public static void HandleInput(GAMESTATE gameState) { for (int i = keysDown.Count() - 1; i >= 0; i--) { if (Keyboard.GetState().IsKeyUp(keysDown[i])) keysDown.Remove(keysDown[i]); } if (Keyboard.GetState().IsKeyDown(Keys.Enter) && !keysDown.Contains(Keys.Enter)) { if (gameState == GAMESTATE.PLAYING) Game1.gameState = GAMESTATE.PAUSED; else Game1.gameState = GAMESTATE.PLAYING; } if (Keyboard.GetState().IsKeyDown(Keys.Space) && !keysDown.Contains(Keys.Space)) Player.player.Fire(); foreach (Keys k in Keyboard.GetState().GetPressedKeys()) { keysDown.Add(k); } if (gameState == GAMESTATE.PLAYING) if (!Playing()) Game1.gameState = GAMESTATE.START_SCREEN; }
void Start() { SoundManager.SOUNDS.playSound(SoundManager.UI_CLICK,CameraCollider.MATHIUS_EARTH_CAM); stats = MasterController.BRAIN.sm(); gs = GAMESTATE.RESUME; MUI = gameObject.GetComponent<Mathius_UI>(); }
public void SetGameOver(int score){ curState=GAMESTATE.GAMEOVER; curScore=score; if(curScore>PlayerPrefs.GetInt("HightScore",0)){ PlayerPrefs.SetInt("HightScore",curScore); } StartCoroutine(UIAnimation()); StartCoroutine(IESoundPitchDown()); }
void BuildingUi() { PlayerUi(); Rect button = new Rect(Screen.width / 2 - 100, Screen.height - 60, 200, 50); GUI.Box(gameStateRect, onPlayer.name + " - BuildingSetting"); if(GUI.Button(button, "Setting Done")) { BuildingManager.Instance().OffBuilding(); gameState = GAMESTATE.TURN; } }
public void SettingDone() { if(gameState == GAMESTATE.FIRSTBUILDING) { BuildingManager.Instance().OffBuilding(); BuildingManager.Instance().OnStreet(); gameState = GAMESTATE.FIRSTSTREET; } else if(gameState == GAMESTATE.FIRSTSTREET) { BuildingManager.Instance().OffStreet(); gameState = GAMESTATE.FIRSTSETTING; } }
private void canvasMain_Update(ICanvasAnimatedControl sender, CanvasAnimatedUpdateEventArgs args) { switch(State) { case GAMESTATE.ADDING_ROOMS: if (Rooms.Count < nMaxRooms) { Rooms.Add(Room.CreateRandomRoom()); } else { State = GAMESTATE.SEPARATING_ROOMS; } break; case GAMESTATE.SEPARATING_ROOMS: break; case GAMESTATE.DONE: break; } }
void FirstSetting() { if(turnNum == PlayerManager.Instance().playerNum * 2) { onPlayer = PlayerManager.Instance().GetPlayer(0); gameState = GAMESTATE.IDLE; } else if(turnNum >= PlayerManager.Instance().playerNum) { turnNum++; int num = (PlayerManager.Instance().playerNum * 2) - turnNum; Debug.Log(num); onPlayer = PlayerManager.Instance().GetPlayer(num); BuildingManager.Instance().OnBuilding(); gameState = GAMESTATE.FIRSTBUILDING; } else { turnNum++; onPlayer = PlayerManager.Instance().GetPlayer(turnNum - 1); BuildingManager.Instance().OnBuilding(); gameState = GAMESTATE.FIRSTBUILDING; } }
public void Congrats() { congratsScreen = new CongratsScreen(this); gameState = GAMESTATE.FINISH; level1 = null; level2 = null; level3 = null; }
protected private GAMESTATE StartTrading(bool vendorIsAlive, TradeMenu tradeMenu, Player player, Vendor vendor, GAMESTATE gameState, Inventory inventory) // attacks if colliding character is alive, else do nothing { if (vendorIsAlive) { gameState = tradeMenu.Begin(player, vendor, inventory); } return(gameState); }
public void UnPause() { _state = GAMESTATE.PLAYING; Core.menus.GotToMenu("GameUI"); Time.timeScale = 1.0f; }
