public static SceneObject Create(SceneState _scene) { SceneObject scene = null; switch (_scene) { case SceneState.StartScreen: scene = new StartScreen(); break; case SceneState.Level1: scene = new Level1(); break; case SceneState.Level2: scene = new Level2(); break; case SceneState.Level3: scene = new Level3(); break; case SceneState.Level4: scene = new Level4(); break; case SceneState.SummaryScreen: scene = new SummaryScreen(); break; default: return(null); } return(scene); }
public CalculationLevel1(Level1 mutation) { //לבדוק אם כמו שלב 1 UnusualGenotypeResult = new Dictionary <int, List <string> >(); UnusualGenotypeResult.Add(1, new List <string>() { "WFS", "R558C", "0167I" }); UnusualGenotypeResult.Add(2, new List <string>() { "CN", "693", "0038U" }); UnusualPink = new Dictionary <int, List <string> >(); UnusualPink.Add(1, new List <string>() { "BL", "2281", "0054U" }); //1 UnusualPink.Add(2, new List <string>() { "POL", "3761INSG", "0225I" }); UnusualPink.Add(3, new List <string>() { "GAL", "687INSCA", "0228I" }); IfGenotypePosNotStart(mutation); WhichMutation(mutation); }
public void Should_activate_all_upstream_dependencies_when_chain_deep() { var defaultsOrder = new List <Feature>(); var level1 = new Level1 { OnDefaults = f => defaultsOrder.Add(f) }; var level2 = new Level2 { OnDefaults = f => defaultsOrder.Add(f) }; var level3 = new Level3 { OnDefaults = f => defaultsOrder.Add(f) }; //the orders matter here to expose a bug featureSettings.Add(level3); featureSettings.Add(level2); featureSettings.Add(level1); featureSettings.SetupFeatures(null, null); Assert.True(level1.IsActive, "Level1 wasn't activated"); Assert.True(level2.IsActive, "Level2 wasn't activated"); Assert.True(level3.IsActive, "Level3 wasn't activated"); Assert.IsInstanceOf <Level1>(defaultsOrder[0], "Upstream dependencies should be activated first"); Assert.IsInstanceOf <Level2>(defaultsOrder[1], "Upstream dependencies should be activated first"); Assert.IsInstanceOf <Level3>(defaultsOrder[2], "Upstream dependencies should be activated first"); }
private void btnPlay_Click(object sender, EventArgs e) { Level1 lv1 = new Level1(); this.Hide(); lv1.Show(); }
protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here // Load level //Tile.Content = Content; lv1 = new Level1(Content); lv2 = new Level2(Content); level = lv1; // Load menu content btnPlay.Load(Content.Load <Texture2D>("Menu/start_normal"), new Vector2(280, 150)); btnQuit.Load(Content.Load <Texture2D>("Menu/quit_normal"), new Vector2(300, 280)); deadTextTexture = Content.Load <Texture2D>("Menu/deadText"); deadTextRectangle = new Rectangle(100, 0, deadTextTexture.Width, deadTextTexture.Height); camera = new Camera(GraphicsDevice.Viewport); // Load players content textureHero = Content.Load <Texture2D>("Players/thief"); initialzeGameObjects(); }
static void Main(string[] args) { int x = default(int); Console.WriteLine("The default value is " + x); Console.WriteLine(); Form myForm = default(Form); Console.WriteLine("Is the default value for Form is null? " + (myForm == null)); Console.WriteLine(); //The default vaule for enum is decided by the numeric order. The first value is the default value. Level1 l1 = default(Level1); Console.WriteLine("The default value is " + l1); Console.WriteLine(); //The default vaule for enum could be changed by giving different values to different levels. Level2 l2 = default(Level2); Console.WriteLine("The default value is " + l2); Console.WriteLine(); //If the levels in enum does not have a value of "0", there will be a problem. Level3 l3 = default(Level3); Console.WriteLine("The default value is " + l3); Console.WriteLine(); }
// Use this for initialization void Start () { pancaked = false; audioSource = GetComponent<AudioSource>(); baconpancakes = Resources.Load<AudioClip>("Sounds/pekoni"); cookingTime = 0.0f; level = FindObjectOfType<Level1>(); }
private void UpdateGameStart(GameTime gameTime, KeyboardState keyState, MouseState mouseState, ContentManager content, GraphicsDevice graphicsDevice) { this.levelOne.Update(gameTime, keyState, mouseState, this.spriteBatch, this.GameState, this.gameFont); if (this.levelOne.IsPlayerAlive() && this.levelOne.IsLevelCompleted()) { this.levelOne = new Level1(content, graphicsDevice); this.GameState = GameState.GameWin; } else if (!this.levelOne.IsPlayerAlive()) { if (this.levelOne.NumberOfLives() <= 0) { // Start new game this.levelOne = new Level1(content, graphicsDevice); this.GameState = GameState.GameOver; } else { // TODO: Lower lives and continue this.levelOne = new Level1(content, graphicsDevice); this.GameState = GameState.GameOver; } } if (this.levelOne.Pause()) { this.GameState = GameState.PAUSE; } }
void Start() { CellList.CheckEmpty(); var levelSource = new Level1(); Map = levelSource.CreateMap(Game.Ksids); Game.Map = Map; foreach (var pair in levelSource.Placeables(PrefabsStore)) { pair.Item1.Instantiate(Map, transform, pair.Item2); } if (PlaceablesRoots != null) { foreach (var root in PlaceablesRoots) { if (root.gameObject.activeInHierarchy) { foreach (var p in root.GetComponentsInChildren <Placeable>()) { p.PlaceToMap(Map); } } } } mapCreated = true; }
public Game1() { FileHandler.writeToFile(systemOptions, @"Content\Data\system_variables.xml", new XmlSerializer(typeof(SystemOptions))); systemOptions = FileHandler.readFromFile(@"Content\Data\system_variables.xml", new XmlSerializer(typeof(SystemOptions))); new GraphicsDeviceManager(this) { PreferredBackBufferWidth = systemOptions.resolutionWidth, PreferredBackBufferHeight = systemOptions.resolutionHeight, IsFullScreen = systemOptions.fullScreen }; Components.Add(new InputHandler(this)); stateManager = new GameStateManager(this); Components.Add(stateManager); screenRectangle = new Rectangle(0, 0, systemOptions.resolutionWidth, systemOptions.resolutionHeight); startMenuScreen = new StartMenuScreen(this, stateManager); Level1 = new Level1(this, stateManager); Level2 = new Level2(this, stateManager); characterCreationScreen = new CharacterCreationScreen(this, stateManager); pauseScreen = new PauseScreen(this, stateManager); optionsScreen = new OptionsScreen(this, stateManager); loadGameScreen = new LoadGameScreen(this, stateManager); gameLoseScreen = new GameLoseScreen(this, stateManager); lobbyScreen = new LobbyScreen(this, stateManager); highScoreScreen = new HighScoresScreen(this, stateManager); stateManager.ChangeState(startMenuScreen); }
