Example #1
0
        /// <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();
            }
            #region Directions
            if (Keyboard.GetState().IsKeyDown(Keys.Right) && LastKey.IsKeyUp(Keys.Right) &&
                ((int)Chosen.X) < TmxMap.Width - 1)
            {
                Chosen = Grid[((int)Chosen.X) + 1, ((int)Chosen.Y)];
            }
            if (Keyboard.GetState().IsKeyDown(Keys.Left) && LastKey.IsKeyUp(Keys.Left) &&
                ((int)Chosen.X) > 0)
            {
                Chosen = Grid[((int)Chosen.X) - 1, ((int)Chosen.Y)];
            }
            if (Keyboard.GetState().IsKeyDown(Keys.Up) && LastKey.IsKeyUp(Keys.Up) &&
                ((int)Chosen.Y) > 0)
            {
                Chosen = Grid[((int)Chosen.X), ((int)Chosen.Y) - 1];
            }
            if (Keyboard.GetState().IsKeyDown(Keys.Down) && LastKey.IsKeyUp(Keys.Down) &&
                ((int)Chosen.Y) < TmxMap.Height - 1)
            {
                Chosen = Grid[((int)Chosen.X), ((int)Chosen.Y) + 1];
            }
            #endregion
            if (Keyboard.GetState().IsKeyDown(Keys.X) && LastKey.IsKeyUp(Keys.X))
            {
                if (StateGame == GameStates.MODE)
                {
                    Pvp       = false;
                    StateGame = GameStates.SELECT;
                }
                if (StateGame == GameStates.MOVE)
                {
                    ActiveUnit.Manager.PauseOrPlay();
                    ActiveUnit = null;
                    StateGame  = GameStates.SELECT;
                }
            }
            if (Keyboard.GetState().IsKeyDown(Keys.Z) && LastKey.IsKeyUp(Keys.Z))
            {
                switch (StateGame)
                {
                case GameStates.MODE:
                    Pvp       = true;
                    StateGame = GameStates.SELECT;
                    break;

                case GameStates.SELECT:
                    if (Chosen.Unit != null && Chosen.Unit.Player == Turn)
                    {
                        WalkOrAttack = true;
                        StateGame    = GameStates.MOVE;
                        ActiveUnit   = Chosen.Unit;
                        ActiveUnit.Manager.PauseOrPlay();
                    }
                    break;

                case GameStates.MOVE:
                    if (Chosen.Unit == null && ActiveUnit.ReachableTiles(Grid, true)
                        .Contains(Chosen))
                    {
                        StateGame = GameStates.ACTION;
                        Move      = new Move(ActiveUnit, Chosen, false);
                        Move.Execute();

                        WalkOrAttack = false;
                    }
                    break;

                case GameStates.ACTION:
                    if (Chosen.Unit != null && ActiveUnit.ReachableTiles(Grid, false)
                        .Contains(Chosen))
                    {
                        Heal = new Heal(ActiveUnit, Chosen.Unit, false);
                        if (ActiveUnit.GetActions(Grid).Any(
                                action => action.Heal != null &&
                                action.Heal.Target.Player &&
                                action.Heal.GetType() == Heal.GetType() &&
                                action.Heal.Equals(Heal)))
                        {
                            Heal.Execute();
                        }
                        Attack = new Attack(ActiveUnit, Chosen.Unit, false);

                        if (ActiveUnit.GetActions(Grid).Any(
                                action => action.Attack != null &&
                                action.Attack.GetType() == Attack.GetType() &&
                                action.Attack.Equals(Attack)))
                        {
                            Attack.Execute();
                        }
                        ActiveUnit.Manager.PauseOrPlay();
                    }
                    else
                    {
                        ActiveUnit.Manager.PauseOrPlay();
                        ActiveUnit = null;
                    }
                    StateGame = CheckAndDrawWinner();
                    if (StateGame == GameStates.SELECT)
                    {
                        if (Pvp)
                        {
                            Turn = !Turn;
                        }
                        else
                        {
                            this.Window.Title = "Computing...";
                            ComputerPlayer.MakeTurn(Map, 1);
                            StateGame = CheckAndDrawWinner();
                            if (StateGame == GameStates.VICTORY)
                            {
                                break;
                            }
                        }

                        Chosen = TileNextTurn(Turn);
                    }
                    break;

                default:
                    break;
                }
            }
            this.Window.Title = $"Water Emblem Player {(Turn?1:2)}'s Turn";
            LastKey           = Keyboard.GetState();
            base.Update(gameTime);
        }