private void GetRestart() { GamePadState pad = GamePad.GetState(PlayerIndex.One); if (pad.IsButtonDown(Buttons.Start)) { player.Position = GameConfig.PlayerStartPos; player.Update(cam, false); GameState = GAMESTATE.MainGame; } }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState keyState = Keyboard.GetState (); MouseState mouseState = Mouse.GetState (); Vector2 touchPos = new Vector2 (mouseState.X, mouseState.Y); bool touched = false; #if __MonoCS__ TouchCollection touchCollection = TouchPanel.GetState (); if (touchCollection.Count > 0) { touchPos.X = touchCollection [0].Position.X; touchPos.Y = touchCollection [0].Position.Y; touched = true; } #endif if (mouseState.LeftButton == ButtonState.Pressed) { touched = true; } switch (gameState) { case GAMESTATE.START: { int startAt = 200; int border = 20; highlighted = -1; for (int i = 0; i < menuOptions.Count(); i++) { Vector2 textSize = spriteFont.MeasureString(menuOptions[0]); Vector2 pos = new Vector2(50, startAt + ((textSize.Y + border) * i)); Rectangle textBounds = new Rectangle((int)pos.X, (int)pos.Y, (int)textSize.X, (int) textSize.Y); Vector2 mousePos = new Vector2(mouseState.X, mouseState.Y); if ((touchPos.X > textBounds.X) && (touchPos.X < textBounds.X + textBounds.Width) && (touchPos.Y > textBounds.Y) && (touchPos.Y < textBounds.Y + textBounds.Height)) { highlighted = i; } } if (touched) { if (highlighted == 0) { leftScore = 0; rightScore = 0; rightBat.AiControlled = true; leftBat.MouseControlled = true; gameState = GAMESTATE.MIDDLE; MediaPlayer.Stop(); ResetMouse(); } if (highlighted == 1) { gameState = GAMESTATE.MIDDLE; MediaPlayer.Stop(); ResetMouse(); } if (highlighted == 2) { this.Exit(); } } break; } case GAMESTATE.MIDDLE: { for (int i = 0; i < children.Count; i++) { children[i].Update(gameTime); } break; } case GAMESTATE.END: { if (touched) { gameState = GAMESTATE.START; } break; } } if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); } base.Update(gameTime); }
public void ViewScore() { scoreScreen = new ScoreScreen(this); gameState = GAMESTATE.SCORE; congratsScreen = null; }
// Use this for initialization void Start() { m_eGameState = GAMESTATE.E_PLAY; GamePlay(); }
// Use this for initialization void Start() { gameState = GAMESTATE.CHOOSING_SKILL; }
public void SetState(GAMESTATE NewState) { m_GameState = NewState; }
//----------------------------------------------------------------------------------------- /// <summary> /// GameStateをセット /// </summary> public void SetGameState(GAMESTATE aGAMESTATE) { mGameState = aGAMESTATE; }
public static void SetGameState(GAMESTATE s) { State = s; }
public void LevelOne() { level1 = new GamePlayLevel1(this); gameState = GAMESTATE.LEVEL1; GameIndex = 1; levelSelectionScreen = null; Ammo = 20; TimeLimit = 50f; EnemyCount = 10; Health = 100; }
public void done_attacking_enemies() { cur_state = GAMESTATE.DONE_ATTACKING; shadow_cards_leave_play(); begin_refresh_phase(); }
public void LevelThree() { level3 = new GamePlayLevel3(this); gameState = GAMESTATE.LEVEL3; GameIndex = 3; levelSelectionScreen = null; Ammo = 60; TimeLimit = 120f; EnemyCount = 25; Health = 100; }
public void finish_committing() { cur_state = GAMESTATE.STAGING; do_staging(); }