/// <summary> /// Restart level /// </summary> /// <param name="spawnPosHero">Start positie van de hero</param> /// <param name="currentLevel">Huidige level</param> /// <param name="collisionObjects">Lijst met alle objecten die kunnen colliden</param> /// <param name="hero">Hero object dat we besturen</param> private void RestartLevel(Vector2 spawnPosHero, ref Level currentLevel, List <ICollide> collisionObjects, Hero hero) { collisionObjects.Clear(); currentLevel = new Level1(content); currentLevel.CreateWorld(content, collisionObjects); SetHeroSpawnLocation(spawnPosHero, hero); }
public override string ToString() { var text = string.Empty; if (Level1 <= 0) { return(text); } text = Level1.ToString(); if (Level2 <= 0) { return(text); } text = $"{Level1}.{Level2}"; if (Level3 <= 0) { return(text); } text = $"{Level1}.{Level2}.{Level3}"; if (Level4 <= 0) { return(text); } text = $"{Level1}.{Level2}.{Level3}.{Level4}"; if (Level5 > 0) { text = $"{Level1}.{Level2}.{Level3}.{Level4}.{Level5}"; } return(text); }
public void ShowEnglishTranslation(Level1 Lvl1) { string chosenRandomWord = new Level1().GenerateRandomWord(Lvl1.RussianWord); ViewData["GenerateRandomWord"] = chosenRandomWord; ViewData["EnglishTranslation"] = Lvl1.EnglishWord[Lvl1.GetRussianIndex(chosenRandomWord)]; }
public static void Init() { Level1.Init(); AreaInfo.HALinfo.WriteAreaPrefix("Hardware setup under way..."); PCISetup(); DetectHyperVisor(); GraphicsHardwareSetup(); /* These tests are only to be uncommented if testing * on a pre-setup virtual machine or on real hardware */ // Tests the floppy controller if a disk is inserted: //FDD_Test(); // Tests the CD Drive if a disk is inserted: //ATAPI_Test(); //AreaInfo.HALDevInfo.WriteDevicePrefix("COM", "Initializing serial communications stack..."); //HAL.COM1 = new Drivers.SerialPort1(); //HAL.COM2 = new Drivers.SerialPort2(); //HAL.COM2.Initialize(); //AreaInfo.HALDevInfo.WriteDevicePrefix("IDE", "Initializing IDE driver..."); //AreaInfo.HALDevInfo.WriteDevicePrefix("AHCI", "Initializing AHCI driver..."); //AreaInfo.HALDevInfo.WriteDevicePrefix("PS2", "Initializing PS2 controller..."); }
public void Test() { Level1 L1 = new Level1(); Level2 L2 = new Level2(); Level3 L3 = new Level3(); Level4A L4A = new Level4A(); Level4B L4B = new Level4B(); Console.WriteLine("TEST APPLICATION"); Console.WriteLine("\nTESTING Level1"); L1.Method1(); Console.WriteLine("\nTESTING Level2"); L2.Method1(); L2.Method2(); Console.WriteLine("\nTESTING Level3"); L3.Method1(); L3.Method2(); L3.Method3(); Console.WriteLine("\nTESTING Level4A"); L4A.Method1(); L4A.Method2(); L4A.Method3(); Console.WriteLine("\nTESTING Level4B"); L4B.Method1(); L4B.Method2(); L4B.Method3(); Pause(); }
public static void WhichMutation(Level1 mutation) { int index = 1; if (mutation.DyDis.Equals(UnusualGenotypeResult[1][0]) && mutation.DyMut.Equals(UnusualGenotypeResult[1][1]) && mutation.MutID.Equals(UnusualGenotypeResult[1][2])) { index = mutation.GenotypeAlt.Split(',').ToList().IndexOf("T") + 1; mutation.ColorDyName = ColorMutation.Yellow.ToString(); } else if (mutation.DyDis.Equals(UnusualGenotypeResult[2][0]) && mutation.DyMut.Equals(UnusualGenotypeResult[2][1]) && mutation.MutID.Equals(UnusualGenotypeResult[2][2])) { index = mutation.GenotypeAlt.Split(',').ToList().IndexOf("A") + 1; mutation.ColorDyName = ColorMutation.Yellow.ToString(); } else if (mutation.GenotypeAlt.IndexOf(',') > -1) { index = mutation.GenotypeAlt.Split(',').ToList().IndexOf(mutation.Alt) + 1; } if (mutation.DyDis.Equals(UnusualPink[1][0]) && mutation.DyMut.Equals(UnusualPink[1][1]) && mutation.MutID.Equals(UnusualPink[1][2]) || mutation.DyDis.Equals(UnusualPink[2][0]) && mutation.DyMut.Equals(UnusualPink[2][1]) && mutation.MutID.Equals(UnusualPink[2][2]) || mutation.DyDis.Equals(UnusualPink[3][0]) && mutation.DyMut.Equals(UnusualPink[3][1]) && mutation.MutID.Equals(UnusualPink[3][2])) { mutation.ColorDyName = ColorMutation.Pink.ToString(); } SetColorInListPerson(mutation.ListPerson, index); }
private void PlayButtonLW_Click(object sender, RoutedEventArgs e) { Level1 l1 = new Level1(); l1.Show(); this.Close(); }
public void CloneClassWorks() { var source = new Level1(); for (int i = 0; i < 3; i++) { var l2 = new Level2(); for (int j = 0; j < 5; j++) { l2.Level3s.Add(new Level3 { Value = j }); } source.Level2s.Add(l2); } var dest = ReflectionClone.DeepCopy(source); Assert.AreEqual(source.Name, dest.Name); Assert.AreEqual(source.Num, dest.Num); for (int i = 0; i < source.Level2s.Count; i++) { Assert.AreEqual(source.Level2s[i].SomeField, dest.Level2s[i].SomeField); for (int j = 0; j < source.Level2s[i].Level3s.Count; j++) { Assert.AreEqual(source.Level2s[i].Level3s[j].Value, dest.Level2s[i].Level3s[j].Value); } } }
public void HandleCollision(CollisionDetector.Collision collision, Level1 level) { PlayerContext player = null; if (collision.entity1 is PlayerContext) { player = (PlayerContext)collision.entity1; } else if (collision.entity2 is PlayerContext) { player = (PlayerContext)collision.entity2; } CollisionDetector.CollisionSide side = collision.GetSide(); if (collision.entity2 is GreenKoopaSprite || collision.entity2 is RedKoopaSprite || collision.entity2 is RedGoombaSprite) { if (side == CollisionDetector.CollisionSide.Bottom) { side = CollisionDetector.CollisionSide.Top; level.Remove(collision.entity2); //make this damage them instead of remove } } else if (side == CollisionDetector.CollisionSide.Top) { level.Remove(collision.entity1); } }
/// <summary> /// Start the task. /// </summary> public void Start() { if (State == TaskStateType.Dormant) { // Create a Level1 object level1 = new Level1(Instrument); // Wire up the event handler for server response level1.PublicationResponse += level1_PublicationResponse; // Request the appropriate price string error; if (Price == PriceWatchType.Bid) { level1.RequestProperty("BidPrice", out error); } else if (Price == PriceWatchType.Ask) { level1.RequestProperty("AskPrice", out error); } // Subscribe State = TaskStateType.Live; level1.Subscribe(); } }
public AllLevels(ContentManager content) { startScherm = new Startscherm(content); eindScherm = new Eindscherm(content); level1 = new Level1(content); level2 = new Level2(content); huidigLevel = startScherm; //dient aangepast te worden naar startscherm }
// Use this for initialization void Start() { this.gm = GameObject.Find("GM").GetComponent <GameManager> (); this.audioFiles = GameObject.Find("GM").GetComponent <AudioFilesLevel1> (); this.level1 = GameObject.Find("GM").GetComponent <Level1> (); didTouchWallBehindCollider = false; }
