Example #1
0
        /// <summary>
        /// Updates the tile state sprites, based on current game state and tile state
        /// </summary>
        private void UpdateTileStateSprite()
        {
            TileGameState tileGameState = tileData.Tile.TileGameState;

            switch (tileData.Tile.TileType)
            {
            case TileType.Ground:

                // Show ground sprite
                if (GameStateMachine.Instance.CurrentState is PlaceUnitsState)
                {
                    if (tileGameState == TileGameState.AvailableForTakeOver ||
                        tileGameState == TileGameState.AvailableForReinforcement)
                    {
//                            targetColor = takeOverColor;
                        // TODO: Create take over sprite
                    }
                }

                if (GameStateMachine.Instance.CurrentState is AttackState)
                {
                    if (tileGameState == TileGameState.AvailableAsTarget ||
                        tileGameState == TileGameState.SelectedAsTarget)
                    {
//                            targetColor = defenderColor;
                        // TODO: Create defender state sprite
                    }

                    if (tileGameState == TileGameState.AvailableAsAttacker ||
                        tileGameState == TileGameState.SelectedAsAttacker)
                    {
//                            targetColor = attackerColor;
                        // TODO: Create attackter state sprite
                    }
                }

                if (GameStateMachine.Instance.CurrentState is InvasionState)
                {
                    if (tileGameState == TileGameState.InvadingFrom)
                    {
//                            targetColor = invadingFromColor;
                        // TODO: Create invading from state sprite
                    }

                    if (tileGameState == TileGameState.InvadingTo)
                    {
//                            targetColor = invadingToColor;
                        // TODO: Create invading to state sprite
                    }
                }

                break;

            case TileType.HQ:
                // Show hq

                break;
            }
        }
 /// <summary>
 /// Constructor
 /// </summary>
 /// <param name="rend">ITileRenderer which is used for rendering and as an engine.</param>
 /// <param name="x">Game area X begin</param>
 /// <param name="y">Game area Y begin</param>
 /// <param name="width">Game area width</param>
 /// <param name="height">Game area height</param>
 public ITileGame(ITileRenderer rend, float x, float y, float width, float height)
 {
     m_state     = TileGameState.eTILEGAMESTATE_NOTSET;
     m_renderer  = rend;
     m_logoState = 0.0f;
     m_hudState  = 0.0f;
     m_pengine   = new ParticleEngine(rend);
     SetGameArea(x, y, width, height);
 }
        /// <summary>
        /// Set the overall state of the game
        /// </summary>
        /// <param name="newstate">State to be set</param>
        public void SetGameState(TileGameState newstate)
        {
            switch (newstate)
            {
            case TileGameState.eTILEGAMESTATE_MENU:
                m_renderer.EffectNotify(TileGameEffect.eEFFECT_MENU, 0, 0);
                break;

            case TileGameState.eTILEGAMESTATE_GAMEOVER:
                m_renderer.EffectNotify(TileGameEffect.eEFFECT_GAMEOVER, 0, 0);
                break;
            }

            m_state = newstate;
            GameStateChanged(); // notify
        }
Example #4
0
        public void SetTileGameState(TileGameState tileGameState)
        {
            this.tileGameState = tileGameState;

            if (tileGameObject == null)
            {
                return;
            }

            if (tileGameState == TileGameState.NotAvailable)
            {
                tileGameObject.name = Name;
            }
            else
            {
                tileGameObject.name = Name + "-" + tileGameState.ToString();
            }
        }