public void RightBatScores() { winSound.Play(); rightScore++; if (rightScore == maxScore) { gameState = GAMESTATE.END; MediaPlayer.Play(startSong); } else { ResetGame(); } }
public void ChangeState(GAMESTATE state) { m_State = state; OnGameStateChanged?.Invoke(m_State); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { Width = graphics.GraphicsDevice.Viewport.Width; Height = graphics.GraphicsDevice.Viewport.Height; gameState = GAMESTATE.START_SCREEN; contentRef = Content; new Player(); base.Initialize(); }
private void ChangeState(GAMESTATE state) { switch (_gameState) { case GAMESTATE.INITILIZE: break; case GAMESTATE.GAMEPLAY: break; case GAMESTATE.PAUSE: if (state == GAMESTATE.GAMEPLAY) { StartCoroutine(StartGame()); } break; case GAMESTATE.GAMEOVER: break; } _gameState = state; switch (state) { case GAMESTATE.INITILIZE: gridManager.Initilize(GridSize); goto default; case GAMESTATE.INITILIZECOMPLETE: fruitObj = gridManager.SetCollectObject(CollectPrefab, PoolManager.GetInstance().GetPoolContainer(false), true, out fruitNode); currentNode = gridManager.GetRandomPosition(10, 10); currentDirection = (TraversalDirection)(Random.Range(1, 4)); SetInitilialPositions(currentNode, currentDirection); if (currentDirection == TraversalDirection.LEFT) { currentDirection = TraversalDirection.RIGHT; } else if (currentDirection == TraversalDirection.RIGHT) { currentDirection = TraversalDirection.LEFT; } else if (currentDirection == TraversalDirection.BOTTOM) { currentDirection = TraversalDirection.TOP; } else if (currentDirection == TraversalDirection.TOP) { currentDirection = TraversalDirection.BOTTOM; } goto default; case GAMESTATE.GAMEPLAY: StartCoroutine(StartGame()); goto default; case GAMESTATE.PAUSE: goto default; case GAMESTATE.GAMEEND: StartCoroutine(ChangeState(GAMESTATE.GAMEOVER, 1.0f)); goto default; case GAMESTATE.GAMEOVER: if (OnGameStateChangeEvent != null) { OnGameStateChangeEvent(_gameState); } SoundManager.AudioPlayEvent(ConstantsList.Sfx_GameOver); Score = _score; break; default: if (OnGameStateChangeEvent != null) { OnGameStateChangeEvent(_gameState); } break; } }
private void UpdateMenu() { GamePadState pad = GamePad.GetState(PlayerIndex.One); if (pad.Buttons.Start == ButtonState.Pressed) { GameState = GAMESTATE.MainGame; NewGame(); } }
public void SetGameState(GAMESTATE aGameState) { m_CurrentGameState = aGameState; }
void begin_quest_phase() { new_phase_started(GAMEPHASE.QUEST); cur_state = GAMESTATE.COMMITTING_CHARACTERS; }
public GAMESTATE Update(List <Enemy> enemies, Player player, Map map, Camera camera, HUD hud, Battle battle, Inventory inventory, GAMESTATE gameState) // update list of enemies in a for loop { for (int i = 0; i < enemies.Count; i++) { gameState = enemies[i].Update(player, map, camera, hud, battle, inventory, gameState); } return(gameState); }
private IEnumerator ChangeState(GAMESTATE state, float gap) { yield return(new WaitForSeconds(gap)); GameState = state; }
public void finished_engaging_enemies() { cur_state = GAMESTATE.ENGAGEMENT_CHECKS; check_for_enemy_engagements(); }
