public AGSDraggableComponent(IInput input, IGameEvents gameEvents) { _input = input; _gameEvents = gameEvents; _gameEvents.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute); IsDragEnabled = true; }
public Score(IScoreUi scoreUi, ScoreService scoreService, IGameEvents gameEvents) { _scoreUi = scoreUi; _scoreService = scoreService; _gameEvents = gameEvents; Init(); }
public InitialGameLogic(IRenderer renderer, IGameEvents gameEvent) { this.sokobanGE = new SokobanGameEngine(renderer, gameEvent); this.hangmanGE = new HangmanGameEngine(renderer, gameEvent); this.PassControlToSomeoneElse = false; this.Character = new Character(); }
private int _inUpdate; //For preventing re-entrancy public AGSInput(IGameEvents events, IShouldBlockInput shouldBlockInput, IAGSCursor cursor, IAGSHitTest hitTest, IEvent <API.MouseButtonEventArgs> mouseDown, IEvent <API.MouseButtonEventArgs> mouseUp, IEvent <MousePositionEventArgs> mouseMove, IEvent <KeyboardEventArgs> keyDown, IEvent <KeyboardEventArgs> keyUp, ICoordinates coordinates) { _cursor = cursor; _events = events; _hitTest = hitTest; _actions = new ConcurrentQueue <Func <Task> >(); _coordinates = coordinates; _shouldBlockInput = shouldBlockInput; _keysDown = new AGSConcurrentHashSet <API.Key>(); MouseDown = mouseDown; MouseUp = mouseUp; MouseMove = mouseMove; KeyDown = keyDown; KeyUp = keyUp; if (AGSGameWindow.GameWindow != null) { init(AGSGameWindow.GameWindow); } else { AGSGameWindow.OnInit = () => init(AGSGameWindow.GameWindow); } }
public AGSBoundingBoxWithChildrenComponent(IGameState state, IGameEvents events) { _state = state; EntitiesToSkip = new AGSConcurrentHashSet <string>(); OnBoundingBoxWithChildrenChanged = new AGSEvent(); events.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute); }
public AGSSliderComponent(IGameState state, IInput input, IGameEvents gameEvents) { _state = state; _input = input; _gameEvents = gameEvents; OnValueChanged = new AGSEvent <SliderValueEventArgs> (); }
public AGSTextComponent(IRenderPipeline pipeline, IBoundingBoxBuilder boundingBoxBuilder, IGLTextureRenderer textureRenderer, BitmapPool bitmapPool, AGSBoundingBoxes labelBoundingBoxes, AGSBoundingBoxes textBoundingBoxes, IGLUtils glUtils, IGraphicsBackend graphics, IFontFactory fonts, IRuntimeSettings settings, IRenderMessagePump messagePump, IGameState state, IGameEvents events) { _pipeline = pipeline; _afterCropTextBoundingBoxes = new AGSBoundingBoxes(); _state = state; _events = events; Width = 1f; Height = 1f; _matricesPool = new GLMatrices[3]; _messagePump = messagePump; OnLabelSizeChanged = new AGSEvent(); _graphics = graphics; _fonts = fonts; _bitmapPool = bitmapPool; _labelBoundingBoxes = labelBoundingBoxes; _textBoundingBoxes = textBoundingBoxes; _boundingBoxBuilder = boundingBoxBuilder; _virtualResolution = settings.VirtualResolution; _settings = settings; _labelBoundingBoxFakeBuilder = new BoundingBoxesEmptyBuilder(); _instructionPool = new ObjectPool <Instruction>(pool => new Instruction(pool, glUtils, textureRenderer, _glTextHitTest), 0); TextVisible = true; subscribeTextConfigChanges(); PropertyChanged += onPropertyChanged; _shouldUpdateBoundingBoxes = true; }
public AGSSliderComponent(IGameState state, IInput input, IGameEvents gameEvents) { _state = state; _input = input; _gameEvents = gameEvents; OnValueChanged = new AGSEvent<SliderValueEventArgs> (); }
public AGSHasCursorComponent(IGameEvents events, IHitTest hitTest, IGameState state) { _events = events; _hitTest = hitTest; _state = state; events.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute); }
public AGSInventoryWindowComponent(IGameState state, IGameEvents gameEvents) { _state = state; _inventoryItems = new List<IObject> (20); _gameEvents = gameEvents; _gameEvents.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute); }
public HangmanGameEngine(IRenderer renderer, IGameEvents gameEvents) { this.renderer = renderer; this.gameEvents = gameEvents; this.hangmanGameLogic = new HangmanGameLogic(); this.field = new HangmanGameField(); }
public SokobanGameEngine(IRenderer passedRenderer, IGameEvents passedGameEvents) { this.renderer = passedRenderer; this.gameEvents = passedGameEvents; this.sokobanGameLogic = new SokobanGameLogic(); this.level1 = new SokobanGameLevel1(); }
