public void setController(ScreenStates state) { switch (state) { case ScreenStates.menu: this.state = ScreenStates.menu; menu.RunController(); break; case ScreenStates.gameSelect: this.state = ScreenStates.gameSelect; levelSelect.RunController(); break; case ScreenStates.game: this.state = ScreenStates.game; game.RunController(); break; case ScreenStates.editorSelect: this.state = ScreenStates.editorSelect; break; case ScreenStates.editor: this.state = ScreenStates.editor; break; case ScreenStates.highscore: this.state = ScreenStates.highscore; highscores.RunController(); break; default: this.state = ScreenStates.menu; break; } }
void vm_PropertyChanged(object sender, PropertyChangedEventArgs e) { if (e.PropertyName == "ViewState") { ScreenStates state = vm.ViewState; VisualStateManager.GoToState(this, state.ToString(), true); if (state == ScreenStates.Editing) { this.ApplicationBar.Buttons.Clear(); ApplicationBarIconButton button = new ApplicationBarIconButton(new Uri("/Assets/save.png", UriKind.Relative)) { Text = "save" }; button.Click += (s, args) => { vm.SaveInformationCommand.Execute(null); }; this.ApplicationBar.Buttons.Add(button); this.ApplicationBar.Mode = ApplicationBarMode.Default; } else { this.ApplicationBar.Buttons.Clear(); ApplicationBarIconButton buttonEdit = new ApplicationBarIconButton(new Uri("/Assets/edit.png", UriKind.Relative)) { Text = "edit" }; buttonEdit.Click += (s, args) => { vm.EditInformationCommand.Execute(null); }; this.ApplicationBar.Buttons.Add(buttonEdit); this.ApplicationBar.Mode = ApplicationBarMode.Default; } } }
public void Initialize(GraphicsDevice graphics) { _graphics = graphics; _debugScreen.Initialize(graphics); _currentState = ScreenStates.MainMenu; NextState = ScreenStates.MainMenu; _guiRenderer.Initialize(graphics, GameSettings.g_ScreenWidth, GameSettings.g_ScreenHeight); _mainMenuLogic.Initialize(this); _radialBlurLogic.Initialize(this, _radialBlurRenderer); _radialBlurRenderer.Initialize(graphics); _pixelizerLogic.Initialize(this, _pixelizerRenderer); _pixelizerRenderer.Initialize(graphics); _bokehLogic.Initialize(this, _bokehRenderer); _bokehRenderer.Initialize(graphics); _particlePhysicsLogic.Initialize(this, _particlePhysicsRenderer); _particlePhysicsRenderer.Initialize(graphics); _ssLogic.Initialize(this, _ssRenderer); _ssRenderer.Initialize(graphics); _ftLogic.Initialize(this, _ftRenderer); _ftRenderer.Initialize(graphics); _transitionManager.Initialize(graphics, this); }
public static void ChangeScreen(ScreenStates changeTo) { if (CurrentScreen != ScreenStates.None) { PreviousScreens.Push(CurrentScreen); } CurrentScreen = changeTo; }
public void Draw(GameTime gameTime, RenderTarget2D renderTarget, ScreenStates screenState) { _graphics.SetRenderTarget(renderTarget); switch (screenState) { case ScreenStates.MainMenu: { _graphics.Clear(Color.CornflowerBlue); _guiRenderer.Draw(_mainMenuLogic.getCanvas()); break; } case ScreenStates.RadialBlur: { _radialBlurRenderer.Draw(gameTime, renderTarget); _guiRenderer.Draw(_radialBlurLogic.GetCanvas()); break; } case ScreenStates.Pixelizer: { _pixelizerRenderer.Draw(gameTime, renderTarget); _guiRenderer.Draw(_pixelizerLogic.GetCanvas()); break; } case ScreenStates.Bokeh: { _bokehRenderer.Draw(gameTime, renderTarget); _guiRenderer.Draw(_bokehLogic.GetCanvas()); break; } case ScreenStates.ParticlePhysics: { _particlePhysicsRenderer.Draw(gameTime, renderTarget); _guiRenderer.Draw(_particlePhysicsLogic.GetCanvas()); break; } case ScreenStates.Subsurface: { _ssRenderer.Draw(gameTime, renderTarget); _guiRenderer.Draw(_ssLogic.GetCanvas()); break; } case ScreenStates.FourierTransform: { _ftRenderer.Draw(gameTime, renderTarget); _guiRenderer.Draw(_ftLogic.GetCanvas()); break; } default: throw new ArgumentOutOfRangeException(); } }
private void Start() { screenState = ScreenStates.Display; _screen = GetComponent <ScreenController>(); GenerateMessage(); mire.SetActive(false); }
