/* * EventCode.cs * Authors: Adam Nabinger * Copyright (c) 2007-2008 Cornell University This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ namespace MaritimeDefender { /// /// All codes currently defined for meteor madness /// public enum EventCode { #region Game Codes /// /// Defines a lack of an event /// Null = 0, /// /// Defines when the dot coherence phase has begun /// MD_DotPhaseBegin = 1, /// /// Defines when a dot coherence trial begins /// MD_DotTrialBegin = 2, /// /// Defines when a dot coherence trial ends /// MD_DotTrialExpire = 3, /// /// Defines when the user responds left during the dot coherence phase /// MD_DotTrialUserRespondLeft = 4, /// /// Defines when the user responds right during the dot coherence phase /// MD_DotTrialUserRespondRight = 5, /// /// Defines when the dot coherence percentage has been recalculated /// MD_DotCoherenceEstimate = 6, /// /// Defines when the ship identifier phase has begun /// MD_ShipIdentifierTestBegin = 7, /// /// Defines when the user selects left during the ship identifier phase /// MD_ShipIdentifierSelectLeft = 8, /// /// Defines when the user selects right during the ship identifier phase /// MD_ShipIdentifierSelectRight = 9, /// /// Defines when the user has confirmed their selection during the ship identification phase /// MD_ShipIdentifierConfirmSelection = 10, /// /// Defines when the user has given a corrent response during the ship identification phase /// MD_ShipIdentifierTestEndSuccess = 11, /// /// Defines when the user has given an incorrent response during the ship identification phase /// MD_ShipIdentifierTestEndFailure = 12, /// /// Defines when the shooter phase has begun /// MD_ShooterPhaseBegin = 13, /// /// Defines when the user activates the wormhole opener beam /// MD_ShooterActivateOpenWormholeBeam = 14, /// /// Defines when the wormhole open beam has stopped /// MD_ShooterCeaseOpenWormholeBeam = 15, /// /// Defines when the actived wormhole opener beam successfully opened the wormhole /// MD_ShooterOpenWormholeSuccess = 16, /// /// Defines when the user starts moving clockwise /// MD_ShooterActivateMovePort = 17, /// /// Defines when the user stops moving clockwise /// MD_ShooterCeaseMovePort = 18, /// /// Defines when the user starts moving counter-clockwise /// MD_ShooterActivateMoveStarboard = 19, /// /// Defines when the user stops moving counter-clockwise /// MD_ShooterCeaseMoveStarboard = 20, /// /// Defines when a friendly ship has appeared /// MD_ShooterPresentFriendly = 21, /// /// Defines when an enemy ship has appeared /// MD_ShooterPresentEnemy = 22, /// /// Defines when a wormhole has appeared /// MD_ShooterPresentWormhole = 23, /// /// Defines when the user has started firing /// MD_ShooterActivateFireWeapon = 24, /// /// Defines when the user has stopped firing /// MD_ShooterCeaseFireWeapon = 25, /// /// Defines when a photon torpedo has been fired by the player /// MD_ShooterPlayerWeaponFired = 26, /// /// Defines when a photon torpedo has been fired by the enemy /// MD_ShooterEnemyWeaponFired = 27, /// /// Defines when a collectable has spawned /// MD_ShooterCollectibleSpawned = 28, /// /// Defines When the player has collided with a collectable /// MD_ShooterPlayerCollectibleCollision = 29, /// /// Defines when a meteor has exploded /// MD_ShooterMeteorExplosion = 30, /// /// Defines when the player has been hit /// MD_ShooterPlayerGetsHit = 31, /// /// Defines when the boss phase has begun /// MD_BossPhaseBegin = 32, /// /// Defines when the user has successfully beaten the game /// MD_GameSuccess = 33, /// /// Defines when the user has lost the game /// MD_GameFailure = 34, /// /// Defines when the user has skipped a dialog /// MD_DialogSkip = 35, /// /// Defines when the user has selected an item in the menu /// MD_MenuSelect = 36, /// /// Defines when the user has cancelled for the menu /// MD_MenuCancel = 37, /// /// Defines when the user has paused the game /// MD_Pause = 38, /// /// Defines when the user has unpaused the game /// MD_Unpause = 39, /// /// Defines when the user has opened up the console /// MD_OpenConsole = 40, /// /// Defines when the overall game has begun /// MD_MaritimeDefenderGameBegin = 41, /// /// When the cockpit appears to take damage /// MD_CockpitDamageFeedback = 42, #endregion #region Tutorial Codes /// /// Defines when the tutorial has begun /// MD_TutorialStart = 43, /// /// Defines when section 1 of the tutorial has begun /// MD_Section1 = 44, /// /// Defines when section 2 of the tutorial has begun /// MD_Section2 = 45, /// /// Defines when section 3 of the tutorial has begun /// MD_Section3 = 46, /// /// Defines when section 4 of the tutorial has begun /// MD_Section4 = 47, /// /// Defines when section 5 of the tutorial has begun /// MD_Section5 = 48, /// /// Defines when section 6 of the tutorial has begun /// MD_Section6 = 49, /// /// Defines when section 7 of the tutorial has begun /// MD_Section7 = 50, /// /// Defines when section 8 of the tutorial has begun /// MD_Section8 = 51, /// /// Defines when section 9 of the tutorial has begun /// MD_Section9 = 52, /// /// Defines when section 10 of the tutorial has begun /// MD_Section10 = 53, /// /// Defines when section 11 of the tutorial has begun /// MD_Section11 = 54, /// /// Defines when section 12 of the tutorial has begun /// MD_Section12 = 55, /// /// Defines when section 13 of the tutorial has begun /// MD_Section13 = 56, /// /// Defines when section 14 of the tutorial has begun /// MD_Section14 = 57, /// /// Defines when section 15 of the tutorial has begun /// MD_Section15 = 58, /// /// Defines when section 16 of the tutorial has begun /// MD_Section16 = 59, /// /// Defines when the tutorial has ended /// MD_TutorialEnd = 60, #endregion } }