public BS_DiningTable() { //Dining Table SwinGame.LoadBitmapNamed("diningTable.png", "diningTable.png"); _diningTable = SwinGame.CreateSprite(SwinGame.BitmapNamed("diningTable.png")); // //initialize a food sprite without image _food = SwinGame.CreateSprite(SwinGame.BitmapNamed("")); //get a new customer _customer = BS_PokemonCustomerGenerator.NewCustomer(); //initialize Timer and start it for the first customer, set ticks to 0 and set the state of customer as waiting _gameTime = SwinGame.CreateTimer(); SwinGame.StartTimer(_gameTime); _ticks = 0; _waiting = true; // //initiate a new red status bar _statusBar = new BS_StatusBar("emptyThick.png"); _statusBar.SetFillingImage("redThick.png"); // }
public Game() { //initialise all game variables //including statuses, blackhole and planet sizes InitialiseVariables(); //start the timer _gameTime = SwinGame.CreateTimer(); SwinGame.StartTimer(_gameTime); _spaceEntities = new List <SpaceEntity>(); SwinGame.OpenGraphicsWindow("Orbitals", 1300, 700); _panel = new Panel(); SwinGame.ClearScreen(Color.White); _input = new Input(); MousePos = null; _count = 0; _lastTicks = SwinGame.TimerTicks(_gameTime); }
public ZYMediumMode(ViewManager viewManager) : base(viewManager) { _sideBar = new EasyModeSideBar(_viewManager); _servingArea = new ZYServingAreaMedium(); _btmBar = new ZYBottomBar(); _giveUpButton = new ZYButton("pauseButton.png"); _giveUpButton.SetWidth(80); _giveUpButton.SetHeight(80); _giveUpButton.SetText("Pause", 20); //Register for Observer Pattern foreach (ZYDiningTable diningTable in _servingArea.DiningTable) { diningTable.RegisterSideBar(_sideBar); } _btmBar.RegisterStove(_servingArea.Stoves); _servingArea.Player.RegisterHoldingFrame(_sideBar.HoldingFoodFrame); // //initiate _gameTime _gameTime = SwinGame.CreateTimer(); SwinGame.StartTimer(_gameTime); //initiate new BlUE status bar _statusBar = new ZYStatusBar("blackprogressbar.png"); _statusBar.SetFillingImage("blueprogressbar.png"); // }
/// <summary> /// Create a new game of Snap! /// </summary> public Snap() { _deck = new Deck(); _gameTimer = SwinGame.CreateTimer (); }
public MWMarioDiningTable() { //Dining Table SwinGame.LoadBitmapNamed("diningTable.png", "diningTable.png"); _mariodiningTable = SwinGame.CreateSprite(SwinGame.BitmapNamed("diningTable.png")); // //initialize a food sprite without image _mariofood = SwinGame.CreateSprite(SwinGame.BitmapNamed("")); //get a new customer _mariocustomer = MWMarioCustomerGenerator.NewMarioCustomer(); //initialize Timer and start it for the first customer, set ticks to 0 and set the state of customer as waiting _mariogameTime = SwinGame.CreateTimer(); SwinGame.StartTimer(_mariogameTime); _marioticks = 0; _mariowaiting = true; // //initiate a new red status bar _mariostatusBar = new MWStatusBar("emptyThick.png"); _mariostatusBar.SetFillingImage("redThick.png"); // }
