Searched refs:GameFlowEvent (Results 1 – 8 of 8) sorted by relevance
/external/replicaisland/src/com/replica/replicaisland/ |
D | LevelSystem.java | 37 private GameFlowEvent mGameFlowEvent; 44 mGameFlowEvent = new GameFlowEvent(); in LevelSystem() 71 mGameFlowEvent.post(GameFlowEvent.EVENT_RESTART_LEVEL, 0, in sendRestartEvent() 76 mGameFlowEvent.post(GameFlowEvent.EVENT_GO_TO_NEXT_LEVEL, 0, in sendNextLevelEvent()
|
D | NPCComponent.java | 89 mDialogEvent = GameFlowEvent.EVENT_SHOW_DIALOG_CHARACTER1; in reset() 267 if (mDialogEvent != GameFlowEvent.EVENT_INVALID) { in executeCommand() 270 mDialogEvent = GameFlowEvent.EVENT_INVALID; in executeCommand() 293 hud.sendGameEventOnFadeComplete(GameFlowEvent.EVENT_GO_TO_NEXT_LEVEL, 0); in executeCommand() 444 mDialogEvent = GameFlowEvent.EVENT_SHOW_DIALOG_CHARACTER1; in selectDialog() 448 mDialogEvent = GameFlowEvent.EVENT_SHOW_DIALOG_CHARACTER2; in selectDialog()
|
D | SelectDialogComponent.java | 60 int event = GameFlowEvent.EVENT_SHOW_DIALOG_CHARACTER1; in update() 64 event = GameFlowEvent.EVENT_SHOW_DIALOG_CHARACTER2; in update()
|
D | AndouKun.java | 496 onGameFlowEvent(GameFlowEvent.EVENT_GO_TO_NEXT_LEVEL, 0); in onActivityResult() 507 case GameFlowEvent.EVENT_END_GAME: in onGameFlowEvent() 511 case GameFlowEvent.EVENT_RESTART_LEVEL: in onGameFlowEvent() 526 case GameFlowEvent.EVENT_GO_TO_NEXT_LEVEL: in onGameFlowEvent() 618 case GameFlowEvent.EVENT_SHOW_DIARY: in onGameFlowEvent() 635 case GameFlowEvent.EVENT_SHOW_DIALOG_CHARACTER1: in onGameFlowEvent() 644 case GameFlowEvent.EVENT_SHOW_DIALOG_CHARACTER2: in onGameFlowEvent() 652 case GameFlowEvent.EVENT_SHOW_ANIMATION: in onGameFlowEvent()
|
D | GameFlowEvent.java | 21 public class GameFlowEvent implements Runnable { class
|
D | HudSystem.java | 153 mFadePendingEventType = GameFlowEvent.EVENT_INVALID; in reset() 463 if (percentComplete >= 1.0f && mFadePendingEventType != GameFlowEvent.EVENT_INVALID) { in update() 467 mFadePendingEventType = GameFlowEvent.EVENT_INVALID; in update()
|
D | PlayerComponent.java | 469 hud.sendGameEventOnFadeComplete(GameFlowEvent.EVENT_RESTART_LEVEL, 0); in stateDead() 495 hud.sendGameEventOnFadeComplete(GameFlowEvent.EVENT_GO_TO_NEXT_LEVEL, 0); in stateWin()
|
D | GameObjectFactory.java | 2984 …patrol.setGameEvent(GameFlowEvent.EVENT_SHOW_ANIMATION, AnimationPlayerActivity.KYLE_DEATH, false); 3071 … hitReact.setSpawnGameEventOnHit(HitType.COLLECT, GameFlowEvent.EVENT_SHOW_DIALOG_CHARACTER2, 0); 3343 … hitReact.setSpawnGameEventOnHit(HitType.COLLECT, GameFlowEvent.EVENT_SHOW_DIALOG_CHARACTER2, 0); 3429 … hitReact.setSpawnGameEventOnHit(HitType.COLLECT, GameFlowEvent.EVENT_SHOW_DIALOG_CHARACTER2, 0); 3574 …patrol.setGameEvent(GameFlowEvent.EVENT_SHOW_ANIMATION, AnimationPlayerActivity.ROKUDOU_ENDING, tr… 3750 …patrol.setGameEvent(GameFlowEvent.EVENT_SHOW_ANIMATION, AnimationPlayerActivity.KABOCHA_ENDING, tr… 4574 GameFlowEvent.EVENT_SHOW_DIARY, 0); 5429 … theSource.setGameEvent(GameFlowEvent.EVENT_SHOW_ANIMATION, AnimationPlayerActivity.WANDA_ENDING); 5498 … hitReact.setSpawnGameEventOnHit(HitType.COLLECT, GameFlowEvent.EVENT_SHOW_DIALOG_CHARACTER2, 0);
|