private void setLevelStory1() { levelStory1 = new Level1(names, dialogs, playerName); names = levelStory1.getNames(); dialogs = levelStory1.getDialogs(); backdrop.sprite = (Sprite)Resources.Load("Tutorial/level1", typeof(Sprite)); newStory = "PlayLevel1"; }
public void DeepClone_NestedWithMultipleVisibility(TypeModel model) { var obj = new Level1("1", 2, "3", "4", "5", new DateTime(2012, 05, 04), new ItemClass() { Message = "7" }, 8, 9, 10); var clone = (Level1)model.DeepClone(obj); Assert.AreEqual(obj.ToString(), clone.ToString()); }
public void IfGenotypePosNotStart(Level1 mutation) { if (mutation.GenotypePos != mutation.Start) { throw new Exception(mutation.Chrom + " " + mutation.Start + " " + mutation.End + " - in mutation START not worth to Genotype_POS ."); } }
/// <summary> /// Build SubjectBrowseOutput object from collection of Categories. /// </summary> /// <remarks> /// The FetchCategories stored procedure returns Category results in a specific order, e.g. /// Level 1: .A - Art /// Level 2: .A.1 - Animation / Multimedia Software /// Level 3: CC.31 - Animation Software (Use) /// Level 3: CC.3111 - 3d Studio (Animation Software) /// Level 3: CC.3122 - Flash (Animation Software) /// Level 2: .A.10 - Graphics Software /// Level 3: CC.34 - Drawing / Painting Software (Use) /// Level 3: CC.34 - Graphics Software (Use) /// Level 1: .ACE - Adult and Continuing Education /// Level 2: .ACE.2 - Job Preparation /// Level 3: HC.1 - Career Planning /// ... etc. /// This code expects the results to be in this sequence. /// </remarks> /// <param name="categories">Categories collection.</param> /// <returns>Populated SubjectBrowseOutput object.</returns> private static SubjectBrowseOutput BuildSubjectBrowseOutput(List <Category> categories) { SubjectBrowseOutput subjectBrowseOutput = new SubjectBrowseOutput(); List <Level1> level1s = new List <Level1>(); List <Level2> level2s = new List <Level2>(); List <CategoryInfo> level3s = new List <CategoryInfo>(); Level1 currentLevel1 = null; Level2 currentLevel2 = null; CategoryInfo currentLevel3; foreach (Category category in categories) { switch (category.Level) { case 1: currentLevel1 = BuildLevel1(category); level1s.Add(currentLevel1); // clear the level 2's so we don't have the // previous level 1 level 2's in there level2s.Clear(); break; case 2: currentLevel2 = BuildLevel2(category); if (currentLevel1.Level2 != null) { level2s = currentLevel1.Level2.ToList(); } level2s.Add(currentLevel2); currentLevel1.Level2 = level2s.ToArray(); // clear the level 3's so we don't have the // previous level 2 level 3's in there level3s.Clear(); break; case 3: currentLevel3 = BuildCategoryInfo(category); if (currentLevel2.Level3 != null) { level3s = currentLevel2.Level3.ToList(); } level3s.Add(currentLevel3); currentLevel2.Level3 = level3s.ToArray(); break; default: break; } } subjectBrowseOutput.Level1 = level1s.ToArray(); return(subjectBrowseOutput); }
/// <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 consoleManager = new ConsoleManager(this); Components.Add(consoleManager); base.Initialize(); Level1 firstLevel = new Level1(); }
/// <summary> /// Build Level1 object from Category data. /// </summary> /// <param name="category">Category data to use.</param> /// <returns>Populated Level1 object.</returns> private static Level1 BuildLevel1(Category category) { Level1 level1 = new Level1(); level1.LDCS = BuildLdcsInfoType(category); level1.CourseCounts = category.CourseCount.ToString(); return(level1); }
public void SettingValueToBranch_ChangesTheUnderlyingProperty() { var level1 = new Level1(); var branch = new ObservablePropertyBranch(level1, new PropertyPath("Level2.Level3.Property")); branch.Value = 3; Assert.Equal(3, level1.Level2.Level3.Property); }
public bool Equals(Spatial target) { return(TessellationSchema?.ToLower() == target.TessellationSchema?.ToLower() && Level1?.ToLower() == target.Level1?.ToLower() && Level2?.ToLower() == target.Level2?.ToLower() && Level3?.ToLower() == target.Level3?.ToLower() && Level4?.ToLower() == target.Level4?.ToLower() && CellsPerObject == target.CellsPerObject); }
protected override void LoadContent() { // level Level = new Level1(); Level.Init(); TTFactory.CreateScriptlet(Level); base.LoadContent(); }
public async Task <ActionResult <IEnumerable <Level1> > > GetLevel1() { Level1 level1 = new Level1(); level1.Name = "Test"; _context.Level1.Add(level1); await _context.SaveChangesAsync(); return(await _context.Level1.ToListAsync()); }
public void SettingValueToUnderlyingProperty_ChangesTheValueInBranch() { var level1 = new Level1(); level1.Level2.Level3.Property = 3; var branch = new ObservablePropertyBranch(level1, new PropertyPath("Level2.Level3.Property")); Assert.Equal(3, branch.Value); }
public static Level1 LoadLevel(Hashtable o, int tilesX, int tilesY) { var level = new Level1 { Name = (string)o["name"], Width = Convert.ToInt32(o["width"]), Height = Convert.ToInt32(o["height"]) }; level.Grid = LoadGrid(o, level); return level; }
public LevelManager() { _level1 = new Level1("ship1"); _level1.SetPosition(0.0f, 0.0f); _level1.SetAnchor(0.0f, 0.0f); //_levelContainer.AddChild(_level1); AddChild(_level1); addDoors(); scrambleDoors(); }
public void Insert_ItemWithSimpleArrayValues_ValuesAreStoredInDb() { var item = new Level1(); item.Integers = new[] { 1, 1, 2 }; item.Strings = new[] { "A", "A", "B" }; item.Dates = new[] { new DateTime(2010, 1, 2, 3, 4, 5, 6), new DateTime(2010, 1, 2, 3, 4, 5, 6), new DateTime(2010, 1, 2, 3, 4, 5, 7) }; item.Bytes = BitConverter.GetBytes(42); item.Level2Items = new[] { new Level2 { StringValue= "StringA" }, new Level2 { StringValue = "StringA" }, new Level2 { StringValue = "StringB", IntegerValue = 1, Strings = new []{"Strings1", "Strings2"}, Integers = new []{0,1,2,4,8}, Level3Items = new [] { new Level3 { Integers = new []{1,3} }, new Level3 { Integers = new []{2,4} } } } }; using (var unitOfWork = Database.CreateUnitOfWork()) { unitOfWork.Insert(item); unitOfWork.Commit(); } var level1IntegersHash = SisoDbEnvironment.MemberNameGenerator.Generate("Integers"); var level1StringsHash = SisoDbEnvironment.MemberNameGenerator.Generate("Strings"); var level1DatesHash = SisoDbEnvironment.MemberNameGenerator.Generate("Dates"); var level1BytesHash = SisoDbEnvironment.MemberNameGenerator.Generate("Bytes"); var level2StringValueMemberHash = SisoDbEnvironment.MemberNameGenerator.Generate("Level2Items.StringValue"); var level2IntegerValueMemberHash = SisoDbEnvironment.MemberNameGenerator.Generate("Level2Items.IntegerValue"); var level2StringsMemberHash = SisoDbEnvironment.MemberNameGenerator.Generate("Level2Items.Strings"); var level2IntegersMemberHash = SisoDbEnvironment.MemberNameGenerator.Generate("Level2Items.Integers"); var level3IntegersMemberHash = SisoDbEnvironment.MemberNameGenerator.Generate("Level2Items.Level3Items.Integers"); var indexesTable = DbHelper.GetTableBySql("select * from dbo.Level1Indexes"); Assert.AreEqual(1, indexesTable.Rows.Count); Assert.IsFalse(indexesTable.Columns.Contains(level1BytesHash)); Assert.AreEqual("<$1$><$2$>", indexesTable.Rows[0][level1IntegersHash]); Assert.AreEqual("<$A$><$B$>", indexesTable.Rows[0][level1StringsHash]); Assert.AreEqual("<$2010-01-02 03:04:05.006$><$2010-01-02 03:04:05.007$>", indexesTable.Rows[0][level1DatesHash]); Assert.AreEqual("<$StringA$><$StringB$>", indexesTable.Rows[0][level2StringValueMemberHash]); Assert.AreEqual("<$0$><$1$>", indexesTable.Rows[0][level2IntegerValueMemberHash]); Assert.AreEqual("<$$><$Strings1$><$Strings2$>", indexesTable.Rows[0][level2StringsMemberHash]); Assert.AreEqual("<$$><$0$><$1$><$2$><$4$><$8$>", indexesTable.Rows[0][level2IntegersMemberHash]); Assert.AreEqual("<$$><$1$><$3$><$2$><$4$>", indexesTable.Rows[0][level3IntegersMemberHash]); }
public void OnEnable() { _cm = GetComponent<CreateMesh>(); var json = Resources.Load("level1", typeof(TextAsset)).ToString(); _level = Level1.LoadLevel((Hashtable)JSON.JsonDecode(json), _cm.NumTilesX, _cm.NumTilesY); _cm.CreatePlane(_level.Width, _level.Height); for (var y = 0; y < _level.Height; y++) { for (var x = 0; x < _level.Width; x++) { _cm.UpdateGrid(new Vector2(x, y), _level.Grid[x, y]); } } }
public void ReturnCorrectObject() { var scope = new ProcessingScope(); var o1 = new Level1(); var o2 = new Level1(); var o2_1 = new Level2(); scope.Set(o1); Assert.AreSame(o1, scope.Current<Level1>()); scope.Set(o2); Assert.AreSame(o2, scope.Current<Level1>()); var childScope = scope.CreateChildScope(new DummyMapper()).Set(o2_1); Assert.AreSame(o2_1, childScope.Current<Level2>()); Assert.AreSame(o2, childScope.Current<Level1>()); }
private static Vector2[,] LoadGrid(IDictionary o, Level1 level) { var grid = new Vector2[level.Width, level.Height]; var theGrid = (ArrayList)o["grid"]; Debug.Log("w/h " + level.Width + "," + level.Height); for (var y = 0; y < level.Height; y++) { var columns = (ArrayList)theGrid[y]; for (var x = 0; x < level.Width; x++) { var index = (ArrayList)columns[x]; var tx = Convert.ToInt32(index[0]); var ty = Convert.ToInt32(index[1]); grid[x, y] = new Vector2(tx, ty); Debug.Log(grid[x, y].x + "," + grid[x, y].y); } } return grid; }
private void StartState() { switch (_state) { case "MainMenu": _menu = new MainMenu(this); AddChild(_menu); break; case "HighScores": _scores = new HighScores(this); AddChild(_scores); break; case "Credits": _credits = new Credits(this); AddChild(_credits); break; case "Level1": _level1 = new Level1(this); AddChild(_level1); break; case "Level2": _level2 = new Level2(this, 5); //Would have _lives instead of 5 if pickups were implemented AddChild(_level2); break; case "Level3": _level3 = new Level3(this, 5); //Idem ditto AddChild(_level3); break; case "WonGame": _wonGame = new WonGame(this); AddChild(_wonGame); break; case "Exit": Environment.Exit(0); break; default: throw new Exception("You tried to load a non-existant state"); } }
protected override void OnNavigatedTo(NavigationEventArgs e) { // Set the sharing mode of the graphics device to turn on XNA rendering SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(true); //MainPage.myGame.GameManager.SinglePlayerTools.StartPractice(null); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice); Config.timeDropChance = 200; Config.shieldDropChance = 8 + (int)Math.Round(((float)8 / 100) * Config.PowerupDropChance); Config.projectileDropChance = 38 + (int)Math.Round(((float)38 / 100) * Config.PowerupDropChance); Config.missileDropChance = 68 + (int)Math.Round(((float)68 / 100) * Config.PowerupDropChance); Config.firerateDropChance = 128 + (int)Math.Round(((float)128 / 100) * Config.PowerupDropChance); Config.laserDropChance = 188 + (int)Math.Round(((float)158 / 100) * Config.PowerupDropChance); //Config.projectileDropChance = 68 + (int)Math.Round(((float)38 / 100) * Config.PowerupDropChance); //Config.missileDropChance = 98 + (int)Math.Round(((float)68 / 100) * Config.PowerupDropChance); //Config.firerateDropChance = 158 + (int)Math.Round(((float)128 / 100) * Config.PowerupDropChance); //Config.laserDropChance = 218 + (int)Math.Round(((float)158 / 100) * Config.PowerupDropChance); Config.CoinsCollected = 0; multiplierTracker = 2; Config.KillStreak = 0; Config.KillStreakBuildpoints = 0; Config.Score = 0; Config.Multi = 1; Config.AIScore = 0; Config.AIMulti = 1; Config.EmemiesKilled = 0; Config.CoinsCollected = 0; Config.EnemySpeed = 6; playerLives = Config.PlayerLives; playerAbilityUses = Config.PlayerSpecialAbilityUses; if (Config.boostPrepared > 0) { playerAbilityUses++; Config.boostPrepared--; } if (Config.boostShieldsUp > 0) { boostShieldsUpActive = true; } if (Config.boostLastStand > 0) { boostLastStandActive = true; } KillStreakBarBackground = new Bar(200, 20, new Color(0, 0, 0, 128)); KillStreakBarBackground.Position = new Vector2(300, 455); KillStreakBarBackground.Percent = 1f; KillStreakBar = new Bar(200, 20, new Color(0, 128, 0, 128)); KillStreakBar.Position = new Vector2(300, 455); laserCharges = "0"; thumbstick = contentManager.Load<Texture2D>("thumbstick2"); //thumbstick = content.Load<Texture2D>("thumbstick2"); //introExtermination = content.Load<Texture2D>(@"Gamescreens\AlterEgo"); phaserTexture = contentManager.Load<Texture2D>(@"phaser"); levelTimeColorInterval = new Timer(); levelTimeColorInterval.Fire += new NotifyHandler(levelTimeColorInterval_Fire); switch (Config.Level) { case LevelSelect.One: stars = contentManager.Load<Texture2D>(@"Background\Stars3"); backgroundClouds2 = contentManager.Load<Texture2D>(@"Background\BackgroundClouds2"); //musicLevel1 = contentManager.Load<Song>(@"Music\throughthestars"); //musicLevel1 = contentManager.Load<Song>(@"Music\throughthestars"); levelTime = 300; (Application.Current as App).TryPlayBackgroundMusic(1); break; case LevelSelect.Two: stars = contentManager.Load<Texture2D>(@"Background\Stars2"); //backgroundClouds2 = content.Load<Texture2D>(@"Background\cloudlayer2"); backgroundClouds2 = contentManager.Load<Texture2D>(@"Background\BackgroundClouds2"); //musicLevel1 = contentManager.Load<Song>(@"Music\galacticstruggle"); levelTime = 300; levelTimeColor = Color.Green; (Application.Current as App).TryPlayBackgroundMusic(2); break; case LevelSelect.Three: //stars = content.Load<Texture2D>(@"Background\stars"); //backgroundClouds2 = content.Load<Texture2D>(@"Background\nova2"); //backgroundClouds1 = content.Load<Texture2D>(@"Background\stars4"); stars = contentManager.Load<Texture2D>(@"Background\Stars8"); backgroundClouds2 = contentManager.Load<Texture2D>(@"Background\stars7"); backgroundClouds1 = contentManager.Load<Texture2D>(@"Background\cloudlayer2"); //musicLevel1 = contentManager.Load<Song>(@"Music\survival"); levelTime = 300; playerLives = 3; respawnTime = TimeSpan.FromSeconds(5); (Application.Current as App).TryPlayBackgroundMusic(3); break; case LevelSelect.Four: stars = contentManager.Load<Texture2D>(@"Background\stars"); backgroundClouds2 = contentManager.Load<Texture2D>(@"Background\stars10"); backgroundClouds1 = contentManager.Load<Texture2D>(@"Background\stars7"); //musicLevel1 = contentManager.Load<Song>(@"Music\holo"); levelTime = 300; playerLives = 3; respawnTime = TimeSpan.FromSeconds(5); (Application.Current as App).TryPlayBackgroundMusic(4); break; case LevelSelect.Five: //stars = content.Load<Texture2D>(@"Background\Stars5"); //backgroundClouds2 = content.Load<Texture2D>(@"Background\Stars4"); //backgroundClouds1 = content.Load<Texture2D>(@"Background\cloudlayer2"); stars = contentManager.Load<Texture2D>(@"Background\Stars5"); backgroundClouds2 = contentManager.Load<Texture2D>(@"Background\Stars4"); backgroundClouds1 = contentManager.Load<Texture2D>(@"Background\stars7"); //musicLevel1 = contentManager.Load<Song>(@"Music\giantrobotsfighting"); levelTime = 60; (Application.Current as App).TryPlayBackgroundMusic(5); break; case LevelSelect.Six: stars = contentManager.Load<Texture2D>(@"Background\stars"); backgroundClouds2 = contentManager.Load<Texture2D>(@"Background\nova2"); backgroundClouds1 = contentManager.Load<Texture2D>(@"Background\stars4"); //musicLevel1 = contentManager.Load<Song>(@"Music\AgainstTheOdds"); levelTime = 300; (Application.Current as App).TryPlayBackgroundMusic(6); break; case LevelSelect.Practise: //UIdescription = content.Load<Texture2D>(@"Gamescreens\UIdescription"); stars = contentManager.Load<Texture2D>(@"Background\Stars3"); backgroundClouds2 = contentManager.Load<Texture2D>(@"Background\BackgroundClouds2"); //musicLevel1 = contentManager.Load<Song>(@"Music\throughthestars"); levelTime = 300; (Application.Current as App).TryPlayBackgroundMusic(1); break; } font = contentManager.Load<SpriteFont>(@"Fonts\Tahoma14"); floatingScoreFont = contentManager.Load<SpriteFont>(@"Fonts\Andy22"); floatingPowerupFont = contentManager.Load<SpriteFont>(@"Fonts\Andy22"); floatingMultiplierMsgFont = contentManager.Load<SpriteFont>(@"Fonts\Andy48"); andy14 = contentManager.Load<SpriteFont>(@"Fonts\Andy14"); andy18 = contentManager.Load<SpriteFont>(@"Fonts\Andy18"); andy22 = contentManager.Load<SpriteFont>(@"Fonts\Andy22"); andy48 = contentManager.Load<SpriteFont>(@"Fonts\Andy48"); SpriteSheet.LoadContent(contentManager, SharedGraphicsDeviceManager.Current.GraphicsDevice); cam = new Camera2D(SharedGraphicsDeviceManager.Current.GraphicsDevice, worldBounds.Right, worldBounds.Bottom); //GameStateManagementGame.Instance.soundManager.LoadSound("Shot3", @"SoundEffects\Shot3"); //GameStateManagementGame.Instance.soundManager.LoadSound("coin", @"SoundEffects\coin"); //GameStateManagementGame.Instance.soundManager.LoadSound("ShipSpawn", @"SoundEffects\ShipSpawn"); //GameStateManagementGame.Instance.soundManager.LoadSound("ShipExplode", @"SoundEffects\ShipExplode"); Player.SpawnShip(); //Player = new Player(); switch (Config.Level) { case LevelSelect.One: level1 = new Level1(); break; case LevelSelect.Two: level2 = new Level2(); break; case LevelSelect.Three: level3 = new Level3(); Player.SpawnEnemyShip(); break; case LevelSelect.Four: level4 = new Level4(); Player.SpawnEnemyShip(); break; case LevelSelect.Five: level5 = new Level5(); break; case LevelSelect.Six: level6 = new Level6(); break; case LevelSelect.Practise: practise = new Practise(); break; } //bud = new BuddyMissile(Config.BuddySpriteSheet); //bud.Position = Player.Ship.Position; //if (Player.Ship == null) //{ // Player.SpawnShip(); //} //ParticleEngineEffect = new ParticleEffects(graphicsDeviceManager, cam, GraphicsDevice); ParticleEffects.Initialize(SharedGraphicsDeviceManager.Current, SharedGraphicsDeviceManager.Current.GraphicsDevice); //ParticleEngineEffect.LoadContent(content); ParticleEffects.LoadContent(contentManager); FloatingScoreList = new SpriteFontFloatScores(); //FloatingScore = new SpriteFontFloatScore(); //FloatingScore.Color = Color.Green; //FloatingScore.Score = "+"; //FloatingScore.SpriteFont = floatingScoreFont; //FloatingScore.LifeSpan = 1000f; //FloatingScore.SizeTime = 500f; //FloatingScore.ShadowEffect = false; //FloatingScore.EndPosition = new Vector2(20, -20); FloatingPowerupText = new SpriteFontFloatScore(); FloatingPowerupText.Color = Color.White; FloatingPowerupText.Score = "+"; FloatingPowerupText.SpriteFont = floatingPowerupFont; FloatingPowerupText.LifeSpan = 1000f; FloatingPowerupText.SizeTime = 500f; FloatingPowerupText.ShadowEffect = false; FloatingPowerupText.EndPosition = new Vector2(20, -20); FloatingPowerupText.LayerDepth = 0.7f; FloatingMultiplierText = new SpriteFontFloatScore(); FloatingMultiplierText.Color = Color.Green; FloatingMultiplierText.Score = "Multiplyer"; FloatingMultiplierText.SpriteFont = floatingMultiplierMsgFont; FloatingMultiplierText.LifeSpan = 1000f; FloatingMultiplierText.SizeTime = 500f; FloatingMultiplierText.ShadowEffect = true; FloatingMultiplierText.EndPosition = Vector2.Zero; FloatingPowerupText.LayerDepth = 1.0f; //if (queueBullet.queue.Count < 1) //{ // for (int i = 0; i < 100; i++) // { // queueBullet.queue.Enqueue(new queueBullet(Config.BulletSheetEnergyPurple)); // } //} //if (Config.MusicOn && MediaPlayer.GameHasControl) // GameStateManagementGame.Instance.musicManager.Play(musicLevel1); //GameStateManagementGame.Instance.musicManager.Stop(); Bar.Texture = contentManager.Load<Texture2D>("Textures/Fill22"); multiHud = new Sprite(Config.MultiHud); multiHud.Scale = 0.5f; multiHud.Color = Color.Green; multi = (Math.Round(Config.Multi, 2)).ToString() + "x"; healthHud = new Sprite(Config.MultiHud); healthHud.Scale = 0.3f; healthHud.Color = Color.Red; shieldHud = new Sprite(Config.MultiHud); shieldHud.Scale = 0.5f; shieldHud.Color = Color.RoyalBlue; AImultiHud = new Sprite(Config.MultiHud); AImultiHud.Scale = 0.5f; AImultiHud.Color = Color.Green; AImulti = (Math.Round(Config.AIMulti, 2)).ToString() + "x"; AIHealthHud = new Sprite(Config.MultiHud); AIHealthHud.Scale = 0.3f; AIHealthHud.Color = Color.Red; AIShieldHud = new Sprite(Config.MultiHud); AIShieldHud.Scale = 0.5f; AIShieldHud.Color = Color.RoyalBlue; GC.Collect(); // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. //ScreenManager.Game.ResetElapsedTime(); // Start the timer timer.Start(); if (Config.ControlOption == 3) AccelerometerHelper.Instance.Active = true; PhoneApplicationService.Current.UserIdleDetectionMode = IdleDetectionMode.Disabled; base.OnNavigatedTo(e); }
