new Tween(new TimeSpan(0, 0, 0, 1), 0, 1); } else { Wait = new Tween(new TimeSpan(0, 0, 0, 5), 0, 1); } State = 0; Game.Audio.Say(Message); Message = "Get That Bug"; game.ParticleColor = (c == Color.Black) ? Color.White : Color.Black; Color = c; LastLocation = new Vector2(-10, -10); voice1 = new SynthVoice(Game.Audio, AudioChannels.Synth); instrument = new SynthInstrument(); //instrument.Oscillators.Add(new SquareOscillator()); instrument.Oscillators.Add(new SawtoothOscillator()); instrument.Frequency = 220; // frequence de base voice1.LoadInstrument(instrument); Difficulty = 200f; enemy = (Game.UnifiedInput.Location == Vector2.Zero)?enemy:Game.UnifiedInput.Location; steeringBehaviour = SB.Flee; SBs = steeringBehaviour; cars = new Vehicle[1]; InitializeCars(); }
public MenuBugHunt(BaseGame game, IGState previous, Color c) : base(game, previous) { Game.Audio.Say(Message); Message = "Bug Hunt"; game.ParticleColor = (c == Color.Black) ? Color.White : Color.Black; Color = c; }
public MenuScissorsPaperRock(BaseGame game, IGState previous, Color c) : base(game, previous) { Game.Audio.Say(Message); Message = "Scissors Paper Rock"; game.ParticleColor = (c == Color.Black) ? Color.White : Color.Black; Color = c; }
public MainMenu(BaseGame game, IGState previous, Color c) : base(game, previous) { Game.Audio.Say(Message); Message = "Select a game, Tap to play."; game.ParticleColor = (c == Color.Black) ? Color.White : Color.Black; Color = c; Game.BackGroundTune.SetVolume(1f); }
public MainMenu(BaseGame game, IGState previous) : base(game, previous) { UnifiedInput.DraggedListeners.Add(ChangeMenu); _menuItems.Add(new MenuSelection("Swipe left or right to select a game, Tap the screen to play.", () => { }, _menuItems)); _menuItems.Reset(); Game.Audio.Say(_menuItems.Value.Message); }
protected GState(BaseGame game, IGState previous) { _game = game; _spriteBatch = new SpriteBatch(_game.GraphicsDevice); _game.KeyboardInput.IsOSKVisable = false; if (previous != null) { previous.NextComponent = null; } PreviousComponent = previous; NextComponent = null; }
public ScissorsPaperRock(BaseGame game, IGState previous, Color c) : base(game, previous) { Game.BackGroundTune.SetVolume(0f); DragFrom = Vector2.Zero; Game.Audio.Say(Message); Message = "Touch to start"; game.ParticleColor = (c == Color.Black) ? Color.White : Color.Black; Color = c; LastLocation = new Vector2(-10, -10); ChoicePlayer = -1; ChoiceComputer = -1; State = 0; SPRWait = new Tween(new TimeSpan(0, 0, 0, 1, 500), 0, 1); }
public MarcoPolo(BaseGame game, IGState previous, Color c) : base(game, previous) { DragFrom = Vector2.Zero; Game.BackGroundTune.SetVolume(0f); woosh = new Tween(new TimeSpan(0, 0, 0, 5), 0, 1); Game.Audio.Say(Message); Message = "Let's go"; game.ParticleColor = (c == Color.Black) ? Color.White : Color.Black; Color = c; Location = new Vector2(-10, -10); Tap = Location; Timer = new Tween(new TimeSpan(0, 0, 0, (Message == "Let's go")?3:10), 0, 1); Wait = new Tween(new TimeSpan(0, 0, 0, 1), 0, 1); Marco = true; TapTimer = new Tween(new TimeSpan(0, 0, 0, 5), 0, 1); }