void SetState(GAMESTATE gameState) { // ==================================== // State initialisation // ==================================== switch (gameState) { case GAMESTATE.FRONTEND: for (int i = 0; i < PlayerCursor.s_players.Count; ++i) { PlayerCursor.s_players[i].m_score = 0; m_scores[i] = 0; } break; case GAMESTATE.GAMEINTRO: m_gameIntroTimer = 1.5f; if (m_SFX_playClicked) { m_SFX_playClicked.PlayRandom(); } break; case GAMESTATE.PLAYING: m_clustersSpawned = 0; m_timer = m_gameTime; if (m_SFX_startGame) { m_SFX_startGame.PlayRandom(); } break; case GAMESTATE.ENDSCORES: if (m_SFX_endGame) { m_SFX_endGame.PlayRandom(); } m_scoresDisplayed = false; if (Victim.s_victims != null) { for (int i = 0; i < Victim.s_victims.Count; ++i) { GameObject.Destroy(Victim.s_victims[i].gameObject); } } break; } // ==================================== // Activate objects for specific states // ==================================== m_frontEnd.SetActive(gameState == GAMESTATE.FRONTEND); m_hud.SetActive(gameState != GAMESTATE.FRONTEND); m_endScores.SetActive(gameState == GAMESTATE.ENDSCORES); if (PlayerCursor.s_players != null) { for (int i = 0; i < PlayerCursor.s_players.Count; ++i) { PlayerCursor.s_players[i].gameObject.SetActive(gameState == GAMESTATE.PLAYING); } } // ==================================== m_gameState = gameState; }
public void player_chose_enemy_to_attack(LOTRPlayer player, EnemyCard enemy) { defending_enemy = enemy; cur_state = GAMESTATE.DECLARING_ATTACKERS; attacking_player_cards = new List <PlayerCard>(); }
protected private GAMESTATE StartAttacking(bool victimIsAlive, Battle battle, Player player, Enemy enemy, GAMESTATE gameState, Inventory inventory) // attacks if colliding character is alive, else do nothing { if (victimIsAlive) { gameState = battle.Begin(player, enemy, inventory); } return(gameState); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } if (!connected) { return; } MouseState mouse = Mouse.GetState(); switch (CurrentGameState) { case GAMESTATE.MAINMENU: if (btnLogIn.isClicked == true) { CurrentGameState = GAMESTATE.LOGIN; } btnLogIn.Update(mouse); break; case GAMESTATE.LOGIN: //Activates the login Keyboard CheckLogedInPlayers(); if (InputEngine.IsKeyPressed(Keys.F10) && !loginKeyboard.Visible) { loginKeyboard.Visible = true; //Clears anything written before this point InputEngine.ClearState(); } if (loginKeyboard.Done) { gamerTag = loginKeyboard.Name; password = loginKeyboard.Password; loginKeyboard.Clear(); InputEngine.ClearState(); //checks to see if the connection is connected if (connection.State == ConnectionState.Connected) { if (gamerTag != null && password != null) { getPlayer(); subscribeToMessages(); CheckLogedInPlayers(); //getPlayerData(); } } } if (loggedIn == true) { if (allLogedInPlayers.Count >= 2) { if (btnSubmit.isClicked == true) { CurrentGameState = GAMESTATE.PLAYING; } } btnSubmit.Update(mouse); } break; case GAMESTATE.PLAYING: if (Keyboard.GetState().IsKeyDown(Keys.Q)) { myPlayer = new speedyPlayer(new Texture2D[] { Content.Load <Texture2D>(@"Player Images\characterSpriteSheet1"), Content.Load <Texture2D>(@"Player Images\cherryPlayer") }, centreScreen, 2, 9f); gameStart = true; q = true; } if (Keyboard.GetState().IsKeyDown(Keys.W)) { myPlayer = new ladyPlayer(new Texture2D[] { Content.Load <Texture2D>(@"Player Images\character2SspriteSheet"), Content.Load <Texture2D>(@"Player Images\cherryPlayer") }, centreScreen, 2, 6f); gameStart = true; w = true; } if (Keyboard.GetState().IsKeyDown(Keys.E)) { myPlayer = new healthyPlayer(new Texture2D[] { Content.Load <Texture2D>(@"Player Images\characterSpriteSheet3"), Content.Load <Texture2D>(@"Player Images\cherryPlayer") }, centreScreen, 2, 6f); gameStart = true; e = true; } if (Keyboard.GetState().IsKeyDown(Keys.R)) { myPlayer = new sneakPlayer(new Texture2D[] { Content.Load <Texture2D>(@"Player Images\character4SpriteSheet"), Content.Load <Texture2D>(@"Player Images\cherryPlayer") }, centreScreen, 2, 4.5f); gameStart = true; r = true; } if (gameStart) // play the game { Vector2 StartingPos = myPlayer.position; sendNewPlayerStartingPosition(centreScreen); //updating the player myPlayer.Update(gameTime); sendNewPlayerPosition(myPlayer.position); subscribeToMessages(); foreach (Player othPlayer in OtherPlayers) { othPlayer.Update(gameTime); } cherry.Update(gameTime); if (cherry.visible == true) { if (myPlayer.collisionDetect(cherry)) { cherry.visible = false; myPlayer.cherryform = true; } } // no going through the walls foreach (Wall w in walls) { if (w.visible) { if (w.collisionDetect(myPlayer)) { if (myPlayer.sneaky == false) { myPlayer.position = StartingPos; } } } } //clamping the player to the border myPlayer.position = Vector2.Clamp(myPlayer.position, Vector2.Zero, (new Vector2(screenWidth, screenHeight) - new Vector2(myPlayer.SpriteWidth, myPlayer.SpriteHeight))); //updating the collectables for (int i = 0; i < collectables.Count; i++) { collectables[i].Update(gameTime); } //updating the collectables collision detection for (int i = 0; i < collectables.Count; i++) { if (myPlayer.collisionDetect(collectables[i])) { if (collectables[i].visible) { // collectedAmount++; myPlayer.score += collectables[i].CollectableScore; collectables[i].visible = false; } } } //updating collision detect for chasers for (int i = 0; i < chasers.Length; i++) { if (myPlayer.collisionDetect(chasers[i])) { if (chasers[i].visible) { // myPlayer.health -= Utility.NextRandom(40, 60); myPlayer.score += Utility.NextRandom(25, 40); } chasers[i].visible = false; } } //dealing with health when hitting enemies if (myPlayer.health <= 0) { lives -= 1; myPlayer.position = centreScreen; myPlayer.health = 100; } //updating chasers foreach (ChasingEnemy chaser in chasers) { chaser.follow(myPlayer); chaser.Update(gameTime); chaser.position = Vector2.Clamp(chaser.position, Vector2.Zero, (new Vector2(screenWidth, screenHeight) - new Vector2(chaser.SpriteWidth, chaser.SpriteHeight))); } //turning the score int into a string so we can write it scoreMessage = Convert.ToString(myPlayer.score); if (Keyboard.GetState().IsKeyDown(Keys.F12)) { typeMessage(); } } break; // TODO: Add your update logic here } base.Update(gameTime); }
public void StartGame() { this.state = GAMESTATE.START; }
public void SetState(GAMESTATE test) { state = test; }
public void GameOver() { for (int i = 0; i < Entities.Count(); i++) Entities[i].Alive = false; for (int i = 0; i < Enemies.Count(); i++) Enemies[i].Alive = false; for (int i = 0; i < CharacterBullets.Count(); i++) CharacterBullets[i].Alive = false; for (int i = 0; i < EnemyBullet.Count(); i++) EnemyBullet[i].Alive = false; gameOverScreen = new GameOverScreen(this); gameState = GAMESTATE.END; level1 = null; level2 = null; level3 = null; }