protected override void OnNavigatedFrom(NavigationEventArgs e) { // Stop the timer timer.Stop(); // Set the sharing mode of the graphics device to turn off XNA rendering SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(false); //for (int i = 0; i < 100; i++) //{ // queueBullet.queue.Clear(); //} //if (Guide.IsTrialMode) //{ // if (Config.Coins > 5000) // Config.Coins = 5000; //} //else //{ //if (Config.Coins > 10000) // Config.Coins = 10000; //} foreach (Node node in Node.Nodes) { node.Remove(); } //GameStateManagementGame.Instance.soundManager.UnloadContent(); level1 = null; level2 = null; level3 = null; level4 = null; level5 = null; level6 = null; practise = null; Bar.Bars.Clear(); PlayerShip.PlayerShips.Clear(); Timer.Timers.Clear(); SpriteSheet.SpriteSheets.Clear(); Node.Nodes.Clear(); Enemy.Enemies.Clear(); Buddy.Buddys.Clear(); Projectile.Projectiles.Clear(); enemyProjectile.EnemyProjectiles.Clear(); AIProjectile.AIProjectiles.Clear(); queueBullet.queue.Clear(); EnemyPlayerShip.EnemyPlayerShips.Clear(); levelTimeColorInterval.Stop(); Player.Ship = null; Player.EnemyPlayer = null; //PlayerShip.PlayerShips = null; //EnemyPlayerShip.EnemyPlayerShips = null; //Node.RemoveDead(); //levelContent.Unload(); //content.Unload(); //#if WINDOWS_PHONE // Microsoft.Phone.Shell.PhoneApplicationService.Current.State.Remove("PlayerPosition"); // Microsoft.Phone.Shell.PhoneApplicationService.Current.State.Remove("EnemyPosition"); //#endif Config.EnemySpeed = 6; //ScreenManager.ScreenManagerInput = true; //Guide.IsScreenSaverEnabled = true; AccelerometerHelper.Instance.Active = false; PhoneApplicationService.Current.UserIdleDetectionMode = IdleDetectionMode.Enabled; GC.Collect(); (Application.Current as App).TryPlayBackgroundMusic(0); base.OnNavigatedFrom(e); }
//------------------------------------------------------------------------- /*! ** Allow one observer to register. */ public void Register(Level1 observer) { this.observer = observer; }
/// <summary> /// Unload graphics content used by the game. /// </summary> public override void Unload() { //for (int i = 0; i < 100; i++) //{ // queueBullet.queue.Clear(); //} if (Guide.IsTrialMode) { if (Config.Coins > 5000) Config.Coins = 5000; } else { if (Config.Coins > 10000) Config.Coins = 10000; } foreach (Node node in Node.Nodes) { node.Remove(); } //GameStateManagementGame.Instance.soundManager.UnloadContent(); level1 = null; level2 = null; level3 = null; level4 = null; level5 = null; level6 = null; practise = null; Bar.Bars.Clear(); PlayerShip.PlayerShips.Clear(); Timer.Timers.Clear(); SpriteSheet.SpriteSheets.Clear(); Node.Nodes.Clear(); Enemy.Enemies.Clear(); Buddy.Buddys.Clear(); Projectile.Projectiles.Clear(); enemyProjectile.EnemyProjectiles.Clear(); AIProjectile.AIProjectiles.Clear(); queueBullet.queue.Clear(); EnemyPlayerShip.EnemyPlayerShips.Clear(); levelTimeColorInterval.Stop(); Player.Ship = null; Player.EnemyPlayer = null; //PlayerShip.PlayerShips = null; //EnemyPlayerShip.EnemyPlayerShips = null; //Node.RemoveDead(); //levelContent.Unload(); //content.Unload(); //#if WINDOWS_PHONE // Microsoft.Phone.Shell.PhoneApplicationService.Current.State.Remove("PlayerPosition"); // Microsoft.Phone.Shell.PhoneApplicationService.Current.State.Remove("EnemyPosition"); //#endif Config.EnemySpeed = 6; //ScreenManager.ScreenManagerInput = true; Guide.IsScreenSaverEnabled = true; GC.Collect(); }
public void TestNesting() { var scope1 = new ProcessingScope(); var scope2 = scope1.CreateChildScope(new DummyMapper()); var scope3 = scope2.CreateChildScope(new DummyMapper()); var o1 = new Level1(); var o1_1 = new Level2(); var o1_1_1 = new Level3(); var o1_1_2 = new Level3(); var o1_2 = new Level2(); var o2 = new Level1(); var o2_1 = new Level2(); var o3 = new Level1(); var o3_1 = new Level2(); var o3_2 = new Level2(); var o3_2_1 = new Level3(); var o3_3 = new Level2(); var o3_3_1 = new Level3(); var o3_3_2 = new Level3(); scope1.Set(o1); Assert.AreEqual(1, scope1.GlobalIndex); scope2.Set(o1_1); Assert.AreEqual(1, scope2.Index<Level1>()); Assert.AreEqual(1, scope2.Index<Level2>()); scope3.Set(o1_1_1); Assert.AreEqual(1, scope3.Index<Level1>()); Assert.AreEqual(1, scope3.Index<Level2>()); Assert.AreEqual(1, scope3.Index<Level3>()); scope3.Set(o1_1_2); Assert.AreEqual(2, scope3.Index<Level1>()); Assert.AreEqual(2, scope3.Index<Level2>()); Assert.AreEqual(2, scope3.Index<Level3>()); Assert.AreEqual(2, scope3.ChildIndex); Assert.AreEqual(2, scope3.GlobalIndex); scope2.Set(o1_2); Assert.AreEqual(2, scope2.Index<Level1>()); Assert.AreEqual(2, scope2.Index<Level2>()); Assert.AreEqual(2, scope2.ChildIndex); Assert.AreEqual(2, scope3.GlobalIndex); scope1.Set(o2); Assert.AreEqual(2, scope1.GlobalIndex); scope2 = scope2.Set(o2_1); Assert.AreEqual(1, scope2.Index<Level1>()); Assert.AreEqual(3, scope2.GlobalIndex); scope1.Set(o3); Assert.AreEqual(3, scope1.GlobalIndex); scope2 = scope2.Set(o3_1); Assert.AreEqual(1, scope2.Index<Level1>()); Assert.AreEqual(4, scope2.GlobalIndex); scope2.Set(o3_2); Assert.AreEqual(2, scope2.Index<Level1>()); Assert.AreEqual(5, scope2.GlobalIndex); scope3.Set(o3_2_1); Assert.AreEqual(1, scope3.Index<Level1>()); Assert.AreEqual(1, scope3.Index<Level2>()); Assert.AreEqual(3, scope3.GlobalIndex); scope2.Set(o3_3); Assert.AreEqual(3, scope2.Index<Level1>()); Assert.AreEqual(6, scope2.GlobalIndex); scope3.Set(o3_3_1); Assert.AreEqual(2, scope3.Index<Level1>()); Assert.AreEqual(1, scope3.Index<Level2>()); Assert.AreEqual(4, scope3.GlobalIndex); scope3.Set(o3_3_2); Assert.AreEqual(3, scope3.Index<Level1>()); Assert.AreEqual(2, scope3.Index<Level2>()); Assert.AreEqual(5, scope3.GlobalIndex); //Check that the objects are correctly assigned Assert.AreSame(o3, scope3.Current<Level1>()); Assert.AreSame(o3_3, scope3.Current<Level2>()); Assert.AreSame(o3_3_2, scope3.Current<Level3>()); Assert.AreSame(o3, scope2.Current<Level1>()); Assert.AreSame(o3_3, scope2.Current<Level2>()); Assert.AreSame(o3, scope1.Current<Level1>()); }