public ZYSideBar(ViewManager viewManager) { _holdingFoodFrame = new ZYHoldingFoodFrame(); _viewManager = viewManager; _gameTime = SwinGame.CreateTimer(); SwinGame.StartTimer(_gameTime); winStar = 0; _life = 6; _gameLife = new ZYGameLife(); SwinGame.LoadBitmapNamed("side", "side_menu.png"); _sideBar = SwinGame.CreateSprite(SwinGame.BitmapNamed("side")); SwinGame.LoadBitmapNamed("star.png", "star.png"); SwinGame.LoadBitmapNamed("yellowStar.png", "yellowStar.png"); star1 = SwinGame.CreateSprite(SwinGame.BitmapNamed("star.png")); star2 = SwinGame.CreateSprite(SwinGame.BitmapNamed("star.png")); star3 = SwinGame.CreateSprite(SwinGame.BitmapNamed("star.png")); star4 = SwinGame.CreateSprite(SwinGame.BitmapNamed("yellowStar.png")); star5 = SwinGame.CreateSprite(SwinGame.BitmapNamed("yellowStar.png")); star6 = SwinGame.CreateSprite(SwinGame.BitmapNamed("yellowStar.png")); }
/// <summary> /// Create a new game of Snap! /// </summary> public Snap() { _deck = new Deck(); //Creates a timer for the game - needs to be started in constructor //_gameTimer = SwinGame.CreateTimer(); _gameTimer = SwinGame.CreateTimer(); SwinGame.LoadSoundEffectNamed("Slap", "slap.wav"); }
public CooldownHandler(float ms) { threshhold = ms; stateMachine = new StateMachine <State, Trigger>(State.READY); timer = SwinGame.CreateTimer(); ConfigureStateMachine(); }
public ZYPlayerWish(string emptyBar) { SwinGame.LoadBitmapNamed(emptyBar, emptyBar); _statusBar = SwinGame.CreateSprite(SwinGame.BitmapNamed(emptyBar)); timer = SwinGame.CreateTimer(); //wish background SwinGame.LoadBitmapNamed("blackThought.png", "blackThought.png"); _wishBackground = SwinGame.CreateSprite(SwinGame.BitmapNamed("blackThought.png")); // }
public ZYMovement() { _speed = 1; _ticks = 60; _gameTime = SwinGame.CreateTimer(); SwinGame.StartTimer(_gameTime); _statusBar = new ZYStatusBar("hb_01c.png"); _statusBar.SetFillingImage("hb_01b.png"); }
public Component( string id, string filePath, Point2D refPos, Point2D offsetPos, Shape shape, List <Color> colors, int health, Vector vel, Vector dir, BoundaryStrategy boundaryStrat, Team team, bool optimiseMe = false ) : base(id, filePath, refPos, offsetPos, shape, colors, health, vel, dir, boundaryStrat, team, optimiseMe) { childComponents = new List <Component>(); hurtThreshhold = 500; hurtTimer = SwinGame.CreateTimer(); isHurting = false; }
/// <summary> /// Completes the deployment phase of the game and /// switches to the battle mode (Discovering state) /// </summary> /// <remarks> /// This adds the players to the game before switching /// state. /// </remarks> public static void EndDeployment() { //deploy the players _theGame.AddDeployedPlayer(_human); _theGame.AddDeployedPlayer(_ai); countdown = SwinGame.CreateTimer(); SwinGame.StartTimer(countdown); SwitchState(GameState.Discovering); }
public Ship( string id, string filePath, Point2D refPos, Point2D offsetPos, Shape shape, List <Color> colors, int health, Vector vel, Vector dir, int threshhold, BoundaryStrategy boundaryStrat, Team team, List <Component> components ) : base(id, filePath, refPos, offsetPos, shape, colors, health, vel, dir, boundaryStrat, team) { componentList = components; Damage = 1; hurtTimer = SwinGame.CreateTimer(); isHurting = false; hurtThreshhold = threshhold; }
