private static void Main(string[] args) { try { var bgMusic = new BackgroundMusic(); bgMusic.Play(); Initialize.InitializeGame(); while (true) { Thread.Sleep(10); var key = (Console.KeyAvailable) ? Console.ReadKey(true).Key : 0; Update.UpdateAll(key); if (State.ScreenNeedsRedraw) { Console.Clear(); } Draw.DrawAll(); State.ScreenNeedsRedraw = false; State.PlayerNeedsRedraw = false; State.BallNeedsRedraw = false; } } catch (Exception e) { Console.WriteLine(e); throw; } }
private void OnLevelFinishedLoading(Scene scene, LoadSceneMode mode) { i = 0; if (stIndexes[scene.buildIndex] != stIndex) { stIndex = stIndexes[scene.buildIndex]; BackgroundMusic.clip = soundtracks[stIndex]; BackgroundMusic.Play(); } insts = new Dictionary <int, GPGSyncInstance>(); if (scene.buildIndex > 1) { //CreatePlayers(); if (!singlplayer) { pcs.Clear(); CreateLocalPlayer(); } else { Transform spawn = GameObject.Find(Gateway).transform; Vector3 pos = spawn != null ? spawn.position : new Vector3(); Instantiate(playerPrefab, pos, Quaternion.identity); } } }
void addSound() { GameObject backMusic = new GameObject("background_music"); BackgroundMusic backgroundMusic = new BackgroundMusic("Audio/BGM"); backgroundMusic.Volume = 100; backgroundMusic.Play(); backgroundMusic.IsRepeating = true; backMusic.AddComponent(backgroundMusic); backMusic.Parent = Root; backMusic.GetComponent <BackgroundMusic>().Play(); }
// Start is called before the first frame update void Start() { audioSources = GetComponents <AudioSource>(); WhiteNoise.clip = WhiteNoiseClip; BackgroundMusic.clip = BackgroundMusicClip; ShepardTone.clip = ShepardToneClip; backgroundMusicMaxVolume = BackgroundMusic.volume; shepardToneMaxVolume = ShepardTone.volume; ShepardTone.volume = 0; BackgroundMusic.volume = 0; WhiteNoise.Play(); BackgroundMusic.Play(); ShepardTone.Play(); }
//------------------------------------------------------------------------- // CLASS METHOD DEFINITIONS //------------------------------------------------------------------------- void Awake() { manager = GetComponent <InteractableManager>(); manager.Register(this); updateHandler_ = sceneIntro; // play the cell door sound CellDoorSoundSound.Play(); // play background music but set volume to 0. // also set the fader for the bgm BackgroundMusic.Play(); BackgroundMusic.Loop(true); BackgroundMusic.SetVolume(0.0f); bgmFader_ = new Fader(0.0f, 30.0f, 0.0f); // introBgFader_ = new Fader(1.0f, 0.0f, 5.0f); }
//Play requested sound public void PlaySound(string sound) { //Check given sound name matches and soundIDs for (int i = 0; i < soundFx.Length; i++) { if (sound == soundFx[i].soundID) { soundFx[i].Play(); return; } } if (sound == music.soundID) { music.Play(); } else { //Throw warning if sound wasn't found Debug.LogWarning("SoundManager: Requested sound was not found"); } }
private static void LoadGameFile() { try { var parser = new FileIniDataParser(); var data = parser.ReadFile(StorageBase.GameIniFilePath); //state var state = data["State"]; MapBase.OpenMap(state["Map"]); NpcManager.Load(state["Npc"]); ObjManager.Load(state["Obj"]); BackgroundMusic.Play(state["Bgm"]); Globals.PlayerIndex = int.Parse(state["Chr"]); //option var option = data["Option"]; MapBase.MapTime = int.Parse(option["MapTime"]); WeatherManager.ShowSnow(int.Parse(option["SnowShow"]) != 0); if (!string.IsNullOrEmpty(option["RainFile"])) { WeatherManager.BeginRain(option["RainFile"]); } if (string.IsNullOrEmpty(option["Water"])) { Globals.IsWaterEffectEnabled = false; } else { Globals.IsWaterEffectEnabled = int.Parse(option["Water"]) != 0; } if (string.IsNullOrEmpty(option["MpcStyle"])) { MapBase.DrawColor = Color.White; } else { MapBase.DrawColor = StorageBase.GetColorFromString(option["MpcStyle"]); } if (string.IsNullOrEmpty(option["AsfStyle"])) { Sprite.DrawColor = Color.White; } else { Sprite.DrawColor = StorageBase.GetColorFromString(option["AsfStyle"]); } if (string.IsNullOrEmpty(option["SaveDisabled"])) { Globals.IsSaveDisabled = false; } else { Globals.IsSaveDisabled = int.Parse(option["SaveDisabled"]) > 0; } if (string.IsNullOrEmpty(option["IsDropGoodWhenDefeatEnemyDisabled"])) { Globals.IsDropGoodWhenDefeatEnemyDisabled = false; } else { Globals.IsDropGoodWhenDefeatEnemyDisabled = int.Parse(option["IsDropGoodWhenDefeatEnemyDisabled"]) > 0; } //Timer var timer = data["Timer"]; if (timer != null) { var isOn = timer["IsOn"] != "0"; if (isOn) { ScriptExecuter.OpenTimeLimit(int.Parse(timer["TotalSecond"])); var isHide = timer["IsTimerWindowShow"] != "1"; if (isHide) { ScriptExecuter.HideTimerWnd(); } if (timer["IsScriptSet"] != "0") { ScriptExecuter.SetTimeScript(int.Parse(timer["TriggerTime"]), timer["TimerScript"]); } } } //Variables ScriptExecuter.LoadVariables(data["Var"]); //ParallelScript ScriptManager.LoadParallelScript(data["ParallelScript"]); } catch (Exception exception) { Log.LogFileLoadError("Game.ini", StorageBase.GameIniFilePath, exception); } }
/// <summary> /// Check if the player click any key /// </summary> /// <param name="ElapsedTime"></param> public void ClickedKeys(double ElapsedTime) { //Prevent player from fast clicking FrameTimer += (float)ElapsedTime; if (FrameTimer >= 0.1f) { FrameTimer -= 0.1f; if (Grid.GameOn()) { if (Engine.KeyClicked(System.Windows.Forms.Keys.Down)) { UpDown.Play(false); Grid.MoveDown(); } if (Engine.KeyClicked(System.Windows.Forms.Keys.Up)) { UpDown.Play(false); Grid.MoveUp(); } if (Engine.KeyClicked(System.Windows.Forms.Keys.Left)) { LeftRight.Play(false); Grid.MoveLeft(); } if (Engine.KeyClicked(System.Windows.Forms.Keys.Right)) { LeftRight.Play(false); Grid.MoveRight(); } } if (Engine.KeyClicked(System.Windows.Forms.Keys.Space)) { if (BackgroundMusic.IsBeingPlayed) { BackgroundMusic.StopPlaying(); } else { BackgroundMusic.Play(true); } } if (!Grid.GameOn()) { if (Engine.KeyClicked(System.Windows.Forms.Keys.Enter)) { Score = new Score(this.Engine, Grid.Score); Engine.RegisterScene(Score); Engine.GoToScene(Score); } } } //Go back to the menu if (Engine.KeyClicked(System.Windows.Forms.Keys.Escape)) { Menu menu = new Menu(Engine, this); Engine.GoToScene(menu); } }
public override void Enter() { bgm.Play(); }
public MainWindow() { InitializeComponent(); BackgroundMusic.Play(); BackgroundMusic.Volume = 0; }
void RefreshCurrentSpeech() { isChangingSpeech = true; isCharacterChanged = PreviousSpeech == null || (PreviousSpeech != null && !PreviousSpeech.character.Equals(CurrentSpeech.character)); isBackgroundChanged = !string.IsNullOrEmpty(CurrentSpeech.background); if (currentCharacter && (isCharacterChanged || isBackgroundChanged)) { currentCharacter.Hide(); } if (isCharacterChanged) { if (!Assets.CHARACTER_NARRATOR.Equals(CurrentSpeech.character)) { currentCharacter = GetCharacter(CurrentSpeech.character); } else { currentCharacter = null; } } // Hide current dialog anyway. If speaking character not changed, dialog will be shown up with a small delay if (currentDialog) { currentDialog.Hide(); } if (isBackgroundChanged) { if (PreviousSpeech == null) { StartCoroutine(ShowBackground(Assets.Load <Sprite>(Assets.BACKGROUND, CurrentSpeech.background))); } else { StartCoroutine(UpdateBackground(Assets.Load <Sprite>(Assets.BACKGROUND, CurrentSpeech.background))); } } else if (isCharacterChanged) { Invoke("OnBackgroundUpdated", CHANGE_CHARACTER_DELAY); } else { OnBackgroundUpdated(); } if (!string.IsNullOrEmpty(CurrentSpeech.music)) { if (Assets.MUSIC_OFF.Equals(CurrentSpeech.music)) { BackgroundMusic.Stop(); } else { BackgroundMusic.Play(Assets.Load <AudioClip>(Assets.MUSIC, CurrentSpeech.music)); } } }