public void Should_activate_all_upstream_dependencies_when_chain_deep() { var defaultsOrder = new List<Feature>(); var level1 = new Level1 { OnDefaults = f => defaultsOrder.Add(f) }; var level2 = new Level2 { OnDefaults = f => defaultsOrder.Add(f) }; var level3 = new Level3 { OnDefaults = f => defaultsOrder.Add(f) }; //the orders matter here to expose a bug featureSettings.Add(level3); featureSettings.Add(level2); featureSettings.Add(level1); featureSettings.SetupFeatures(null, null); Assert.True(level1.IsActive, "Level1 wasn't activated"); Assert.True(level2.IsActive, "Level2 wasn't activated"); Assert.True(level3.IsActive, "Level3 wasn't activated"); Assert.IsInstanceOf<Level1>(defaultsOrder[0], "Upstream dependencies should be activated first"); Assert.IsInstanceOf<Level2>(defaultsOrder[1], "Upstream dependencies should be activated first"); Assert.IsInstanceOf<Level3>(defaultsOrder[2], "Upstream dependencies should be activated first"); }
public void Should_activate_all_upstream_deps_when_chain_deep() { var order = new List<Feature>(); var level1 = new Level1 { OnActivation = f => order.Add(f) }; var level2 = new Level2 { OnActivation = f => order.Add(f) }; var level3 = new Level3 { OnActivation = f => order.Add(f) }; var settings = new SettingsHolder(); var featureSettings = new FeatureActivator(settings); //the orders matter here to expose a bug featureSettings.Add(level3); featureSettings.Add(level2); featureSettings.Add(level1); featureSettings.SetupFeatures(new FeatureConfigurationContext(null)); Assert.True(level1.IsActive, "Level1 wasn't activated"); Assert.True(level2.IsActive, "Level2 wasn't activated"); Assert.True(level3.IsActive, "Level3 wasn't activated"); Assert.IsInstanceOf<Level1>(order[0], "Upstream deps should be activated first"); Assert.IsInstanceOf<Level2>(order[1], "Upstream deps should be activated first"); Assert.IsInstanceOf<Level3>(order[2], "Upstream deps should be activated first"); }
public void TagDeepNestedResolveTest() { var level1 = new Level1 { Level2 = new Level2 { Level3 = new Level3 { Value = 42 } } }; var model = new TagModel(level1); model.PushTagStack(); Assert.That(model["Level2.Level3.Value"], Is.EqualTo(42)); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void Activate(bool instancePreserved) { if (!instancePreserved) { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content"); //Example message box for error display //List<string> MBOPTIONS = new List<string>(); //MBOPTIONS.Add("OK"); //string msg = "Text that was typed on the keyboard will be displayed here.\nClick OK to continue..."; //Guide.BeginShowMessageBox("Pause", msg, MBOPTIONS, 0, MessageBoxIcon.Alert, null, null); // if memory leak, try using a new content manager and unloading. //ContentManager levelContent = new ContentManager(services, "Content"); //extensions.initialise_texture(ScreenManager.SpriteBatch); Config.timeDropChance = 200; Config.shieldDropChance = 8 + (int)Math.Round(((float)8 / 100) * Config.PowerupDropChance); Config.projectileDropChance = 38 + (int)Math.Round(((float)38 / 100) * Config.PowerupDropChance); Config.missileDropChance = 68 + (int)Math.Round(((float)68 / 100) * Config.PowerupDropChance); Config.firerateDropChance = 128 + (int)Math.Round(((float)128 / 100) * Config.PowerupDropChance); Config.laserDropChance = 188 + (int)Math.Round(((float)158 / 100) * Config.PowerupDropChance); //Config.projectileDropChance = 68 + (int)Math.Round(((float)38 / 100) * Config.PowerupDropChance); //Config.missileDropChance = 98 + (int)Math.Round(((float)68 / 100) * Config.PowerupDropChance); //Config.firerateDropChance = 158 + (int)Math.Round(((float)128 / 100) * Config.PowerupDropChance); //Config.laserDropChance = 218 + (int)Math.Round(((float)158 / 100) * Config.PowerupDropChance); multiplierTracker = 2; Config.KillStreak = 0; Config.KillStreakBuildpoints = 0; Config.Score = 0; Config.Multi = 1; Config.AIScore = 0; Config.AIMulti = 1; Config.EmemiesKilled = 0; Config.CoinsCollected = 0; Config.EnemySpeed = 6; playerLives = Config.PlayerLives; playerAbilityUses = Config.PlayerSpecialAbilityUses; KillStreakBarBackground = new Bar(200, 20, new Color(0, 0, 0, 128)); KillStreakBarBackground.Position = new Vector2(300, 455); KillStreakBarBackground.Percent = 1f; KillStreakBar = new Bar(200, 20, new Color(0,128,0,128)); KillStreakBar.Position = new Vector2(300, 455); laserCharges = "0"; thumbstick = content.Load<Texture2D>("thumbstick2"); //introExtermination = content.Load<Texture2D>(@"Gamescreens\AlterEgo"); phaserTexture = content.Load<Texture2D>(@"phaser"); levelTimeColorInterval = new Timer(); levelTimeColorInterval.Fire += new NotifyHandler(levelTimeColorInterval_Fire); switch (Config.Level) { case LevelSelect.One: stars = content.Load<Texture2D>(@"Background\Stars3"); backgroundClouds2 = content.Load<Texture2D>(@"Background\BackgroundClouds2"); musicLevel1 = content.Load<Song>(@"Music\throughthestars"); musicLevel1 = content.Load<Song>(@"Music\throughthestars"); levelTime = 300; break; case LevelSelect.Two: stars = content.Load<Texture2D>(@"Background\Stars2"); //backgroundClouds2 = content.Load<Texture2D>(@"Background\cloudlayer2"); backgroundClouds2 = content.Load<Texture2D>(@"Background\BackgroundClouds2"); musicLevel1 = content.Load<Song>(@"Music\galacticstruggle"); levelTime = 300; levelTimeColor = Color.Green; break; case LevelSelect.Three: //stars = content.Load<Texture2D>(@"Background\stars"); //backgroundClouds2 = content.Load<Texture2D>(@"Background\nova2"); //backgroundClouds1 = content.Load<Texture2D>(@"Background\stars4"); stars = content.Load<Texture2D>(@"Background\Stars8"); backgroundClouds2 = content.Load<Texture2D>(@"Background\stars7"); backgroundClouds1 = content.Load<Texture2D>(@"Background\cloudlayer2"); musicLevel1 = content.Load<Song>(@"Music\survival"); levelTime = 300; playerLives = 3; respawnTime = TimeSpan.FromSeconds(5); break; case LevelSelect.Four: stars = content.Load<Texture2D>(@"Background\stars"); backgroundClouds2 = content.Load<Texture2D>(@"Background\stars10"); backgroundClouds1 = content.Load<Texture2D>(@"Background\stars7"); musicLevel1 = content.Load<Song>(@"Music\holo"); levelTime = 300; playerLives = 3; respawnTime = TimeSpan.FromSeconds(5); break; case LevelSelect.Five: //stars = content.Load<Texture2D>(@"Background\Stars5"); //backgroundClouds2 = content.Load<Texture2D>(@"Background\Stars4"); //backgroundClouds1 = content.Load<Texture2D>(@"Background\cloudlayer2"); stars = content.Load<Texture2D>(@"Background\Stars5"); backgroundClouds2 = content.Load<Texture2D>(@"Background\Stars4"); backgroundClouds1 = content.Load<Texture2D>(@"Background\stars7"); musicLevel1 = content.Load<Song>(@"Music\giantrobotsfighting"); levelTime = 60; break; case LevelSelect.Six: stars = content.Load<Texture2D>(@"Background\stars"); backgroundClouds2 = content.Load<Texture2D>(@"Background\nova2"); backgroundClouds1 = content.Load<Texture2D>(@"Background\stars4"); musicLevel1 = content.Load<Song>(@"Music\AgainstTheOdds"); levelTime = 300; break; case LevelSelect.Practise: //UIdescription = content.Load<Texture2D>(@"Gamescreens\UIdescription"); stars = content.Load<Texture2D>(@"Background\Stars3"); backgroundClouds2 = content.Load<Texture2D>(@"Background\BackgroundClouds2"); musicLevel1 = content.Load<Song>(@"Music\throughthestars"); levelTime = 300; break; } font = content.Load<SpriteFont>(@"Fonts\Tahoma14"); floatingScoreFont = content.Load<SpriteFont>(@"Fonts\Andy22"); floatingPowerupFont = content.Load<SpriteFont>(@"Fonts\Andy22"); floatingMultiplierMsgFont = content.Load<SpriteFont>(@"Fonts\Andy48"); andy14 = content.Load<SpriteFont>(@"Fonts\Andy14"); andy18 = content.Load<SpriteFont>(@"Fonts\Andy18"); andy22 = content.Load<SpriteFont>(@"Fonts\Andy22"); andy48 = content.Load<SpriteFont>(@"Fonts\Andy48"); SpriteSheet.LoadContent(content, ScreenManager.GraphicsDevice); cam = new Camera2D(ScreenManager.GraphicsDevice, worldBounds.Right, worldBounds.Bottom); //GameStateManagementGame.Instance.soundManager.LoadSound("Shot3", @"SoundEffects\Shot3"); //GameStateManagementGame.Instance.soundManager.LoadSound("coin", @"SoundEffects\coin"); //GameStateManagementGame.Instance.soundManager.LoadSound("ShipSpawn", @"SoundEffects\ShipSpawn"); //GameStateManagementGame.Instance.soundManager.LoadSound("ShipExplode", @"SoundEffects\ShipExplode"); Player.SpawnShip(); //Player = new Player(); switch (Config.Level) { case LevelSelect.One: level1 = new Level1(); break; case LevelSelect.Two: level2 = new Level2(); break; case LevelSelect.Three: level3 = new Level3(); Player.SpawnEnemyShip(); break; case LevelSelect.Four: level4 = new Level4(); Player.SpawnEnemyShip(); break; case LevelSelect.Five: level5 = new Level5(); break; case LevelSelect.Six: level6 = new Level6(); break; case LevelSelect.Practise: practise = new Practise(); break; } //bud = new BuddyMissile(Config.BuddySpriteSheet); //bud.Position = Player.Ship.Position; //if (Player.Ship == null) //{ // Player.SpawnShip(); //} //ParticleEngineEffect = new ParticleEffects(graphicsDeviceManager, cam, GraphicsDevice); ParticleEffects.Initialize(ScreenManager.GraphicsDeviceManager, ScreenManager.GraphicsDevice); //ParticleEngineEffect.LoadContent(content); ParticleEffects.LoadContent(content); FloatingScoreList = new SpriteFontFloatScores(); //FloatingScore = new SpriteFontFloatScore(); //FloatingScore.Color = Color.Green; //FloatingScore.Score = "+"; //FloatingScore.SpriteFont = floatingScoreFont; //FloatingScore.LifeSpan = 1000f; //FloatingScore.SizeTime = 500f; //FloatingScore.ShadowEffect = false; //FloatingScore.EndPosition = new Vector2(20, -20); FloatingPowerupText = new SpriteFontFloatScore(); FloatingPowerupText.Color = Color.White; FloatingPowerupText.Score = "+"; FloatingPowerupText.SpriteFont = floatingPowerupFont; FloatingPowerupText.LifeSpan = 1000f; FloatingPowerupText.SizeTime = 500f; FloatingPowerupText.ShadowEffect = false; FloatingPowerupText.EndPosition = new Vector2(20, -20); FloatingPowerupText.LayerDepth = 0.7f; FloatingMultiplierText = new SpriteFontFloatScore(); FloatingMultiplierText.Color = Color.White; FloatingMultiplierText.Score = "Multiplyer"; FloatingMultiplierText.SpriteFont = floatingMultiplierMsgFont; FloatingMultiplierText.LifeSpan = 1000f; FloatingMultiplierText.SizeTime = 500f; FloatingMultiplierText.ShadowEffect = true; FloatingMultiplierText.EndPosition = Vector2.Zero; FloatingPowerupText.LayerDepth = 1.0f; //if (queueBullet.queue.Count < 1) //{ // for (int i = 0; i < 100; i++) // { // queueBullet.queue.Enqueue(new queueBullet(Config.BulletSheetEnergyPurple)); // } //} if (Config.MusicOn && MediaPlayer.GameHasControl) GameStateManagementGame.Instance.musicManager.Play(musicLevel1); //GameStateManagementGame.Instance.musicManager.Stop(); Bar.Texture = content.Load<Texture2D>("Textures/Fill22"); multiHud = new Sprite(Config.MultiHud); multiHud.Scale = 0.5f; multiHud.Color = Color.Green; multi = (Math.Round(Config.Multi, 2)).ToString() + "x"; healthHud = new Sprite(Config.MultiHud); healthHud.Scale = 0.3f; healthHud.Color = Color.Red; shieldHud = new Sprite(Config.MultiHud); shieldHud.Scale = 0.5f; shieldHud.Color = Color.RoyalBlue; AImultiHud = new Sprite(Config.MultiHud); AImultiHud.Scale = 0.5f; AImultiHud.Color = Color.Green; AImulti = (Math.Round(Config.AIMulti, 2)).ToString() + "x"; AIHealthHud = new Sprite(Config.MultiHud); AIHealthHud.Scale = 0.3f; AIHealthHud.Color = Color.Red; AIShieldHud = new Sprite(Config.MultiHud); AIShieldHud.Scale = 0.5f; AIShieldHud.Color = Color.RoyalBlue; GC.Collect(); // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); } //#if WINDOWS_PHONE // if (Microsoft.Phone.Shell.PhoneApplicationService.Current.State.ContainsKey("PlayerPosition")) // { // playerPosition = (Vector2)Microsoft.Phone.Shell.PhoneApplicationService.Current.State["PlayerPosition"]; // enemyPosition = (Vector2)Microsoft.Phone.Shell.PhoneApplicationService.Current.State["EnemyPosition"]; // } //#endif }
public void TagDeepNestedResolveWithNullValueTest() { var level1 = new Level1 { Level2 = new Level2 { Level3 = new Level3 { Value = default(int?) } } }; var model = new TagModel(level1); model.PushTagStack(); Assert.That(model["Level2.Level3.Value"], Is.EqualTo(default(int?))); }
// Use this for initialization void Start() { level1 = backgroundLevel1.GetComponent<Level1>(); }
// Use this for initialization void Start () { level = FindObjectOfType<Level1>(); }
private void setLevelStory1() { levelStory1 = new Level1 (names, dialogs, playerName); names = levelStory1.getNames (); dialogs = levelStory1.getDialogs (); backdrop.sprite = (Sprite)Resources.Load("Tutorial/level1", typeof(Sprite)); newStory = "PlayLevel1"; }