public ZYServingArea() { _gameTime = SwinGame.CreateTimer(); _soundTime = SwinGame.CreateTimer(); // Random the first energy potion _energyPotion = new ZYEnergyBall(); _energyPotion.SetX(_random.Next(10, 340)); _energyPotion.SetY(_random.Next(115, 190)); // SwinGame.StartTimer(_soundTime); // STOVE //2 table of stove _tableOfStoves = new ZYTableOfStove [2]; _tableOfStoves [0] = new ZYTableOfStove(); _tableOfStoves [1] = new ZYTableOfStove(); // //2 stove and bind corresponding table to it _stove = new ZYStove [2]; _stove [0] = new ZYStove(_tableOfStoves [0]); _stove [1] = new ZYStove(_tableOfStoves [1]); _stoveManager = new ZYStoveManager(_stove); // // 4 Dining Tables _diningTables = new ZYWoodenTable [4]; for (int i = 0; i < 4; i++) { _diningTables [i] = new ZYWoodenTable(); } _diningTableManager = new ZYDiningTableManager(_diningTables); // // SwinGame.LoadBitmapNamed("floor", "white_floor.jpg"); _floor = SwinGame.CreateSprite(SwinGame.BitmapNamed("floor")); // // SwinGame.LoadBitmapNamed("sky", "sky_background.jpg"); _sky = SwinGame.CreateSprite(SwinGame.BitmapNamed("sky")); // // SwinGame.LoadBitmapNamed("sink", "Dustbin.png"); _dustbin = SwinGame.CreateSprite(SwinGame.BitmapNamed("sink")); // _player = new ZYEasyPlayer(); _player.SetX(140); _player.SetY(120); }
public MWMarioServingArea() { _mariogameTime = SwinGame.CreateTimer(); // Random the first energy potion _marioenergyPotion = new MWEnergyBall(); _marioenergyPotion.SetX(_mariorandom.Next(10, 340)); _marioenergyPotion.SetY(_mariorandom.Next(115, 190)); // // STOVE //2 table of stove _mariotableOfStoves = new TableOfStove[2]; _mariotableOfStoves[0] = new TableOfStove(); _mariotableOfStoves[1] = new TableOfStove(); // //2 stove and bind corresponding table to it _mariostove = new Stove[2]; _mariostove[0] = new Stove(_mariotableOfStoves[0]); _mariostove[1] = new Stove(_mariotableOfStoves[1]); _mariostoveManager = new StoveManager(_mariostove); // // 4 Dining Tables _mariodiningTables = new MWMarioWoodenTable[4]; for (int i = 0; i < 4; i++) { _mariodiningTables[i] = new MWMarioWoodenTable(); } _mariodiningTableManager = new MWMarioDiningTableManager(_mariodiningTables); // // SwinGame.LoadBitmapNamed("floor", "white_floor.jpg"); _mariofloor = SwinGame.CreateSprite(SwinGame.BitmapNamed("floor")); // // SwinGame.LoadBitmapNamed("sky", "sky_background.jpg"); _mariosky = SwinGame.CreateSprite(SwinGame.BitmapNamed("sky")); // // SwinGame.LoadBitmapNamed("sink", "Dustbin.png"); _mariodustbin = SwinGame.CreateSprite(SwinGame.BitmapNamed("sink")); // _marioplayer = new MWPlayer(); _marioplayer.SetX(140); _marioplayer.SetY(120); }
public ZYEasyPlayerMovement() { _speed = 1; _ticks = 60; _gameTime = SwinGame.CreateTimer(); SwinGame.StartTimer(_gameTime); _statusBar = new ZYStatusBar("hb_01c.png"); _statusBar.SetFillingImage("hb_01b.png"); zYPlayerWish = new ZYPlayerWish(""); zYPlayerWish.SetFillingImage("normalEmoji.png"); }
public EasyModeSideBar(ViewManager viewManager) { _holdingFoodFrame = new ZYHoldingFoodFrame(); _viewManager = viewManager; _gameTime = SwinGame.CreateTimer(); SwinGame.StartTimer(_gameTime); _life = 6; _gameLife = new ZYGameLife(); SwinGame.LoadBitmapNamed("side", "side_menu.png"); _sideBar = SwinGame.CreateSprite(SwinGame.BitmapNamed("side")); }
public GameModule(Ship p, Level level, AISpawner aiSpawner, EntityHandler entHandler, CollisionHandler collHandler, CameraHandler camHandler, GameSendData gameSendData, Scoresheet scoresheet, InputController inpController ) { player = p; Level = level; entityHandler = entHandler; collisionHandler = collHandler; cameraHandler = camHandler; inputController = inpController; this.scoresheet = scoresheet; this.aiSpawner = aiSpawner; this.gameSendData = gameSendData; gameTimer = SwinGame.CreateTimer(); gameTimer.Start(); }