public AGSInventoryWindowComponent(IGameState state, IGameEvents gameEvents) { _state = state; _inventoryItems = new List <IObject> (20); _gameEvents = gameEvents; _gameEvents.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute); }
public AGSGameLoop(IGameState gameState, AGS.API.Size virtualResolution, IAGSRoomTransitions roomTransitions, IGameEvents events) { _gameState = gameState; _events = events; _virtualResolution = virtualResolution; _roomTransitions = roomTransitions; }
public AGSHitTest(IGameState state, IGameEvents events, IInput input, IDisplayList displayList) { _displayList = displayList; _state = state; _events = events; _input = input; events.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute); }
public GameEventHandler(ISettingsProvider settingsProvider, IGameEvents tarkov) { _settingsProvider = settingsProvider; _tarkov = tarkov; _tarkov.GameStarting += GameStartingEventHandler; _tarkov.MatchmakingAborted += MatchmakingAbortedHandler; }
public HotspotLabel(IGame game, ILabel label) { _label = label; _events = game.Events; _input = game.Input; _state = game.State; _game = game; }
public GameHub( IGameEvents gameEvents, Mines mines ) { _gameEvents = gameEvents; _mines = mines; }
public AGSComboBoxComponent(IUIFactory factory, IGameEvents gameEvents) { _uiFactory = factory; _itemButtons = new List <IButton>(); _items = new AGSBindingList <object>(10); _items.OnListChanged.Subscribe(onListChanged); gameEvents.OnRepeatedlyExecute.Subscribe((_, __) => refreshDropDownLayout()); }
public AGSComboBoxComponent(IUIFactory factory, IGameEvents gameEvents) { _uiFactory = factory; _itemButtons = new List<IButton>(); _items = new AGSBindingList<object>(10); _items.OnListChanged.Subscribe(onListChanged); gameEvents.OnRepeatedlyExecute.Subscribe((_, __) => refreshDropDownLayout()); }
static void SubscribeToEvents() { _events = _container.Resolve <IGameEvents>(); _events.GameSessionStarted += Events_GameSessionStarted; _events.GameSessionFinished += Events_GameSessionFinished; _events.FireRequested += Events_FireRequested; _events.RoundFinished += Events_RoundFinished; }
public Experience(IExperienceUi experienceUi, ScoreService score, ExperienceService experienceService, IGameEvents gameEvents) { _experienceUi = experienceUi; _score = score; _experienceService = experienceService; _gameEvents = gameEvents; Init(); }
public AGSComboBoxComponent(IGameEvents gameEvents, IInput input, IGameState state) { _state = state; _input = input; _gameEvents = gameEvents; MarkComboboxSuggestion = markSuggestion; gameEvents.OnRepeatedlyExecute.Subscribe(refreshDropDownLayout); input.MouseDown.Subscribe(onMouseDown); }
public DefaultInteractions(IGame game, IGameEvents gameEvents) { _game = game; _gameEvents = gameEvents; _looks = new List<string> { "&1 It looks nice.", "&2Nothing to see here.", "&3 I guess it looks ok." }; _interacts = new List<string> { "I can't do that.", "Nope.", "I don't think so." }; _inventoryInteracts = _interacts; }
private int _inUpdate; //For preventing re-entrancy public TreeTableLayout(IGameEvents gameEvents) { ColumnSizes = new AGSBindingList <float>(10); Rows = new AGSBindingList <ITreeTableRowLayoutComponent>(10); OnRefreshLayoutNeeded = new AGSEvent(); OnQueryLayout = new AGSEvent <QueryLayoutEventArgs>(); Rows.OnListChanged.Subscribe(onRowsChanged); gameEvents.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute); }
public InspectorTreeNodeProvider(ITreeNodeViewProvider provider, IGameEvents gameEvents, IObject inspectorPanel) { _inspectorPanel = inspectorPanel; _onResize = new AGSEvent <float>(); _provider = provider; _gameEvents = gameEvents; _layouts = new Dictionary <string, ITreeTableLayout>(); _resizeSubscribers = new Dictionary <ITreeNodeView, ResizeSubscriber>(); }
public Board(IGameEvents events) { Directory.SetCurrentDirectory(@"..\..\"); this.board = new GameBoard(this); this.events = events; gameSound = new WindowsMediaPlayer(); gameSound.settings.setMode("Loop", true); events.GameInit(this); }
public AGSSaveLoad(Resolver resolver, IGameFactory factory, IDictionary <string, ITexture> textures, IGame game, IFileSystem fileSystem) { _resolver = resolver; _factory = factory; _textures = textures; _state = game.State; _events = game.Events; _fileSystem = fileSystem; }
