void Start() { instance = this; AFModeIsInAR = true; //AFModeIsInAR = TurnOffPanelAfterTwee }
private void SetupMoveCaretLeft() { _insertUtil .Setup(x => x.RunInsertCommand(InsertCommand.NewMoveCaret(Direction.Left))) .Returns(CommandResult.NewCompleted(ModeSwitch.NewSwitchMode(ModeKind.Normal))) .Verifiable(); }
protected void SetupRunCompleteMode(bool moveCaret) { _insertUtil .Setup(x => x.RunInsertCommand(InsertCommand.NewCompleteMode(moveCaret))) .Returns(CommandResult.NewCompleted(ModeSwitch.NewSwitchMode(ModeKind.Normal))) .Verifiable(); }
public static bool IsSwitchModeWithArgument(this ModeSwitch mode, ModeKind kind, ModeArgument argument) { if (!mode.IsSwitchModeWithArgument) { return(false); } var value = (ModeSwitch.SwitchModeWithArgument)mode; return(value.Item1 == kind && value.Item2.Equals(argument)); }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody>(); ModeS = ModeSwitch.Start; NForce = new Vector3(0f, 1.0f, 5.0f); ZF = 0f; YF = 0f; // ZFString = "0"; // YFString = "0"; StartPos = transform.position; StartForce = rb.transform.position; }
/// <summary> /// Update the splash screen. /// </summary> public void UpdateSplash() { // Calculate the upper-left corner of the splash screen image int x = (graphics.ScreenWidth - splash.Width) >> 1; int y = (graphics.ScreenHeight - splash.Height) >> 1; // The source region is the entire image src.X = 0; src.Y = 0; src.Width = splash.Width; src.Height = splash.Height; // Draw the splash screen graphics.DrawBitmap(x, y, src, splash); // Flip the back buffers graphics.Flip(); // Store the tick at which this frame started Timer.Stopwatch sw = new Timer.Stopwatch(); Int64 startTick = sw.CurrentTick(); // Draw the splash screen graphics.DrawBitmap(x, y, src, splash); // Draw a "Loading" message as this might take a while graphics.DrawText(graphics.ScreenWidth >> 1, graphics.ScreenHeight - 50, "Loading...", Color.White, ui.Font, FontDrawOptions.DrawTextCenter); // Flip the back buffers graphics.Flip(); if (!introLoaded) { LoadIntro(); } // delay if the splash screen hasn't been up long enough while (sw.DeltaTimeMilliseconds(sw.CurrentTick(), startTick) < TotalSplashTime * 1000.0F) { Thread.Sleep(0); } mode = ModeSwitch.UpdateIntro; }
/// <summary> /// Update the intro that leads into the current level. /// </summary> public void UpdateIntro() { // If the level has finished loading and the intro is done // playing then start the count down if (levelLoaded && intro.Done) { mode = ModeSwitch.UpdateCountdown; return; } // Update the intro intro.Update(graphics); // Draw the intro intro.Draw(graphics); // Flip the back buffers graphics.Flip(); }
public void Control_OpenBracket2() { _broker .SetupGet(x => x.IsCompletionActive) .Returns(true) .Verifiable(); _broker .Setup(x => x.DismissDisplayWindows()) .Verifiable(); _insertUtil .Setup(x => x.RunInsertCommand(InsertCommand.NewMoveCaret(Direction.Left))) .Returns(CommandResult.NewCompleted(ModeSwitch.NewSwitchMode(ModeKind.Normal))) .Verifiable(); var ki = KeyInputUtil.CharWithControlToKeyInput('['); var res = _mode.Process(ki); Assert.IsTrue(res.IsSwitchMode(ModeKind.Normal)); _factory.Verify(); }
void ReleaseDesignerOutlets() { if (HelloLabel != null) { HelloLabel.Dispose(); HelloLabel = null; } if (logo2 != null) { logo2.Dispose(); logo2 = null; } if (MainImage != null) { MainImage.Dispose(); MainImage = null; } if (ModeLable != null) { ModeLable.Dispose(); ModeLable = null; } if (ModeSwitch != null) { ModeSwitch.Dispose(); ModeSwitch = null; } if (testButton != null) { testButton.Dispose(); testButton = null; } }
//part of api /*private void OnGUI() * { * YFString = GUI.TextField(new Rect(300, 10, 200, 20), YFString, 25); * * }*/ //test movement void move() { if (reset == true) { ModeS = ModeSwitch.Start; } /*if(accel == true){ * ModeS = ModeSwitch.Acceleration; * }*/ /* if (impu == true) * { * ModeS = ModeSwitch.Impulse; * }*/ if (FR == true) { ModeS = ModeSwitch.Force; } /* if (VC == true) * { * ModeS = ModeSwitch.VelocityChange; * }*/ }
