//CONSTRUCTOR (base is Sprite)
        public Sprite_Player(PlayerIndex index, Texture2D textureImage, SpriteFont playerFont,  Vector2 position,
            int collisionOffset, Point frameSize, Point currentFrame, Point sheetSize, Vector2 speed,
            int millisecondsPerFrame, SoundEffect collision_sound)
            : base(textureImage, position, frameSize, collisionOffset,
            currentFrame, sheetSize, speed, millisecondsPerFrame, collision_sound)
        {
            this.index = index;
            this.scoreFont = playerFont;

            my_player = new Player(this, 0, 0, 0, 0, 0);
            this.currentGPState = GamePad.GetState(index);
        }
Example #2
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 public abstract void removeEffect(Player player);
Example #3
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 public abstract void applyEffect(Player player);
Example #4
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 public override void removeEffect(Player player)
 {
 }
Example #5
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 public override void applyEffect(Player player)
 {
     player.Opponent.getPlayer.Carrying.Clear();
 }
 //public override void removeEffect(Sprite_Player player)
 public override void removeEffect(Player player)
 {
     player.Speed = defaultSpeed;
 }
 //public override void applyEffect(Sprite_Player player)
 public override void applyEffect(Player player)
 {
     player.Speed = newSpeed;
 }
Example #8
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 //public override void removeEffect(Sprite_Player player)
 public override void removeEffect(Player player)
 {
     //player.getPlayer.Capacity = defaultMax;
     player.Capacity = defaultMax;
 }
Example #9
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 //public override void applyEffect(Sprite_Player player)
 public override void applyEffect(Player player)
 {
     //player.getPlayer.Capacity = newMax;
     player.Capacity = newMax;
 }
Example #10
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 public override void applyEffect(Player player)
 {
     player.Opponent.getPlayer.Speed = newSpeed;
 }
 private void orderComparison(Player player, Customer current, GamePadState previousState, GamePadState padNow)
 {
     if (player.Carrying.Count() == 1 &&
         (padNow.Buttons.LeftShoulder == ButtonState.Released &&
         previousState.Buttons.LeftShoulder == ButtonState.Pressed
             || padNow.Triggers.Left < .5 && previousState.Triggers.Left > .5))
     {
         updateOrder(player, current, 0);
     }
     else if (player.Carrying.Count() == 2)
     {
         //while most button presses occur after the button is released the right shoulder button
         //is processes here when the button is pressed. This solves the problem of pressing both
         //shoulder buttons at the same time and the left item being used
         if (padNow.Buttons.RightShoulder == ButtonState.Pressed || padNow.Triggers.Right > .5)
         {
             updateOrder(player, current, 1);
         }
         if (padNow.Buttons.LeftShoulder == ButtonState.Released
         && previousState.Buttons.LeftShoulder == ButtonState.Pressed
         || padNow.Triggers.Left < .5 && previousState.Triggers.Left > .5)
         {
             updateOrder(player, current, 0);
         }
     }
     else if (player.Carrying.Count() == 3)
     {
         if (padNow.Buttons.RightShoulder == ButtonState.Pressed || padNow.Triggers.Right > .5)
         {
             updateOrder(player, current, 1);
         }
         if (padNow.Buttons.LeftShoulder == ButtonState.Released
         && previousState.Buttons.LeftShoulder == ButtonState.Pressed
         || padNow.Triggers.Left < .5 && previousState.Triggers.Left > .5)
         {
             updateOrder(player, current, 0);
         }
         if (padNow.DPad.Up == ButtonState.Released && previousState.DPad.Up == ButtonState.Pressed)
         {
             updateOrder(player, current, 2);
         }
     }
 }
        public void updateOrder(Player player, Customer current, int item)
        {
            //SCORING
            if (current.Order.Contains(player.Carrying[item]))
            {
                current.Order.Remove(player.Carrying[item]);
                player.Carrying.RemoveAt(item);
                player.ItemsServed = player.ItemsServed + 1;
                player.Score = player.Score + 5;

                assetManager.GetSounds("CashRegister").Play();
                //serveSound.Play();

                if (current.Order.Count == 0)
                {
                    doneSounds(this.name);
                    player.OrdersFinished = player.OrdersFinished + 1;

                    if (current.Patience/1000 < 5)
                    {
                        player.CustomersSaved = player.CustomersSaved + 1;
                        current.Bonus = current.Bonus + 3;
                    }
                    player.BonusPoints = player.BonusPoints + current.Bonus;
                    player.Score += current.Bonus;
                }

            }
            else
            {
                assetManager.GetSounds("wrong item").Play();
                //wrongItemSound.Play();
            }
        }
Example #13
0
        /// <summary>
        /// Allows the game component to update itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // TODO: Add your update code here

            switch (myGameState)
            {
                case GameState.Start:
                    if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                        this.Exit();
                    //menu
                    keyboardState = Keyboard.GetState();
                    gamePadState = GamePad.GetState(PlayerIndex.One);

                    MediaPlayer.Stop();

                    if (CheckKey(Keys.Down) || CheckButton(Buttons.DPadDown))
                    {
                        selectedIndex++;
                        if (selectedIndex == menuItems.Length)
                            selectedIndex = 0;
                    }
                    if (CheckKey(Keys.Up) || CheckButton(Buttons.DPadUp))
                    {
                        selectedIndex--;
                        if (selectedIndex < 0)
                            selectedIndex = menuItems.Length - 1;
                    }
                      if (GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed)
                    {
                        if (selectedIndex == 0)
                            spriteManager.setLevel(1);
                        else spriteManager.setLevel(5);
                        myGameState = GameState.Game;   //game on
                        spriteManager.Enabled = true;
                        spriteManager.Visible = true;
                    }

                    oldKeyboardState = keyboardState;
                    oldGamePadState = gamePadState;
                    keyboardState = Keyboard.GetState();
                    break;

                case GameState.Game:
                    if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                        myGameState = GameState.Start;
                    //Audio Select
                    if (!MediaPlayer.State.Equals(MediaState.Playing))
                    {
                        chooseSong(randomNum.Next(1, 8));
                    }

                    playerList = spriteManager.getPlayers();
                    player1 = playerList[0].getPlayer;
                    player2 = playerList[1].getPlayer;

                    break;

                case GameState.End:
                    MediaPlayer.Stop();

                    Restart(playerList);
                    spriteManager.Enabled = false;
                    spriteManager.Visible = false;

                    break;

            }

            //exit
            if (playerList != null)
            {
                foreach (Sprite_Player p in playerList)
                {
                    if (GamePad.GetState(p.PlayerIndex).Buttons.Back == ButtonState.Pressed)
                        this.Exit();
                }
            }
                base.Update(gameTime);
        }