Example #1
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            //Om spelet är i gång
            if (currentGameState == GamesStates.InGame)
            {
                //FRÅGA 1: Hur fungerar den här uträkningen?
                //countdown minskas med tiden det gått sedan förra uppdateringen
                countdown -= gameTime.ElapsedGameTime.TotalMilliseconds;

                if (countdown <= 0)
                {
                    Vector2 newVelocity = new Vector2();

                    //FRÅGA 3: Varför används NextDouble() i stället för Next()?
                    //För att kunna få "alla" tal, inte bara heltal
                    newVelocity.X = (float)(-10 * rng.NextDouble());
                    newVelocity.Y = -(float)rng.NextDouble();

                    pipes.Add(new NormalPipe(pipeTexture, newVelocity));
                    //FRÅGA 2: Vad kan vi göra här med countdown för att inte få så många pipes?
                    //Återställ countdown, t ex
                    //countdown = 1000;
                }

                player.Update();

                //FRÅGA 8: Hur fungerar en foreach-sats?
                //Den loopar igenom varje objekt i en lista eller array
                foreach (NormalPipe pipe in pipes.ToArray())
                {
                    pipe.Update();
                    if (pipe.Hitbox.Intersects(player.Hitbox))
                    {
                        pipes.Remove(pipe);
                        //Exit();
                    }

                    //FRÅGA 10: Hur skulle vi kunna ta bort alla pipes som har passerat vänsterkanten av skärmen?
                    //Undersöka positionens x-komposant. Om den är "tillräckligt negativ", ta bort den
                    //ur listan.
                }
            }

            //Om titelskärmen visas
            else
            {
                if (Keyboard.GetState().IsKeyDown(Keys.Space))
                {
                    //STARTA SPELET!!1
                    currentGameState = GamesStates.InGame;
                }
            }

            base.Update(gameTime);
        }
Example #2
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            IsMouseVisible = true;
            graphics.PreferredBackBufferHeight = 800;
            graphics.PreferredBackBufferWidth  = 1200;
            graphics.ApplyChanges();

            gravity = new Vector2(0, 0.4f);

            currentGameState = GamesStates.StartScreen;

            base.Initialize();
        }
Example #3
0
    IEnumerator MiniGameStart()
    {
        int        RandomInt;
        GameObject SpanwedObject;

        yield return(new WaitUntil(MessageBoxEnabled));

        RandomInt = Random.Range(0, MiniGames.Count);

        SceneObject.gameObject.SetActive(false);
        SpanwedObject = Instantiate(MiniGames[RandomInt], MiniGamesObject);

        yield return(new WaitUntil(MiniGameFinished));

        SceneObject.gameObject.SetActive(true);
        GameState = GamesStates.TurnLoop;
        GameLoop();
    }
Example #4
0
    IEnumerator DecideTurnOrder()
    {
        DisplayMessage("Roll for the turn order!", 3);

        yield return(new WaitUntil(MessageBoxEnabled));

        GameObject SpawndObject;

        GameObject[] SpawedObjects = new GameObject[4];
        int          Counter       = 0;

        DiceRollCanvas.SetActive(true);

        foreach (var Player in PlayerList)
        {
            SpawndObject = Instantiate(DiceRollObject, DiceRollLocations[Counter]);
            SpawndObject.GetComponent <NumberRollScript>().Player    = Player.GetComponent <GamePlayerInformation>();
            SpawndObject.GetComponent <NumberRollScript>().FirstRoll = true;
            SpawedObjects[Counter] = SpawndObject;
            Counter++;
        }

        yield return(new WaitUntil(HasEveryoneRolled));

        PlayerList.Sort(SortByScore);

        foreach (var Player in PlayerList)
        {
            Player.transform.parent = PlayersObject;
        }

        yield return(new WaitForSeconds(5));

        foreach (GameObject Object in SpawedObjects)
        {
            GameObject.Destroy(Object);
        }
        Counter = 0;

        GameState = GamesStates.TurnLoop;
        GameLoop();
        // Now start the main loop of player getting a turn
    }
Example #5
0
    IEnumerator OneTurnLoop()
    {
        GameObject SpawndObject;

        MainCamera.enabled = false;

        foreach (var Player in PlayerList)
        {
            PlayerInfo = Player.GetComponent <GamePlayerInformation>();
            PlayerInfo.BoardObject.SwitchCam();
            DisplayMessage($"{PlayerInfo.PlayerName} his turn!", 2);

            yield return(new WaitUntil(MessageBoxEnabled));

            SpawndObject = Instantiate(DiceRollObject, DiceRollLocations[4]);
            SpawndObject.GetComponent <NumberRollScript>().Player = Player.GetComponent <GamePlayerInformation>();

            yield return(new WaitUntil(HasPlayerRolled));

            yield return(new WaitForSeconds(3));

            GameObject.Destroy(SpawndObject.gameObject);
            SpawndObject = null;

            PlayerInfo.PlayerDoneMoving = false;
            Player.GetComponent <GamePlayerInformation>().BoardObject.MovePlayerOnBoard();

            yield return(new WaitUntil(PlayerMoved));

            PlayerInfo.BoardObject.SwitchCam();

            PlayerInfo.CurrentRoll = 0;
            PlayerInfo             = null;
        }

        MainCamera.enabled = true;
        GameState          = GamesStates.MiniGame;
        GameLoop();
    }
Example #6
0
    public void load(string FileNameToLoad)
    {
        Debug.Log(Application.persistentDataPath + "/" + FileNameToLoad);
        // Open the file containing the data that you want to deserialize.
        FileStream fs = new FileStream(Application.persistentDataPath + "/" + FileNameToLoad, FileMode.Open);

        try
        {
            BinaryFormatter formatter = new BinaryFormatter();

            this.gamesStates = (GamesStates)formatter.Deserialize(fs);
            this.FileName    = this.gamesStates.FileName;
        }
        catch (SerializationException e)
        {
            Console.WriteLine("Failed to deserialize. Reason: " + e.Message);
            throw;
        }
        finally
        {
            fs.Close();
        }
    }
Example #7
0
 public GameSaves()
 {
     gamesStates = new GamesStates();
 }
Example #8
0
 private void Start()
 {
     GameState = GamesStates.GameSetup;
     GameLoop();
 }