protected override void OnElementChanged(ElementChangedEventArgs <Xamarin.Forms.Switch> e) { base.OnElementChanged(e); if (e.OldElement != null || e.NewElement == null) { return; } view = (ModeSwitch)Element; if (Build.VERSION.SdkInt >= BuildVersionCodes.JellyBean) { if (Control != null) { int[][] states = new int[][] { new int[] { Android.Resource.Attribute.StateEnabled }, // enabled new int[] { -Android.Resource.Attribute.StateEnabled }, // disabled }; var backgroundColorsList = new Android.Content.Res.ColorStateList(states, new int[] { view.BackgroundTintColor.ToAndroid(), view.BackgroundTintColor.WithLuminosity(.9).ToAndroid() }); var thumbColorsList = new Android.Content.Res.ColorStateList(states, new int[] { view.ThumbTintColor.ToAndroid(), view.ThumbTintColor.WithSaturation(.4).WithLuminosity(.8).ToAndroid() }); //var thumbColor = view.ThumbTintColor.ToAndroidPreserveDisabled(thumbColorsList); Control.TrackTintList = backgroundColorsList; Control.ThumbTintList = thumbColorsList; } } }
private void SelectorButton_OnClick(object sender, RoutedEventArgs e) { _currentMode = ModeSwitch.Selector; }
public void SwitchModeOneTimeCommand_SetProperty() { var mode = CreateAndAddInsertMode(MockBehavior.Loose); mode.Setup(x => x.Process(It.IsAny <KeyInput>())).Returns(ProcessResult.NewHandled(ModeSwitch.NewSwitchModeOneTimeCommand(ModeKind.Normal))); _vimBuffer.SwitchMode(ModeKind.Insert, ModeArgument.None); _vimBuffer.Process('c'); Assert.True(_vimBuffer.InOneTimeCommand.IsSome(ModeKind.Insert)); }
public static ModeSwitch.SwitchModeWithArgument AsSwitchModeWithArgument(this ModeSwitch mode) { Assert.IsTrue(mode.IsSwitchModeWithArgument); return((ModeSwitch.SwitchModeWithArgument)mode); }
/// <summary> /// Start the game. This method loads the game resources and /// runs the main game loop. /// </summary> public void Run() { // Load and validate the splash screen splash = graphics.CreateBitmap(GetFullPath(@"Data\Splash\splash.bmp"), false); Debug.Assert(splash != null, "GameMain.Run: Failed to initialized splash screen"); Debug.Assert(splash.Width <= graphics.ScreenWidth && splash.Height <= graphics.ScreenHeight, "GameMain.Run: Splash screen has invalid dimensions"); // Load the game ui now because it has font information that is // needed for drawing the 'Loading...' tag DataSet dsUI = new DataSet(); Debug.Assert(dsUI != null, "GameMain.LoadLevel: Failed to initialize UI DataSet"); dsUI.Locale = CultureInfo.InvariantCulture; // Load the ui xml file dsUI.ReadXml(GetFullPath(@"Data\UI\ui.xml")); // Load the resources specified in the xml file ui = new UserInterface(dsUI, graphics, level); Debug.Assert(ui != null, "GameMain.LoadLevel: Failed to initialize UI"); // Set the current update method as the splash screen updater update = new UpdateDelegate(UpdateSplash); // Loop until the game is done while (!done) { // Switch the update delegate if a switch was requested. switch (mode) { case ModeSwitch.UpdateLevel: gi.ClearKeyPresses(); update = new UpdateDelegate(UpdateLevel); numFrames = 0; secondsElapsedForCurrentFrames = 0; break; case ModeSwitch.UpdateCountdown: intro.Dispose(); intro = null; level.Update(gi); update = new UpdateDelegate(UpdateCountdown); break; case ModeSwitch.UpdateIntro: LoadLevel(); update = new UpdateDelegate(UpdateIntro); splash.Dispose(); splash = null; break; } mode = ModeSwitch.None; // Store the tick at which this frame started Int64 startTick = sw.CurrentTick(); // Check if the user pressed the exit key if (gi.KeyPressed((int)gi.HardwareKeys[Player.ButtonMap()[ (int)Player.Buttons.Quit]])) { done = true; } else if (levelLoaded && (level.Done || gi.KeyPressed( (int)gi.HardwareKeys[Player.ButtonMap()[ (int)Player.Buttons.ResetLevel]]))) { Reset(); Application.DoEvents(); continue; } // Update the game update(); // Check for pending events from the OS Application.DoEvents(); // Lock the framerate... Int64 deltaMS = sw.DeltaTimeMilliseconds(sw.CurrentTick(), startTick); Int64 minMS = (Int64)(1000.0F * MinSecondsPerFrame); Int64 maxMS = (Int64)(1000.0F * MaxSecondsPerFrame); // Check