public BS_Stove(BS_TableOfStove tableOfStove) { //set the food to cook to null and cooking state as false _foodToCook = ""; _cooking = false; // //bind the table _tableOfStove = tableOfStove; //create the stove SPRITE SwinGame.LoadBitmapNamed("stove", "stove.png"); _stove = SwinGame.CreateSprite(SwinGame.BitmapNamed("stove")); // //initiate _gameTime _gameTime = SwinGame.CreateTimer(); //initiate new BlUE status bar _statusBar = new BS_StatusBar("emptyThick.png"); _statusBar.SetFillingImage("blueThick.png"); // }
/// <summary> /// Create a new game of Snap! /// </summary> public Snap() { _deck = new Deck(); _gameTimer = SwinGame.CreateTimer(); /// Edited for task }
public static void Main() { //Opens a new Graphics Window SwinGame.OpenGraphicsWindow("Battle Ships", 800, 600); //Load Resources GameResources.LoadResources(); SwinGame.PlayMusic(GameResources.GameMusic("Background")); Timer a = SwinGame.CreateTimer(); SwinGame.StartTimer(a); //Game Loop do { uint time = SwinGame.TimerTicks(a) / 1000; GameController.time = time; if (GameController.CurrentState == GameState.Quitting) { SwinGame.StopTimer(a); } GameController.HandleUserInput(); GameController.DrawScreen(); if (SwinGame.KeyTyped(KeyCode.vk_q)) { var myBit = SwinGame.LoadBitmap("ExitConfirmation.png"); SwinGame.DrawBitmap("ExitConfirmation.png", 160, 150); SwinGame.RefreshScreen(); SwinGame.Delay(5000); } if (SwinGame.KeyTyped(KeyCode.vk_y)) { GameController.AddNewState(GameState.Quitting); } if (SwinGame.KeyTyped(KeyCode.vk_n)) { SwinGame.StopMusic(); } if (SwinGame.KeyTyped(KeyCode.vk_m)) { SwinGame.PlayMusic(GameResources.GameMusic("Background")); } if (SwinGame.KeyTyped(KeyCode.vk_l)) { SwinGame.PlayMusic(GameResources.GameMusic("Background2")); } if (SwinGame.KeyTyped(KeyCode.vk_f)) { var myBit = SwinGame.LoadBitmap("bitmap.jpg"); SwinGame.DrawBitmap("bitmap.jpg", 20, 20); SwinGame.RefreshScreen(); SwinGame.Delay(10000); } } while (!(SwinGame.WindowCloseRequested() == true | GameController.CurrentState == GameState.Quitting)); SwinGame.StopMusic(); //Free Resources and Close Audio, to end the program. GameResources.FreeResources(); }
/// <summary> /// Create a new game of Snap! /// </summary> public Snap() { _deck = new Deck(); _gameTimer = SwinGame.CreateTimer(); // Create the game timer }
/// <summary> /// Create a new game of Snap! /// </summary> public Snap() { _deck = new Deck(); _gameTimer = SwinGame.CreateTimer(); //creates gametimer object }
/// <summary> /// Initializes a new instance of the <see cref="T:Escapade.Countdown"/> class. /// </summary> public Countdown() { timer = SwinGame.CreateTimer(); }
/// <summary> /// Create a new game of Snap! /// </summary> public Snap() { _deck = new Deck(); _gameTimer = SwinGame.CreateTimer(); //creates the timer with the deck }
/// <summary> /// Create a new game of Snap! /// </summary> public Snap() { _deck = new Deck(); _gameTimer = SwinGame.CreateTimer(); //Add by Chua Chung Long }
/// <summary> /// Create a new game of Snap! /// </summary> public Snap() { _deck = new Deck(); _gameTimer = SwinGame.CreateTimer(); //added new line }