public static void ChangeState(ScreenStates newState, ScreenStates partialState = ScreenStates.None) { if (partialState == ScreenStates.None) { partialState = newState; } ScreenStatesStack.Push(CurrentScreen); CurrentScreen = newState; TopScreen = partialState; }
void Start() { //Calls controller = GetComponent <Controller2DMOD> (); //Player Init Stats spawn = transform.position; currentLife = maxLife; color = graphics.material.color; wallSlideParticles.SetActive(false); DieParticles.SetActive(false); isLevelEnded = false; playerUI.SetActive(true); scoreUI.SetActive(false); optionsUI.SetActive(false); slideParticles.SetActive(false); TimeScoreUI.SetActive(true); //newAbility.SetActive(false); lifeBar.SetActive(true); swordMesh.SetActive(false); playerManagerAnim.enabled = false; FlyingShip.SetActive(false); UIgodMode.SetActive(false); deadCounterUI.SetActive(false); deadCounter = 0; graphics.material.SetTexture("_MainTex", LidricWell); swordTrail.Emit = false; if (isPlayerOverpowered) { graphics.material.SetTexture("_MainTex", LidricBad); swordMesh.SetActive(true); isLifeDecreasing = true; } if (enableIntro == true) { screenState = ScreenStates.GAME_INTRO; playerManagerAnim.enabled = true; FlyingShip.SetActive(true); lifeBar.SetActive(false); TimeScoreUI.SetActive(false); } //Gravity start calculation gravity = -(2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2); maxJumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight); //Cursor Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; }
public void SwitchScreen(ScreenStates state) { currentScreenState = state; startScreen.SetActive(currentScreenState == ScreenStates.Start); connectingScreen.SetActive(currentScreenState == ScreenStates.Connecting); connectedScreen.SetActive(currentScreenState == ScreenStates.Connected); disconnectedScreen.SetActive(currentScreenState == ScreenStates.Disconnected); questionScreen.SetActive(currentScreenState == ScreenStates.Question); joinedScreen.SetActive(currentScreenState == ScreenStates.Joined); gameJoinedScreen.SetActive(currentScreenState == ScreenStates.GameJoin); }
public void SetPause() { screenState = ScreenStates.GAME_PAUSED; optionsUI.SetActive(true); Time.timeScale = 0; Cursor.visible = true; Cursor.lockState = CursorLockMode.None; blurEffect.enabled = true; lowpassFilter.enabled = true; if (isCollectionableCollected == true) { collectionable.SetActive(true); } }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); Pixel = new Texture2D(GraphicsDevice, 1, 1); Pixel.SetData(new [] { Color.White }); ConnectionString = "Server=MichaelsLaptop; Database=PacManDatabase; Trusted_Connection=True"; CurrentState = ScreenStates.Login; Screens.Add(ScreenStates.Login, new LoginScreen(GraphicsDevice, Content)); // TODO: use this.Content to load your game content here }
public void SwitchState(ScreenStates newState) { switch (CurrentScreenState) { case ScreenStates.MainMenu: ExitMainMenu(); break; case ScreenStates.HomeScreen: ExitHomeScreen(); break; case ScreenStates.GameScreen: ExitGameScreen(); break; } CurrentScreenState = newState; switch (CurrentScreenState) { case ScreenStates.MainMenu: EnterMainMenu(); break; case ScreenStates.HomeScreen: EnterHomeScreen(); break; case ScreenStates.GameScreen: EnterGameScreen(); break; } }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); Pixel = new Texture2D(GraphicsDevice, 1, 1); Pixel.SetData(new[] { Color.White }); LineTexture = Content.Load <Texture2D>("flowline"); DotTexture = Content.Load <Texture2D>("dot"); TurnTexture = Content.Load <Texture2D>("FlowCorner"); CurrentScreen = ScreenStates.Game; Screens.Add(ScreenStates.Game, new GameScreen(GraphicsDevice, Content)); // TODO: use this.Content to load your game content here }
public void ScreenOver() { // Update Status screenState = ScreenStates.Mire; GameSystem.Instance.UpdateLife(); GameSystem.Instance.screensDisplay.Remove(this); // Show Mire mire.SetActive(true); // Hide Messages _message.gameObject.SetActive(false); // Stop Timer // if demand message was created if (demandGenerated) { GameSystem.Instance.messageReceived++; } }
