public void force10Fail() { forcedResult = "Fail"; forcedNum = 0.15f; currState = MainGameState.CardPick; nextGameState(); }
public void force75Win() { forcedResult = "Pass"; forcedNum = 0.75f; currState = MainGameState.CardPick; nextGameState(); }
public Game1() { mPhysicsManager.InitialiseWorld(); graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; MonoEngine.core.MainGameState mainGameState = new MonoEngine.core.MainGameState(); mMainGameState = mainGameState; MonoEngine.core.SplashState splashScreenState = new MonoEngine.core.SplashState(); MonoEngine.core.MainMenuState mainMenuState = new MonoEngine.core.MainMenuState(); MonoEngine.core.State gameOverState = new MonoEngine.core.State(); MonoEngine.core.State gameWinState = new MonoEngine.core.State(); MainGameFSM.Context = this; MainGameFSM.AddState(splashScreenState, "SPLASH"); MainGameFSM.AddState(mainGameState, "MAINGAME"); MainGameFSM.AddState(mainMenuState, "MAINMENU"); MainGameFSM.AddState(gameOverState, "GAMEOVER"); MainGameFSM.AddState(gameWinState, "GAMEWIN"); MainGameFSM.ChangeState("SPLASH"); // test.ChangeState("1"); }
static MetaGame() { var mainMenuState = new MainMenuState(StateMachine, MainGame.Instance); StateMachine.States.Add(mainMenuState); var mainGameState = new MainGameState(StateMachine, MainGame.Instance); StateMachine.States.Add(mainGameState); if (Program.SkipIntro) { StateMachine.AddTransition(new Transition <GameState>("start", null, mainMenuState)); } else { var borneGamesLogoState = new BorneGamesLogoState(StateMachine, MainGame.Instance); var titleState = new TitleState(StateMachine, MainGame.Instance); StateMachine.States.Add(borneGamesLogoState); StateMachine.States.Add(titleState); StateMachine.AddTransition(new Transition <GameState>("start", null, borneGamesLogoState)); StateMachine.AddTransition(new Transition <GameState>("next", borneGamesLogoState, titleState, Mode.PushPop)); StateMachine.AddTransition(new Transition <GameState>("next", titleState, mainMenuState, Mode.PushPop)); } StateMachine.AddTransition(new Transition <GameState>("start", mainMenuState, mainGameState, Mode.PushPop)); StateMachine.AddTransition(new Transition <GameState>("exit", mainMenuState, null)); }
void Start() { mainGameState = MainGameState.Playing; UnityEngine.Random.InitState((int)System.DateTime.Now.Ticks); uiTextDisplayTimer = uiTextDisplayDuration * 3; // leave instructions on screen for longer UpdateActivePowerUpUi(); }
/// <summary> /// A helper method to switch to the options menu and provide the game state to return to afterwards (INCOMPLETE) /// </summary> public void SwitchToOptions() { returnFromOptions = CurrentState; CurrentState = MainGameState.Options; IsMouseVisible = true; CurrentState = MainGameState.Pause; int height = GraphicsDevice.Viewport.Height; int width = GraphicsDevice.Viewport.Width; //Values need to be adjusted; they are currently not going to look as intended buttons = new Button[6]; Texture2D leftControl = allTextures["Button"]; buttons[0] = new Button(leftControl, "LeftControl", new Rectangle(width / 2 - leftControl.Width / 2, height * 2 / 14 - leftControl.Height / 2, leftControl.Width, leftControl.Height)); Texture2D rightControl = allTextures["Button"]; buttons[1] = new Button(rightControl, "RightControl", new Rectangle(width / 2 - rightControl.Width / 2, height * 4 / 14 - rightControl.Height / 2, rightControl.Width, rightControl.Height)); Texture2D jumpControl = allTextures["Button"]; buttons[2] = new Button(jumpControl, "JumpControl", new Rectangle(width / 2 - jumpControl.Width / 2, height * 6 / 14 - jumpControl.Height / 2, jumpControl.Width, jumpControl.Height)); Texture2D attackControl = allTextures["Button"]; buttons[3] = new Button(attackControl, "AttackControl", new Rectangle(width / 2 - attackControl.Width / 2, height * 8 / 14 - attackControl.Height / 2, attackControl.Width, attackControl.Height)); Texture2D pauseControl = allTextures["Button"]; buttons[4] = new Button(pauseControl, "PauseControl", new Rectangle(width / 2 - pauseControl.Width / 2, height * 10 / 14 - pauseControl.Height / 2, pauseControl.Width, pauseControl.Height)); Texture2D exitButton = allTextures["ExitButton"]; buttons[5] = new Button(exitButton, "ExitButton", new Rectangle(width / 2 - exitButton.Width / 2, height * 12 / 14 - exitButton.Height / 2, exitButton.Width, exitButton.Height)); indexActiveButton = 0; }
