private void Awake() { _stateMachine = new StateMachine(); _loading_State = new Loading_State(); _inMenu_State = new InMenu_State(); _playing_State = new Playing_State(); _quit_State = new Quit_State(); _burger_State = new UIGameBurger_State(); _levelEnd_State = new UILevelEnd_State(); _levels_State = new UILevels_State(); _screenFader = FindObjectOfType <ScreenFader>(); }
void Awake() { //first, reference all of the state scripts setupState = GetComponent <Setup_State> (); playingState = GetComponent <Playing_State> (); pauseState = GetComponent <Pause_State> (); endState = GetComponent <End_State> (); //get prepping currentState = Game_State.Setup_State; //basic stats playerEnergy = 5; playerHealth = 5; //ready to go ChangeState(); }
public Window_Return_Info Update(GameTime gameTime, KeyPress keyPress) { Window_Return_Info window_Return_Info; window_Return_Info.windowTransition = false; window_Return_Info.newState = Game_Window_State.Game_Mode_State; if (reload == true) { Reload(); } if (change_level_bool == true) { playing_State = Playing_State.fade_out_state; change_level_bool = false; } // Change Game_States between Game and Pause States if (keyPress.key_Esc == 1) { if (is_paused == true && playing_State == Playing_State.pause_state) { playing_State = Playing_State.game_state; is_paused = false; } else if (is_paused == false && playing_State == Playing_State.game_state) { playing_State = Playing_State.pause_state; is_paused = true; } } // Display Dev_Info if (keyPress.key_T == 1) { if (dev_display == true) { dev_display = false; } else if (dev_display == false) { dev_display = true; } } CameraStroll(); switch (playing_State) { case Playing_State.fade_in_state: FadeDelay -= gameTime.ElapsedGameTime.TotalSeconds; if (FadeDelay <= 0) { FadeDelay = fade_Delay; fade_AlphaValue += fadeIncrement; if (fade_AlphaValue >= 1) { fade_AlphaValue = MathHelper.Clamp(fade_AlphaValue, 0, 1); playing_State = Playing_State.game_state; } } break; case Playing_State.game_state: player.Update(gameTime, keyPress, halt_movement); for (int i = 0; i < gameObjectsStore.elementStore.Count(); i++) { gameObjectsStore.elementStore[i].Update( this, gameTime, keyPress, player.BoundingRectangle, player.Position); } Exits_Map_Based(); break; case Playing_State.fade_out_state: player.animation_To_Idle(); FadeDelay -= gameTime.ElapsedGameTime.TotalSeconds; if (FadeDelay <= 0) { FadeDelay = fade_Delay; fade_AlphaValue -= fadeIncrement; if (fade_AlphaValue <= 0) { if (next_Window_State_Bool == true) { window_Return_Info.windowTransition = true; window_Return_Info.newState = Game_Window_State.Splash_Screen_State; Dismiss(); fade_AlphaValue = 0; } else { fade_AlphaValue = MathHelper.Clamp(fade_AlphaValue, 0, 1); playing_State = Playing_State.loading_state; } } } break; case Playing_State.loading_state: Refresh(); playing_State = Playing_State.fade_in_state; break; case Playing_State.pause_state: Pause_Update(keyPress); break; } return window_Return_Info; }
public void Reload() { Pause_Reload(); screen_Background = content.Load<Texture2D>("Fades/White"); dev_Base = content.Load<Texture2D>("Dev/Dev_Base"); screen_Fade = content.Load<Texture2D>("Fades/Black"); Dev_Font = content.Load<SpriteFont>("Fonts/Dev_Font"); loading_Font = content.Load<SpriteFont>("Fonts/Loading_Font"); fade_AlphaValue = 0f; FadeDelay = 0; Building_Restart(); playing_State = Playing_State.fade_in_state; is_paused = false; next_Window_State_Bool = false; reload = false; }