private int _inUpdate; //For preventing re-entrancy public AGSStackLayoutComponent(IGameEvents gameEvents) { _gameEvents = gameEvents; _isPaused = true; _isDirty = true; OnLayoutChanged = new AGSEvent(); EntitiesToIgnore = new AGSConcurrentHashSet <string>(); _direction = LayoutDirection.Vertical; _relativeSpacing = -1f; //a simple vertical layout top to bottom by default. gameEvents.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute); }
private int _inUpdate; //For preventing re-entrancy public UIEventsAggregator(IInput input, IHitTest hitTest, IGameEvents gameEvents, IFocusedUI focus) { _hitTest = hitTest; _focus = focus; _subscribersToAdd = new ConcurrentQueue <Subscriber>(); _subscribersToRemove = new ConcurrentQueue <string>(); _input = input; _gameEvents = gameEvents; _subscribers = new List <Subscriber>(100); gameEvents.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute); }
public RoomMusicCrossFading(IGameState state, IGameEvents events) { //Default: Linear 3 seconds fade out with no fade in (most music clips already have a 'fade-in' at the start) FadeOut = true; FadeOutSeconds = 3f; _map = new ConcurrentDictionary <string, RoomCrossFader> (); _state = state; state.Rooms.OnListChanged.Subscribe(onRoomsChange); events.OnSavedGameLoad.Subscribe(onSavedGameLoad); }
public Board() { Directory.SetCurrentDirectory(@"..\..\"); this.events = new GameEvents(); this.board = new GameBoard(this); this.timer = new Timer(); this.timer.Tick += GameTick; gameSound = new WindowsMediaPlayer(); gameSound.settings.setMode("Loop", true); events.GameInit(this); }
public AGSSaveLoad(Resolver resolver, IGameFactory factory, ITextureCache textures, IGame game, IFileSystem fileSystem) { _game = game; _resolver = resolver; _factory = factory; _textures = textures; _state = game.State; _events = game.Events; _fileSystem = fileSystem; }
public AGSSliderComponent(IGameState state, IInput input, IGameEvents gameEvents, IFocusedUI focus) { _focus = focus; _state = state; _input = input; _gameEvents = gameEvents; AllowKeyboardControl = true; OnValueChanged = new AGSEvent <SliderValueEventArgs>(); OnValueChanging = new AGSEvent <SliderValueEventArgs>(); input.KeyUp.Subscribe(onKeyUp); }
public VerbOnHotspotLabel(Func<string> getMode, IGame game, ILabel label) { _getMode = getMode; _label = label; _events = game.Events; _input = game.Input; _state = game.State; _game = game; _verbFormats = new Dictionary<string, string> (10) { {RotatingCursorScheme.LOOK_MODE, "Look on {0}"}, {RotatingCursorScheme.INTERACT_MODE, "Interact with {0}"}, {RotatingCursorScheme.WALK_MODE, "Walk to {0}"}, {RotatingCursorScheme.INVENTORY_MODE, "Use {1} on {0}" }, {"Talk", "Talk to {0}"}, }; }
public AGSUIEvents(IInput input, IGameState state, IGameEvents gameEvents) { _input = input; _state = state; _gameEvents = gameEvents; MouseEnter = new AGSEvent<MousePositionEventArgs> (); MouseLeave = new AGSEvent<MousePositionEventArgs> (); MouseMove = new AGSEvent<MousePositionEventArgs> (); MouseClicked = new AGSEvent<MouseButtonEventArgs> (); MouseDoubleClicked = new AGSEvent<MouseButtonEventArgs>(); MouseDown = new AGSEvent<MouseButtonEventArgs> (); MouseUp = new AGSEvent<MouseButtonEventArgs> (); LostFocus = new AGSEvent<MouseButtonEventArgs>(); _leftMouseClickTimer = new Stopwatch (); _rightMouseClickTimer = new Stopwatch (); _leftMouseDoubleClickTimer = new Stopwatch(); _rightMouseDoubleClickTimer = new Stopwatch(); }
public AGSWalkBehavior(IObject obj, IPathFinder pathFinder, IFaceDirectionBehavior faceDirection, IHasOutfit outfit, IObjectFactory objFactory, IGame game, IGLUtils glUtils) { _state = game.State; _cutscene = _state.Cutscene; _events = game.Events; _obj = obj; _pathFinder = pathFinder; _faceDirection = faceDirection; _outfit = outfit; _objFactory = objFactory; _glUtils = glUtils; _debugPath = new List<IObject> (); _walkCompleted = new TaskCompletionSource<object> (); _walkCompleted.SetResult(null); AdjustWalkSpeedToScaleArea = true; MovementLinkedToAnimation = true; WalkStep = new PointF(8f, 8f); _events.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute); }
public AGSHotspotComponent(IGameEvents gameEvents, Resolver resolver) { _resolver = resolver; _gameEvents = gameEvents; }