protected override void Initialize() { Audio = new AudioFx(this); _currentTarget = new RenderTarget2D(Graphics.GraphicsDevice, Graphics.PreferredBackBufferWidth, Graphics.PreferredBackBufferHeight, false, SurfaceFormat.Color, DepthFormat.Depth24, 0, RenderTargetUsage.PreserveContents); _previousTarget = new RenderTarget2D(Graphics.GraphicsDevice, Graphics.PreferredBackBufferWidth, Graphics.PreferredBackBufferHeight, false, SurfaceFormat.Color, DepthFormat.Depth24, 0, RenderTargetUsage.PreserveContents); _currentComponent = this; FadeX1 = 1f; FadeX2 = 1f; _fade1Xin = false; _fade2Xin = false; base.Initialize(); }
public void OnTimedEvent(object source, ElapsedEventArgs e) { if(((DateTime.UtcNow.Ticks - m_nHearthbeatTime) / 10000) > HC.HEARTHBEAT_LOCAL_TIMEOUT_NOTRESPONDING) { if (((DateTime.UtcNow.Ticks - m_nHearthbeatTime) / 10000) > HC.HEARTHBEAT_LOCAL_TIMEOUT_DISCONNECTING) { m_timer.Enabled = false; if ((m_sUser != null) && (m_eStatus != IGState.IGSMSTATUS_DISCONNECTING) && m_serverMgr.IsLocalServer()) { m_eStatus = IGState.IGSMSTATUS_DISCONNECTING; m_serverMgr.AppendError("Hearthbeat TIMEOUT, disconnecting user " + m_sUser); IGConnection connection = null; IGServerManagerLocal.LocalInstance.GetConnection(m_sUser, out connection, true); IGConnectionLocal userConnection = (IGConnectionLocal)connection; if (userConnection != null) userConnection.Reset(null); } m_eStatus = IGState.IGSMSTATUS_DISCONNECTING; } else m_eStatus = IGState.IGSMSTATUS_NOTRESPONDING; } else { if (IGRequestProcessing.IsBusy(m_sUser)) m_eStatus = IGState.IGSMSTATUS_WORKING; else m_eStatus = IGState.IGSMSTATUS_READY; } }
public IGSMStatusUser(string sUser) : base(sUser) { IGConnection userConnection = null; IGServerManagerLocal.LocalInstance.GetConnection(sUser, out userConnection); if(userConnection == null) m_eStatus = IGState.IGSMSTATUS_READY; else Init((IGConnectionLocal)userConnection); }
public IGSMStatusUser() : base(null) { m_nSessionLength = 0; m_nIdleTime = 0; m_nStartTime = DateTime.UtcNow.Ticks; m_nStartIdleTime = DateTime.UtcNow.Ticks; m_nHearthbeatTime = DateTime.UtcNow.Ticks; m_eStatus = IGState.IGSMSTATUS_READY; m_lsImages = new List<string>(); m_timer = new System.Timers.Timer(); m_timer.Elapsed += new ElapsedEventHandler(OnTimedEvent); m_timer.Interval = IGSMSTATUS_HEARTHBEAT_CHECKTIME; }
void Awake() { st = this ; //Rect r =new Rect(); _stepMoveDistince = 0.166667f/16.0f ; _minDistince = _stepMoveDistince * 2; Vector3 _down = transform.TransformDirection( Vector3.down ) ; Vector3 _up = transform.TransformDirection( Vector3.up ) ; Vector3 _left = transform.TransformDirection( Vector3.left ) ; Vector3 _right = transform.TransformDirection( Vector3.right ) ; //Vector3 _down = transform.TransformDirection( Vector3.down ) ; //Vector3 _up = transform.TransformDirection( Vector3.up ) ; _up_down = new Vector3[2]; _up_down [0] = _up; _up_down [1] = _up; Vector3Direction vdown = new Vector3Direction(_down, 0.166667f + _minDistince ); Vector3Direction vup = new Vector3Direction(_up, 0.166667f + _minDistince ); Vector3Direction vleft = new Vector3Direction( _left , _minDistince ); Vector3Direction vright = new Vector3Direction( _right , _minDistince ); _listDirection.Add(vdown) ; _listDirection.Add(vright) ; //_listDirection.Add(_up) ; _listDirection.Add(vleft) ; _isGameOver = false ; _isEditing = false ; _status = PlayingStatus.Normal ; _gridWidth =( Screen.width /1024.0f) * _gridWidth; _layerFlashMask = 1 << LayerMask.NameToLayer("flash") ; _layerFlash = LayerMask.NameToLayer("flash") ; _layerNormal = LayerMask.NameToLayer("normal") ; float _width = _gridWidth ; // x 21 y 100 _Maps = new IGMaps[16,108]; for(int i = 0 ;i <16 ; i++ ) { //_Maps[i] = new ObjectsMap[100] ; for(int j = 0 ; j < 108 ; j++ ) { _Maps[i,j] = new IGMaps() ; _Maps[i,j].x = i ; _Maps[i,j].y = j ; //_gameMaps[i][j].ObjectPoint = new Vector2( _width * i + _width/2 ,_width*j + _width/2 ) ; _Maps[i,j].position = Camera.main.ScreenToWorldPoint ( new Vector3( _width * i + _width/2 , _screenHeigh - (_width*j+_width/2) ,2.0f ) ) ; Vector3 v3= Camera.main.ScreenToWorldPoint ( new Vector3( _width * i , _screenHeigh - ( _width*j ) ,2.0f ) ) ; _Maps[i,j].rect = new Rect(v3.x,v3.y,0.1666667f,0.1666667f); //Camera.main.WorldToScreenPoint //_gameMaps[i][j]. // _gameMaps[i][j].ObjectPosition = Camera.main.ScreenToWorldPoint ( new Vector3( _width * i + _width/2 , 768 - (_width*j+_width/2) ,2.0f ) ) ; } } /* for(int j = 0 ; j < 100 ; j++ ) { Vector3 v3 = Camera.main.ScreenToWorldPoint ( new Vector3( 0 , 0 - (_width*j+_width/2) ,2.0f ) ) ; Rect r =new Rect(0,0,0.166667f,0.166667f); Ylist.Add( j ,v3.y ); print( v3.y ) ; } */ // x=-1.166667,y=-0.8333333 // 64x=-1.166667,64y=0.1666667,0x=-1.333333,0y=0,1024x=1.333333,768y=2 Vector3 v64 = Camera.main.ScreenToWorldPoint ( new Vector3( 64.0f , 64.0f ,2.0f ) ) ; Vector3 v0 = Camera.main.ScreenToWorldPoint ( new Vector3( 0f , 0f ,2.0f ) ) ; Vector3 v1024 = Camera.main.ScreenToWorldPoint ( new Vector3( 1024f , 768f ,2.0f ) ) ; print( string.Format( "64x={0},64y={1},0x={2},0y={3},1024x={4},768y={5}",v64.x ,v64.y ,v0.x , v0.y ,v1024.x ,v1024.y ) ) ; StartCoroutine(FlashingOffset()); // GameObject _object = (GameObject)Instantiate(_Prefab); // _object.transform.position = _gameMaps[3][8].ObjectPosion ; }
protected async override void Update(GameTime gameTime) { if (IsPaused) { return; } if (NextComponent == null) { NextComponent = new MainMenu(this, null, Color.White); } if (_currentComponent.Transition >= 1) { TouchInput.Update(gameTime); MouseInput.Update(gameTime); UnifiedInput.Update(gameTime); KeyboardInput.Update(gameTime); } if (_fade1Xin) { FadeX1 += 0.025f; if (FadeX1 >= 1f) { _fade1Xin = false; } } else { FadeX1 -= 0.025f; if (FadeX1 <= .5f) { _fade1Xin = true; } } if (_fade2Xin) { FadeX2 += 0.05f; if (FadeX2 >= 1f) { _fade2Xin = false; } } else { FadeX2 -= 0.05f; if (FadeX2 <= 0.5f) { _fade2Xin = true; } } if ((_currentComponent ?? this).Transition >= 1f) { NextComponent = (_currentComponent ?? this).Update(gameTime, this); } if (_currentComponent != null) { _currentComponent.Transition += 0.05f; if (EnableGoBack) { if (_currentComponent.HasPrevious && _taps.Any(t => new Rectangle((int)Width - 64, 0, 64, 64).Contains(t))) { //Audio.Play(Cues.Fail); _currentComponent.Back(); } if (_currentComponent.HasPrevious && KeyboardInput.TypedKey(Keys.Escape)) { //Audio.Play(Cues.Fail); _currentComponent.Back(); } } } if (_previousComponent != null) { _previousComponent.Transition -= 0.05f; } if (NextComponent != null && NextComponent != _currentComponent) { GameData.Save(); _previousComponent = _currentComponent; _currentComponent = NextComponent; } _taps.Clear(); base.Update(gameTime); }