protected override void OnPaint(PaintEventArgs pe) { base.OnPaint(pe); Graphics g = pe.Graphics; switch (state) { case ScreenStates.menu: this.state = ScreenStates.menu; break; case ScreenStates.gameSelect: this.state = ScreenStates.gameSelect; break; case ScreenStates.game: this.state = ScreenStates.game; break; case ScreenStates.editorSelect: this.state = ScreenStates.editorSelect; break; case ScreenStates.editor: this.state = ScreenStates.editor; break; case ScreenStates.highscore: this.state = ScreenStates.highscore; break; default: this.state = ScreenStates.menu; break; } }
// Use this for initialization void Start() { MainCamera = Camera.main; CurrentScreenState = ScreenStates.MainMenu; notificationBar = GameObject.Find("notificationBar"); notification = GameObject.Find("Notification").GetComponent<notificationController>(); homeScreenController = GameObject.Find("HomeScreenBackground").GetComponent<HomeScreenController>(); }
public MainWindow() { //this must ALWAYS be first InitializeComponent(); //// one sensor is currently supported this.kinectsensor = KinectSensor.GetDefault(); // get the depth (display) extents FrameDescription frameDescription = this.kinectsensor.DepthFrameSource.FrameDescription; // open the reader for the body frames this.bodyFrameReader = this.kinectsensor.BodyFrameSource.OpenReader(); this.bodyFrameReader.FrameArrived += this.Reader_FrameArrived; // open the sensor kinectsensor.Open(); recordNumber = 0; //initialization Buttons for visibility initButtons(); this.SetThreshold(HARD_THRESHOLD); currentUser = -1; //bugs out?! currentState = ScreenStates.HOME; //initialize global skeleton buffer bStorage = new Body[6]; //"hard"-coded limit of 6 (more like 2) //setup timer timer = new System.Windows.Threading.DispatcherTimer(); timer.Tick += new EventHandler(timerTick); timer.Interval = new TimeSpan(0, 0, 0, 0, 100); //trigger every 50 ms (faster updates in progress bar) timerCount = 0; //initialize dataStore -- 4 user limit dataStore = new MathNet.Numerics.LinearAlgebra.Generic.Matrix<float>[4][][]; for (int i = 0; i < dataStore.Length; i++) { //for each user give space for "1" gesture dataStore[i] = new MathNet.Numerics.LinearAlgebra.Generic.Matrix<float>[1][]; for (int j = 0; j < dataStore[i].Length; j++) { //each gesture give space for "1" sample of the gesture dataStore[i][j] = new MathNet.Numerics.LinearAlgebra.Generic.Matrix<float>[numRecords]; } } userNames = new string[]{"User 1", "User 2", "User 3", "User 4"}; userHasData = new bool[4] { false, false, false, false }; dataEnrolled = false; //set up recordingBuffer rb = new RecordingBuffer(5 * 30, 25); //full joints 5 seconds; rb.clearBuffer(); //set state to welcome setProgramState(ScreenStates.HOME); this.kinectManager = KinectManager.Default; //setup the cursor with images Image[] cursorImages = new Image[3]; Image cursorImage0 = new Image(); cursorImage0.Source = ImageExtensions.ToBitmapSource(KinectLogin.Properties.Resources.hand1); cursorImages[0] = cursorImage0; Image cursorImage1 = new Image(); cursorImage1.Source = ImageExtensions.ToBitmapSource(KinectLogin.Properties.Resources.hand2); cursorImages[1] = cursorImage1; Image cursorImage2 = new Image(); cursorImage2.Source = ImageExtensions.ToBitmapSource(KinectLogin.Properties.Resources.hand3); cursorImages[2] = cursorImage2; this.cursorView.SetCursorImages(cursorImages); this.kinectManager.HandManager.Cursor = this.cursorView; this.kinectManager.AddStateListener(this); //MessageBox.Show("Success!"); //Loaded += OnLoaded; }