public void forcePerfect() { forcedResult = "Perfect"; forcedNum = 2f; currState = MainGameState.CardPick; nextGameState(); }
void Update() { MainGameState ganeState = GameStateManager.Instance.State; switch (ganeState) { case MainGameState.PRE_LAUNCH: HandlePreLaunch(); break; case MainGameState.LAUNCH_POSITIONING: HandleLaunchPositioning(); break; case MainGameState.LAUNCH_AIMING: HandleLaunchAiming(); break; case MainGameState.PUCK_DROPPING: HandlePuckDropping(); break; case MainGameState.GAME_PAUSED: HandlePuckDropping(); break; } }
public void Start() { //初始化所有状态机 initGameSate = new InitGameSate(); initGameSate.stateName = "initGameSate"; commentGameState = new CommentGameState(); commentGameState.stateName = "commentGameState"; contactGameState = new ContactGameState(); contactGameState.stateName = "contactGameState"; mainGameState = new MainGameState(); mainGameState.stateName = "mainGameState"; reFindingGameState = new ReFindingGameState(); reFindingGameState.stateName = "reFindingGameState"; companyGameState = new CompanyGameState(); companyGameState.stateName = "companyGameState"; diyGameState = new DiyGameState(); diyGameState.stateName = "diyGameState"; states.Add(initGameSate.stateName, initGameSate); states.Add(commentGameState.stateName, commentGameState); states.Add(contactGameState.stateName, contactGameState); states.Add(mainGameState.stateName, mainGameState); states.Add(reFindingGameState.stateName, reFindingGameState); states.Add(companyGameState.stateName, companyGameState); states.Add(diyGameState.stateName, diyGameState); thisState = states["initGameSate"]; thisState.stateInit(); }
void Awake() { SP = this; foundFish = 0; gameState = MainGameState.playing; totalFish = GameObject.FindGameObjectsWithTag("Pickup").Length; Time.timeScale = 1.0f; }
private static Save CreateSaveObject(MainGameState gameState, SaveInformation.SaveType type) { return(new Save { GameState = gameState, Info = { Type = type }, Screenshot = ScreenShotTaker.Instance.TakeScreenshot(), }); }
// Use this for initialization void Start() { _MainGameState = GameplayObject.GetComponent<MainGameState> (); _CardManager = GameplayObject.GetComponent<CardManager> (); _NameText = GetComponentInChildren<Text> (); _CardsPanel = transform.FindChild ("Cards"); }
public StateManager(MainGameState parent) { game = parent; mainMenuState = new MainMenuState(this); playingState = new PlayingState(this); endGameState = new EndGameState(this); currentState = mainMenuState; }
public void ClearSaves() { PlayerPrefs.DeleteAll(); PlayerPrefs.Save(); currState = MainGameState.Week; week = 1; showGameStateScreenUI(currState); updateSkybox(); }
public void OnGamePause(PauseGameEvent pauseGameEvent) { Debug.Log($"GameStateManager handling PauseGameEvent. CurrentState={State}, Event={pauseGameEvent}"); if (State == MainGameState.GAME_PAUSED) { throw new InvalidOperationException("PauseGameEvent cannot occur during GAME_PAUSED state"); } unpausedState = State; State = MainGameState.GAME_PAUSED; }
public void showGameStateScreenUI(MainGameState current) { // disable all chatScreen.SetActive(false); factionScreen.SetActive(false); cardChooserScreen.SetActive(false); mastermindScreen.SetActive(false); resultsScreen.SetActive(false); endingScreen.SetActive(false); // enable active one GameObject screen = null; switch (current) { case MainGameState.Weekend: weekImageSwapper.updateImage(false, week); chatScreen.GetComponent <DialogUI>().Run("Weekend", week); screen = chatScreen; break; case MainGameState.Week: weekImageSwapper.updateImage(true, week); chatScreen.GetComponent <DialogUI>().Run("Week", week); screen = chatScreen; break; case MainGameState.FactionPick: screen = factionScreen; break; case MainGameState.CardPick: screen = cardChooserScreen; break; case MainGameState.Mastermind: screen = mastermindScreen; break; case MainGameState.Ending: screen = endingScreen; break; case MainGameState.WeekResult: case MainGameState.WeekendResult: default: screen = resultsScreen; break; } screen.SetActive(true); if (shouldMoveCamera()) { updateSkybox(); MainCameraAnimator.SetTrigger("MoveCamera"); } }
