public static void Notify(object sender, GameEventArgs e) { switch (e.type) { case START_GAME: StartGame?.Invoke(sender, e); break; case PAUSE_GAME: PauseGame?.Invoke(sender, e); break; case RESUME_GAME: ResumeGame?.Invoke(sender, e); break; case STOP_GAME: StopGame?.Invoke(sender, e); break; case RESTART_GAME: RestartGame?.Invoke(sender, e); break; case START_MINI_GAME: StartMiniGame?.Invoke(sender, e); break; case END_MINI_GAME: EndMiniGame?.Invoke(sender, e); break; } }
/// <summary> /// Use it for notify from EventTrigger Component. Requires to be component on GameObject! /// </summary> /// <param name="sender">The sender object.</param> /// <param name="e">Event arguments</param> public void Notify(string type) { switch (type) { case START_GAME: StartGame?.Invoke(null, new GameEventArgs(type)); break; case PAUSE_GAME: PauseGame?.Invoke(null, new GameEventArgs(type)); break; case RESUME_GAME: ResumeGame?.Invoke(null, new GameEventArgs(type)); break; case STOP_GAME: StopGame?.Invoke(null, new GameEventArgs(type)); break; case RESTART_GAME: RestartGame?.Invoke(null, new GameEventArgs(type)); break; case START_MINI_GAME: StartMiniGame?.Invoke(null, new GameEventArgs(type)); break; case END_MINI_GAME: EndMiniGame?.Invoke(null, new GameEventArgs(type)); break; } }
public void Update(GameEngine engine) { StopGame stopGame = engine.RepeatFalse; if (X >= g.ClientWidth || X < 0 || Y >= g.ClientHeight || Y < 0) { stopGame?.Invoke(); } if (Input.IsKeyDown(Keys.LEFT)) { ySpeed = 0; xSpeed = -speed; } if (Input.IsKeyDown(Keys.RIGHT)) { ySpeed = 0; xSpeed = speed; } if (Input.IsKeyDown(Keys.UP)) { ySpeed = -speed; xSpeed = 0; } if (Input.IsKeyDown(Keys.DOWN)) { ySpeed = speed; xSpeed = 0; } X += xSpeed; Y += ySpeed; }
public void StopChanged() { StopGame?.Invoke(); }