private void StartIntroSequence() { var sequence = new CommandSequence(); sequence.AddCommand(new FadeInCommand(this)); sequence.AddCommand(new DelayCommand(1.0f, this)); sequence.AddCommand(new DispatchDesireStartGameCommand(this)); sequence.Execute(); }
public void StartLoseLifeSequence() { var sequence = new CommandSequence(); sequence.AddCommand(new DelayCommand(2.0f, this)); sequence.AddCommand(new DestroyBallCommand(this)); sequence.AddCommand(new RemoveLifeCommand(this)); sequence.AddCommand(new GotoNextLifeCommand(this)); sequence.Execute(); }
public void StartResetGameSequence() { var sequence = new CommandSequence(); sequence.AddCommand(new FadeOutCommand(this)); sequence.AddCommand(new DelayCommand(1.0f, this)); sequence.AddCommand(new ResetGameCommand(this)); sequence.AddCommand(new FadeInCommand(this)); sequence.AddCommand(new StartBallLaunchSequenceCommand(this)); sequence.Execute(); }
private void StartGameOverSequence() { var sequence = new CommandSequence(); sequence.AddCommand(new DelayCommand(0.5f, this)); sequence.AddCommand(new SetPlayerInputEnabledCommand(this, false)); sequence.AddCommand(new DelayCommand(1.0f, this)); sequence.AddCommand(new DispatchDesireHudExitCommand(this)); sequence.AddCommand(new DispatchReachedGameOverCommand(this)); sequence.Execute(); }
public void StartBallLaunchSequence() { var sequence = new CommandSequence(); sequence.AddCommand(new DelayCommand(0.5f, this)); sequence.AddCommand(new DispatchDesireHudEnterCommand(this)); sequence.AddCommand(new SetPlayerInputEnabledCommand(this, true)); sequence.AddCommand(new DelayCommand(1.0f, this)); sequence.AddCommand(new CreateBallCommand(this)); sequence.AddCommand(new DelayCommand(1.0f, this)); sequence.AddCommand(new LaunchBallCommand(this)); sequence.Execute(); }
private void StartLevelCompleteSequence() { var sequence = new CommandSequence(); sequence.AddCommand(new DispatchDesireHudExitCommand(this)); sequence.AddCommand(new DestroyBallCommand(this)); sequence.AddCommand(new DelayCommand(0.5f, this)); sequence.AddCommand(new DispatchBeatCurrentLevelCommand(this)); sequence.AddCommand(new DelayCommand(4.0f, this)); sequence.AddCommand(new FadeOutCommand(this)); sequence.AddCommand(new DelayCommand(1.0f, this)); sequence.AddCommand(new AdvanceLevelCommand(this)); sequence.AddCommand(new FadeInCommand(this)); sequence.AddCommand(new DelayCommand(1.0f, this)); sequence.AddCommand(new StartBallLaunchSequenceCommand(this)); sequence.Execute(); }