// Update is called once per frame void Update() { if (GUIUtility.hotControl != 0) { return; } #if !UNITY_EDITOR if (Input.touchCount > 0) { if (gameState == GAMESTATE.SHOOT) { return; } Vector2 touchPosition = Input.GetTouch(0).position; if (Input.GetTouch(0).phase == TouchPhase.Moved) { Vector2 delta = Input.GetTouch(0).deltaPosition; Vector2 cuePos = Camera.main.WorldToScreenPoint(transform.position); Vector2 prevPos = touchPosition - delta; float angle = Vector2.Angle(prevPos - cuePos, touchPosition - cuePos); Vector3 cross = Vector3.Cross(touchPosition - cuePos, prevPos - cuePos); if (cross.z > 0) { angle = 360 - angle; } cue.transform.Rotate(0, 0, angle); Vector3 v = cueHead.transform.position - cue.transform.position; Vector3 t = transform.position + v; Vector2 newScreenPos = Camera.main.WorldToScreenPoint(t); PlaceCue(newScreenPos); } } #else if (Input.GetMouseButtonDown(0)) { if (gameState == GAMESTATE.SHOOT) { return; } Vector2 touchPosition = Input.mousePosition; PlaceCue(touchPosition); } if (Input.GetMouseButtonDown(1)) { Shot(); } #endif if (gameState == GAMESTATE.REPLAY) { if (updateBallsTimer <= 0) { updateBallsTimer = DELAY; timeToUpdateBalls = 0; foreach (GameObject GO in GOS) { Ball ball = GOSDict[GO.name]; if (ball.destx.Count > 0) { ball.destx.RemoveAt(0); ball.desty.RemoveAt(0); ball.orgx.RemoveAt(0); ball.orgy.RemoveAt(0); ball.st.RemoveAt(0); } } } else { updateBallsTimer -= Time.deltaTime; timeToUpdateBalls += Time.deltaTime; if (timeToUpdateBalls >= DELAY) { timeToUpdateBalls = DELAY; } foreach (GameObject GO in GOS) { GO.rigidbody2D.collider2D.enabled = false; } foreach (GameObject GO in GOS) { Ball ball = GOSDict[GO.name]; if (ball.destx.Count > 0) { float[] dx = ball.destx.ToArray(); float[] dy = ball.desty.ToArray(); Vector2 newPos = new Vector2(dx[0], dy[0]); float[] ox = ball.orgx.ToArray(); float[] oy = ball.orgy.ToArray(); Vector2 oldPos = new Vector2(ox[0], oy[0]); Vector2 curPos = newPos - oldPos; curPos *= timeToUpdateBalls / DELAY; curPos += oldPos; GO.rigidbody2D.MovePosition(curPos); bool[] st = ball.st.ToArray(); GO.SetActive(st[0]); } } } return; } else if (gameState != GAMESTATE.SHOOT) { return; } if (updateBallsTimer <= 0) { updateBallsTimer = DELAY; var jsonData = new JSONClass(); jsonData ["evt"] = "balls"; foreach (GameObject GO in GOS) { string ballname = GO.name; jsonData [ballname] = GO.name; float x = GO.transform.position.x; float y = GO.transform.position.y; bool st = GO.activeInHierarchy; jsonData [ballname + "x"].AsFloat = x; jsonData [ballname + "y"].AsFloat = y; jsonData [ballname + "st"].AsBool = st; } cubeia.sendDataGame(jsonData); } else { updateBallsTimer -= Time.deltaTime; // Debug.Log(Time.deltaTime); } foreach (GameObject GO in GOS) { if (GO.activeInHierarchy && !GO.rigidbody2D.IsSleeping()) { return; } } var jsonDataEnd = new JSONClass(); jsonDataEnd ["evt"] = "endshoot"; cubeia.sendDataGame(jsonDataEnd); gameState = GAMESTATE.AIM; foreach (GameObject GO in GOS) { if (GO.name == "CueBall") { continue; } if (!GO.activeInHierarchy) { continue; } Vector3 newPosition = GO.transform.position; Vector2 newScreenPos = Camera.main.WorldToScreenPoint(newPosition); PlaceCue(newScreenPos); #if AUTO_PLAY Invoke("Shot", 1); #endif break; } }