private void Restart() { playerHP = 100; player.position = new MFVector(0.0f, 0.0f); player.Spawn(); state = MainGameState.Running; GameStateEventArgs args = new GameStateEventArgs(); args.state = state; OnEventGameState(this, args); }
public TowerManager(MainGameState p) { towers = new List <Tower>(); bullets = new List <Bullet>(); parent = p; towerTypes = new Tower[2]; towerTypes[0] = new Tower(new Vector2(0, 0), 1000, 1, 0, 100.0f); towerTypes[1] = new Tower(new Vector2(0, 0), 100, 2, 1, 300.0f); }
private static void InternalSaveHelper(SaveInformation.SaveType type, MainGameState gameState, Action <Save> copyInfoToSave, Func <Node> stateRoot, string saveName = null) { new InProgressSave(type, stateRoot, data => CreateSaveObject(gameState, data.Type), (inProgress, save) => { copyInfoToSave.Invoke(save); PerformSave(inProgress, save); }, saveName).Start(); }
IEnumerator InitiateGame() { Wave = 1; state = MainGameState.PlatformGame; SFXMan.sfx_StartGame.Play(); AnimateLogo(); yield return(new WaitForSeconds(3)); SceneManager.LoadScene("CardMemtris"); // Application.LoadLevel ("PlatformScene"); }
// Start is called before the first frame update void Start() { if (CanLoad) { Load(); } else { currState = MainGameState.Week; } showGameStateScreenUI(currState); updateSkybox(); }
private void GameOverLose() { mainGameState = MainGameState.GameOver; uiText.text = "GAME OVER"; uiSubtext.text = "Press Space to Restart"; uiTextDisplayTimer = Mathf.Infinity; foreach (GameObject go in EventSystemListeners.main.listeners) { ExecuteEvents.Execute <IMainGameEvents> (go, null, (x, y) => x.OnGameLost()); } }
/// <summary> /// A helper method that initializes the victory state when called /// </summary> public void SwitchToVictory() { CurrentState = MainGameState.Victory; IsMouseVisible = true; int height = GraphicsDevice.Viewport.Height; int width = GraphicsDevice.Viewport.Width; buttons = new Button[1]; Texture2D exitButton = allTextures["ExitButton"]; buttons[0] = new Button(exitButton, "ExitButton", new Rectangle(width / 2 - exitButton.Width / 2, height * 6 / 10 - exitButton.Height / 2, exitButton.Width, exitButton.Height)); indexActiveButton = 0; }
void Update() { MainGameState gameState = GameStateManager.Instance.State; if (!gameState.IsGamePaused() && Input.GetButtonDown(gameSettings.buyPowerUp)) { if (CanAffordCharge(gameSettings.powerUpCost)) { ChargePlayer(gameSettings.powerUpCost); EventManager.Instance.NotifyListeners(new BuyPowerUpEvent()); } } }
public PackedScene LoadScene(MainGameState state) { switch (state) { case MainGameState.MicrobeStage: return(LoadScene("res://src/microbe_stage/MicrobeStage.tscn")); case MainGameState.MicrobeEditor: return(LoadScene("res://src/microbe_stage/editor/MicrobeEditor.tscn")); default: throw new ArgumentException("unknown scene path for given game state"); } }
private void GameOver() { foreach (MFBullet b in listBullet) { b.Destroy(); } listBullet.Clear(); player.Destroy(); state = MainGameState.GameOver; GameStateEventArgs args = new GameStateEventArgs(); args.state = state; OnEventGameState(this, args); }
/// <summary> /// A helper method meant to start the game /// </summary> public void StartGame() { IsMouseVisible = false; CurrentState = MainGameState.InGame; // Create the player in the first map & add it to the world Point spawn = new Point(2, 20); player = new Player(spawn.X * 64, spawn.Y * 64, currentWorld.QuadTree); mainDisplay = new Display(GraphicsDevice, player); player.Texture = allTextures["ParkaDude"]; player.WalkTexture = allTextures["PenPenWalking"]; World.Current = maps["Tutorial1"]; // tracks["Electown"].Start(); ChangeMap(); }
// Use this for initialization void Start() { InstructionsPanel = transform.Find("Instructions").gameObject; OptionsPanel = transform.Find("Options").gameObject; state = MainGameState.StartMenu; Wave = 1; SFXMan.PlayAsSong(SFXMan.sng_StartMenuSong); logo = transform.Find("Logo").gameObject; musicVolumeSlider = transform.Find("Options/MusicVolume").GetComponent <Slider>(); sfxVolumeSlider = transform.Find("Options/SfxVolume").GetComponent <Slider>(); }
