Ejemplo n.º 1
0
        // Update:
        public override void Update(GameTime gameTime, KeyboardState ks)
        {
            base.Update(gameTime, ks);

            // Move the player
            if (moveNum > 0)
            {
                // Find next space
                E_Space spaceToMoveTo = currPlayer.currSpace.spacesAhead[0];

                // Move the meeple untill it's close enough to space
                if (Vector2.Distance(spaceToMoveTo.getMeepleLocation(), currPlayer.meeple.getPosCenter()) > 1.0F)
                {
                    float newX = MGP_Tools.Ease(currPlayer.meeple.getPosCenter().X, spaceToMoveTo.getMeepleLocation().X, 0.15F);
                    float newY = MGP_Tools.Ease(currPlayer.meeple.getPosCenter().Y, spaceToMoveTo.getMeepleLocation().Y, 0.15F);
                    currPlayer.meeple.setPos(new Vector2(newX, newY));
                    MGP_Tools.Follow_Player(parentManager, currPlayer);

                    // Play space sound effect:
                    if (!soundPlayed)
                    {
                        parentManager.audioEngine.playSound(MGP_Constants.soundEffects.space, 0.7f);
                        soundPlayed = true;
                    }
                }
                // Meeple has arrived at new space
                else
                {
                    moveNum--;
                    currPlayer.currSpace = spaceToMoveTo;

                    // allow sound to play next time:
                    soundPlayed = false;

                    // If player passes a star
                    if (currPlayer.currSpace.type == Entity.typeSpace.star)
                    {
                        S_BuyStar buyStar = new S_BuyStar(parentManager, 0, 0);
                        parentManager.AddStateQueue(buyStar);
                        this.active = false; //pause moving player
                    }
                }
            }
            // finished moving meeple
            else
            {
                // Occupy that space so another meeple doesn't run him/her over:
                currPlayer.currSpace.occupySpace(currPlayer);

                S_LandAction landAction = new S_LandAction(parentManager, 0, 0);
                parentManager.AddStateQueue(landAction);
                this.flagForDeletion = true;
            }

            // Listen for pausing here:
            ListenPause();
        }
Ejemplo n.º 2
0
        // Update:
        public override void Update(GameTime gameTime, KeyboardState ks)
        {
            base.Update(gameTime, ks);

            // do this at the beginning of every round, but only once:
            if (roundStart)
            {
                // Set the player ui's to white at the beginning of each round:
                foreach (Player p in parentManager.gameOptions.players)
                {
                    p.uiColor = Color.White;
                }

                // switch minigames:
                minigame = (minigame == 0) ? 1 : 0;

                // Queue pirate bay music again:
                parentManager.audioEngine.setNextSong(MGP_Constants.music.pirateBay);
                parentManager.audioEngine.playNextSong(85, true);
                Console.WriteLine("Added pirateBay to music queue");

                // only run once each round:
                roundStart = false;
            }

            // Move camera to player
            MGP_Tools.Follow_Player(parentManager, currPlayer);

            // Start next player's turn
            if (!playerIsPlaying)
            {
                // Last player went. Go to minigame
                if (playerIndex == 4)
                {
                    // Queue minigame music:
                    parentManager.audioEngine.setNextSong(MGP_Constants.music.minigame);
                    parentManager.audioEngine.playNextSong(50, true);

                    S_MinigameInstructions minigameInstructions = new S_MinigameInstructions(parentManager, 0, 0, minigame);
                    parentManager.AddStateQueue(minigameInstructions);
                    playerIndex = 0;    // start with player one when round resumes
                    this.active = false;
                }
                // Start next players turn
                else
                {
                    currPlayer = gameOptions.players[playerIndex];      // set current player
                    MGP_Tools.Follow_Player(parentManager, currPlayer); // move camera to current player

                    // start confirm player state
                    S_ConfirmPlayer confirmPlayer = new S_ConfirmPlayer(parentManager, 0, 0);
                    parentManager.AddStateQueue(confirmPlayer);
                    this.active = false;

                    //set vars for next round
                    playerIndex++;
                    playerIsPlaying = true;
                }
            }

            // Listen for and allow for pauses:
            ListenPause();

            // Update player places:
            updatePlayerPlaces();
        } // end Update method