public void levelSelect() { levelSelectionScreen = new LevelSelectionScreen(this); gameState = GAMESTATE.SELECT; startScreen = null; }
public void KillPlayer() { this.currentState = GAMESTATE.DEAD_PLAYER; }
public void LevelTwo() { level2 = new GamePlayLevel2(this); gameState = GAMESTATE.LEVEL2; GameIndex = 2; levelSelectionScreen = null; Ammo = 40; TimeLimit = 80f; EnemyCount = 15; Health = 100; }
private void setGameState(GAMESTATE state) { STATE = state; gameClock.Restart(); }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); startScreen = new StartScreen(this); gameState = GAMESTATE.START; Background = Content.Load<Texture2D>("GamePlay/floormap"); spriteFont = Content.Load<SpriteFont>("Font/Arial"); BackgroundRec = new Rectangle(-2, -2, (int)Background.Width + 4, (int)Background.Height + 4); base.LoadContent(); }
protected virtual void OnGameStateChange(GAMESTATE _state) { }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here graphics.PreferredBackBufferWidth = 1024; graphics.PreferredBackBufferHeight = 768; graphics.ApplyChanges(); screenBounds = GraphicsDevice.Viewport.Bounds; textColour = Color.Cornsilk; highlightColour = Color.Red; base.Initialize(); gameState = GAMESTATE.START; graphics.ToggleFullScreen(); }
void TimeOut() { gameBoard.CloseCard(firstCardPos); gameState = GAMESTATE.WAITING; }
public static void ResetGame() { gameState = GAMESTATE.START_SCREEN; Actor.actors.Clear(); new Player(); }
void GameOver() { gameState = GAMESTATE.GAMEOVER; VictoryScreen.victory(timer); LogHighscore(); }
private void TransitionState(GAMESTATE state) { switch (state) { case GAMESTATE.MAIN_MENU_DISPLAY: ScreenMainMenu.Reset(); break; case GAMESTATE.GAME_INITIALIZE: Reset(); break; case GAMESTATE.CUSTOMIZATION_DISPLAY: break; case GAMESTATE.UI_DISPLAY: ScreenMainGameUI.Initialize(canvasMain.Device, ScreenMapCustomization.World); break; } State = state; }
// Set the game current states public void SetGameState(GAMESTATE state) { currentGameState = state; }
private void UpdateGameOver() { GamePadState pad = GamePad.GetState(PlayerIndex.One); if (pad.IsButtonDown(Buttons.A)) GameState = GAMESTATE.MainMenu; }
// Start is called before the first frame update void Start() { loginTime = System.DateTime.Now; state = GAMESTATE.DAY; BGMManager.instance.Play(0); }
void Start(){ m_audio=GetComponent<AudioSource>(); curState=GAMESTATE.START; m_audio.volume=PlayerPrefs.GetFloat("Sound",0.8f); }
public void Scaling() { goblin.transform.localScale -= new Vector3(0.01f, 0.01f, 0); if(goblin.transform.localScale.x <= 0.31f && goblin.transform.localScale.y <= 0.31f) { beginScaling = false; gameState = GAMESTATE.GAME; } }
public void changeMenuState(GAMESTATE state) { gs = state; }
void Awake() { DontDestroyOnLoad(this); gameState = GAMESTATE.MENU; }
private static void OnTransitionState(GAMESTATE state) { if (TransitionState != null) { TransitionState(state); } }
private void ChangeStateByOtherModule(GAMESTATE _state) { GameState = _state; }