if the frame time was fast enough if (deltaMS <= minMS) { // Loop until the frame time is met do { if (gi.KeyPressed((int)gi.HardwareKeys[ Player.ButtonMap()[(int)Player.Buttons.Quit]])) { done = true; break; } // Thread.Sleep(0); Application.DoEvents(); deltaMS = sw.DeltaTimeMilliseconds(sw.CurrentTick(), startTick); } while (deltaMS < minMS); } // Increment the number of frames numFrames++; // Increment the overall time for these frames if (deltaMS < maxMS) { secondsElapsedForCurrentFrames += deltaMS / 1000.0F; } else { secondsElapsedForCurrentFrames += maxMS / 1000.0F; } // Make sure enough time has elapsed since the last check if (level != null && secondsElapsedForCurrentFrames > level.FrameRateCheckRate) { currentSecondsPerFrame = secondsElapsedForCurrentFrames / numFrames; numFrames = 0; secondsElapsedForCurrentFrames = 0; } } }
public static bool IsSwitchMode(this ModeSwitch mode, ModeKind kind) { return(mode.IsSwitchMode && ((ModeSwitch.SwitchMode)mode).Item == kind); }
// Use this for initialization void Awake() { PM = GetComponent<PlayerMovement>(); MS = GetComponent<managerscript>(); modeSwitch = GameObject.Find("Controller").GetComponent<ModeSwitch>(); }
private void MoveButton_OnClick(object sender, RoutedEventArgs e) { _currentMode = ModeSwitch.Move; }
private void Delete_Click(object sender, RoutedEventArgs e) { _currentMode = ModeSwitch.Delete; }
private void TriangleButton_OnClick(object sender, RoutedEventArgs e) { _currentMode = ModeSwitch.Triangle; }
private void DisplayButton_OnClick(object sender, RoutedEventArgs e) { _currentMode = ModeSwitch.Display; }
/// <summary> /// Update the count down that is displayed before gameplay starts. /// </summary> public void UpdateCountdown() { if (startCountDown) { // Decrement the count countDown -= currentSecondsPerFrame; // Check if the count down is done if (countDown <= 0.0F) { // Start updating the level mode = ModeSwitch.UpdateLevel; return; } } // Update UI ui.Update(level); // Draw level.Draw(); ui.Draw(graphics); // Display the time left until the game starts. If the time is // less than 1/2 second then flash if (startCountDown && (countDown > 0.5F || (countDown <= 0.5F && (numFrames % 2 == 0)))) { // Display "Start" for the last 1/2 second graphics.DrawText(graphics.ScreenWidth >> 1, graphics.ScreenHeight >> 1, countDown > 0.5F ? string.Format(CultureInfo.InvariantCulture, "{0}", (int)(countDown + .49F)) : "Start", Color.White, ui.Font, FontDrawOptions.DrawTextCenter); } if (!startCountDown) { int fireId = Player.ButtonMap()[(int)Player.Buttons.FireShot] + 1; int quitId = Player.ButtonMap()[(int)Player.Buttons.Quit] + 1; int resetId = Player.ButtonMap()[ (int)Player.Buttons.ResetLevel] + 1; int x = graphics.ScreenWidth >> 1; int y = (graphics.ScreenHeight >> 1) - 60; graphics.DrawText(x, y, "<- -> to move player", Color.Yellow, ui.Font, FontDrawOptions.DrawTextCenter); #if (SMARTPHONE || MAINSTONE || DESKTOP) y += 20; graphics.DrawText(x, y, string.Format( CultureInfo.InvariantCulture, "Button {0} to fire", fireId), Color.Yellow, ui.Font, FontDrawOptions.DrawTextCenter); y += 20; graphics.DrawText(x, y, string.Format( CultureInfo.InvariantCulture, "Button {0} to Quit", quitId), Color.Yellow, ui.Font, FontDrawOptions.DrawTextCenter); y += 20; graphics.DrawText(x, y, string.Format( CultureInfo.InvariantCulture, "Button {0} to Reset", resetId), Color.Yellow, ui.Font, FontDrawOptions.DrawTextCenter); #else // PPC y += 20; graphics.DrawText(x, y, "Action button to fire", Color.Yellow, ui.Font, FontDrawOptions.DrawTextCenter); y += 20; graphics.DrawText(x, y, "Click the upper right", Color.Yellow, ui.Font, FontDrawOptions.DrawTextCenter); y += 20; graphics.DrawText(x, y, "corner GMan to quit", Color.Yellow, ui.Font, FontDrawOptions.DrawTextCenter); #endif y += 20; graphics.DrawText(x, y, "Press any key to start", Color.Red, ui.Font, FontDrawOptions.DrawTextCenter); if (gi.AnyKeyPressed()) { startCountDown = true; } } // Flip the back buffer graphics.Flip(); }
void Awake() { instance = this; }