void setProgramState(ScreenStates ss) { //set current State currentState = ss; StickMen.Visibility = System.Windows.Visibility.Hidden; switch (ss) { case ScreenStates.HOME: setScreenState(ScreenStates.HOME); break; case ScreenStates.TUTORIAL: setScreenState(ScreenStates.TUTORIAL); break; case ScreenStates.SELECTUSER_ENROLL: setScreenState(ScreenStates.SELECTUSER_ENROLL); break; case ScreenStates.SELECTUSER_LOGIN: setScreenState(ScreenStates.SELECTUSER_LOGIN); break; case ScreenStates.RECORDING_ENROLL: StickMen.Visibility = System.Windows.Visibility.Visible; rb.clearBuffer(); setScreenState(ScreenStates.RECORDING_ENROLL); startTimer(3); break; case ScreenStates.RECORDING_LOGIN_GUESS: StickMen.Visibility = System.Windows.Visibility.Visible; rb.clearBuffer(); setScreenState(ScreenStates.RECORDING_LOGIN_GUESS); startTimer(3); break; case ScreenStates.RECORDING_LOGIN_GIVEN: StickMen.Visibility = System.Windows.Visibility.Visible; rb.clearBuffer(); setScreenState(ScreenStates.RECORDING_LOGIN_GIVEN); startTimer(3); break; case ScreenStates.RESULT: setScreenState(ScreenStates.RESULT); break; default: //do nothing?! HOW DID IT GET HERE setScreenState(ScreenStates.HOME); break; } }
public void Update(GameTime gameTime) { //Switch States! if (_currentState != NextState) { _transitionManager.Begin(800, _currentState); _currentState = NextState; } _transitionManager.Update(gameTime); Input.Update(gameTime); GUIControl.Update(Input.mouseLastState, Input.mouseState); switch (_currentState) { case ScreenStates.MainMenu: { _mainMenuLogic.Update(gameTime); break; } case ScreenStates.RadialBlur: { _radialBlurLogic.Update(gameTime); break; } case ScreenStates.Pixelizer: { _pixelizerLogic.Update(gameTime); break; } case ScreenStates.Bokeh: { _bokehLogic.Update(gameTime); break; } case ScreenStates.ParticlePhysics: { _particlePhysicsLogic.Update(gameTime); break; } case ScreenStates.Subsurface: { _ssLogic.Update(gameTime); break; } case ScreenStates.FourierTransform: { _ftLogic.Update(gameTime); break; } default: throw new ArgumentOutOfRangeException(); } _debugScreen.Update(gameTime); //Reload }
void setScreenState(ScreenStates ss) { List<Button> VisibleButtons = null; //toggle all buttons + widgets to OFF RecordingProgress.Visibility = System.Windows.Visibility.Hidden; ProgressText.Visibility = System.Windows.Visibility.Hidden; TutorialText.Visibility = System.Windows.Visibility.Hidden; foreach (Button b in allButtons) { b.Visibility = System.Windows.Visibility.Hidden; } switch (ss) { case ScreenStates.HOME: //have mechanism to stop recording or no. HomeButton.Content = "Home/Back"; VisibleButtons = welcomeButtons; break; case ScreenStates.TUTORIAL: //VisibleButtons = welcomeButtons; HomeButton.Visibility = System.Windows.Visibility.Visible; //RecordingProgress.Visibility = System.Windows.Visibility.Visible; TutorialText.Visibility = System.Windows.Visibility.Visible; ReadyButton.Visibility = System.Windows.Visibility.Visible; break; case ScreenStates.SELECTUSER_ENROLL: TutorialText.Visibility = System.Windows.Visibility.Visible; HomeButton.Visibility = System.Windows.Visibility.Visible; HomeButton.Content = "Currently in Enroll: Home/Back"; VisibleButtons = selectUserButtons; break; case ScreenStates.SELECTUSER_LOGIN: HomeButton.Visibility = System.Windows.Visibility.Visible; HomeButton.Content = "Currently in Login: Home/Back"; VisibleButtons = selectUserButtons; break; case ScreenStates.RECORDING_ENROLL: RecordingProgress.Visibility = System.Windows.Visibility.Visible; ProgressText.Visibility = System.Windows.Visibility.Visible; break; case ScreenStates.RECORDING_LOGIN_GUESS: RecordingProgress.Visibility = System.Windows.Visibility.Visible; ProgressText.Visibility = System.Windows.Visibility.Visible; break; case ScreenStates.RECORDING_LOGIN_GIVEN: RecordingProgress.Visibility = System.Windows.Visibility.Visible; ProgressText.Visibility = System.Windows.Visibility.Visible; break; case ScreenStates.RESULT: HomeButton.Content = "Results/Press to Back"; HomeButton.Visibility = System.Windows.Visibility.Visible; break; default: //do nothing?! HOW DID IT GET HERE VisibleButtons = welcomeButtons; break; } if (VisibleButtons != null) { foreach (Button b in VisibleButtons) { b.Visibility = System.Windows.Visibility.Visible; } } }
public static void AddScreen(ScreenStates screenState, Screen screen) { Screens.Add(screenState, screen); }
public void SetDead() { state = States.DEAD; screenState = ScreenStates.SCRIPTED; }
void SetGodMode() { screenState = ScreenStates.GODMODE; UIgodMode.SetActive(true); }
void SetGameRunning() { screenState = ScreenStates.GAME_RUNNING; }