private void GameOverWin() { mainGameState = MainGameState.GameOver; // UI uiText.text = "LEVEL COMPLETE"; uiSubtext.text = "Press Space to Restart"; uiTextDisplayTimer = Mathf.Infinity; // never fade this // Send message to any listeners foreach (GameObject go in EventSystemListeners.main.listeners) { ExecuteEvents.Execute <IMainGameEvents>(go, null, (x, y) => x.OnGameWon()); } }
/// <summary> /// A helper method that will intialize the pause menu whenever it is called /// </summary> public void SwitchToPauseMenu() { IsMouseVisible = true; CurrentState = MainGameState.Pause; int height = GraphicsDevice.Viewport.Height; int width = GraphicsDevice.Viewport.Width; buttons = new Button[2]; Texture2D resumeButton = allTextures["ResumeButton"]; buttons[0] = new Button(resumeButton, "ResumeButton", new Rectangle(width / 2 - resumeButton.Width / 2, height * 6 / 10 - resumeButton.Height / 2, resumeButton.Width, resumeButton.Height)); Texture2D mainMenuButton = allTextures["MainMenuButton"]; buttons[1] = new Button(mainMenuButton, "MainMenuButton", new Rectangle(width / 2 - mainMenuButton.Width / 2, height * 3 / 4 - mainMenuButton.Height / 2, mainMenuButton.Width, mainMenuButton.Height)); indexActiveButton = 0; }
/// <summary> /// A helper method that will initialize the main menu whenever it is called /// </summary> public void SwitchToMainMenu() { Soundtrack.Stop(); IsMouseVisible = true; CurrentState = MainGameState.Menu; int height = GraphicsDevice.Viewport.Height; int width = GraphicsDevice.Viewport.Width; buttons = new Button[2]; Texture2D startButton = allTextures["StartButton"]; buttons[0] = new Button(startButton, "StartButton", new Rectangle(width / 2 - startButton.Width / 2, height * 6 / 10 - startButton.Height / 2, startButton.Width, startButton.Height)); Texture2D exitButton = allTextures["ExitButton"]; buttons[1] = new Button(exitButton, "ExitButton", new Rectangle(width / 2 - exitButton.Width / 2, height * 3 / 4 - exitButton.Height / 2, exitButton.Width, exitButton.Height)); indexActiveButton = 0; }
// load from playerprefs public void Load() { if (!CanLoad) { throw new InvalidOperationException("There is no save data."); } // set stone cards for (int i = 0; i < cards.Count; i++) { Destroy(cards[i].gameObject); cards.RemoveAt(i); i--; } string[] cardStrs = PlayerPrefs.GetString("cards").Split(';'); if (cardStrs[0] != "") { List <Card> dummies = new List <Card>(); for (int i = 0; i < cardStrs.Length; i++) { dummies.Add(new Card(Card.Variant.Time)); } cards.AddRange(cardChooserScreen.GetComponent <RuneChoiceScreen>().AddRunes(dummies)); for (int i = 0; i < cards.Count; i++) { cards[i].FromSaveString(cardStrs[i]); } } // set game state week = PlayerPrefs.GetInt("week"); currState = (MainGameState)Enum.Parse(typeof(MainGameState), PlayerPrefs.GetString("state")); // set faction choices foreach (Faction f in Enum.GetValues(typeof(Faction))) { factionChoices[f.ToString()] = PlayerPrefs.GetInt($"factionChoices{f}"); } // set selected card or faction faction = PlayerPrefs.GetString("faction"); card = null; if (PlayerPrefs.GetString("card") != "") { card = new Card(Card.Variant.Time, 0f); card.FromSaveString(PlayerPrefs.GetString("card")); } }
public void SetGameOver() { Time.timeScale = 0.0f; //Pause game gameState = MainGameState.lost; }
public void WonGame() { Time.timeScale = 0.0f; //Pause game gameState = MainGameState.won; }
// Use this for initialization void Start() { _MainGameState = GameStateObject.GetComponent<MainGameState> (); _InternalPhase = GameFlowPhase.EndPhase; }
// Use this for initialization void Start() { _GameState = GamePlayObj.GetComponent<MainGameState> (); _GameFlow = GetComponent<GameFlowControl> (); _Canvas = transform.FindChild ("MenuCanvas"); _CardManager = GamePlayObj.GetComponent<CardManager> (); _PlaceholderLibrary = gameObject.AddComponent<PlaceholderLibrary> (); Transform debugView = _Canvas.FindChild ("DebugView"); Debug.Assert (debugView); if (debugView) { debugView.gameObject.SetActive(false); } }