public bool drawToScreen; // As in, DON'T draw relitive to the board // Constructor public E_Meeple(GameStateManager gameStateManager, Vector2 pos, Player.Type type) : base() { gsm = gameStateManager; switch (type) { case Player.Type.FRANK: this.sprite = gameStateManager.game.spr_Frank; break; case Player.Type.LOUIE: this.sprite = gameStateManager.game.spr_Louie; break; case Player.Type.MANFORD: this.sprite = gameStateManager.game.spr_Manford; break; case Player.Type.SUE: this.sprite = gameStateManager.game.spr_Sue; break; case Player.Type.VELMA: this.sprite = gameStateManager.game.spr_Velma; break; case Player.Type.WILBER: this.sprite = gameStateManager.game.spr_Wilber; break; } drawToScreen = false; // By default, draw to board } // end constructor
public void ChangeTile(Tile_Type _type, Player.Type _info) { Tile new_tile = null; switch (_type) { case Tile_Type.FLATLAND: new_tile = Instantiate(Resources.Load <Tile>("Prefabs/Flatland")); break; case Tile_Type.FOREST: new_tile = Instantiate(Resources.Load <Tile>("Prefabs/Forest")); break; case Tile_Type.MOUNTAIN: new_tile = Instantiate(Resources.Load <Tile>("Prefabs/Mountain")); break; default: break; } if (!new_tile) { return; } new_tile.name = name; new_tile.transform.parent = transform.parent; new_tile.transform.position = transform.position; new_tile.transform.SetSiblingIndex(transform.GetSiblingIndex()); new_tile.SetOwner(_info); new_tile.SetPlayerHighlight(); new_tile.GetComponent <TileEditor>().editor_owner = _info; new_tile.GetComponent <TileEditor>().editor_type = _type; }
public GameEngine(Player.Type hType, int difficultyLevel, Boolean allAI) { //initialize infection and player decks and map Map map = initializeCities(); Deck <City> ideck = initializeInfectionDeck(map); //initialize player deck gs = new GameState(atlanta, map, 4, 4, ideck, initializePlayerDeck(map)); gs.map = initializeBoard(map); if (!allAI) { gs.players[0].isAI = false; } foreach (Player p in gs.players) { gs = gs.drawPlayerCards(p, 5); List <City> drawn = gs.playerDeck.mostRecent(5); p.cards.AddRange(drawn); gs = gs.adjustPlayer(p); } List <int> cardLocations = makeEpidemicCards(gs.playerDeck.drawDeck.Count, difficultyLevel); for (int i = 0; i < cardLocations.Count; i++) { cardLocations[i] = cardLocations[i] + gs.playerDeck.cardWeAreOn + 1; } gs.playerDeck.epidemicCards = cardLocations; //ev = new HatesDisease(100); ev = new outbreakHater(true); }
public StartScreen() { InitializeComponent(); int hpNum = rand.Next(4); switch (hpNum) { case 0: humanPlayerType = Player.Type.DISPATCHER; this.playerType.Image = ((System.Drawing.Image)(Image.FromFile("..\\..\\pics\\dispatcher.png"))); break; case 1: humanPlayerType = Player.Type.MEDIC; this.playerType.Image = ((System.Drawing.Image)(Image.FromFile("..\\..\\pics\\medic.png"))); break; case 2: humanPlayerType = Player.Type.OPERATIONS; this.playerType.Image = ((System.Drawing.Image)(Image.FromFile("..\\..\\pics\\operationsExpert.png"))); break; case 3: humanPlayerType = Player.Type.RESEARCHER; this.playerType.Image = ((System.Drawing.Image)(Image.FromFile("..\\..\\pics\\researcher.png"))); break; case 4: humanPlayerType = Player.Type.SCIENTIST; this.playerType.Image = ((System.Drawing.Image)(Image.FromFile("..\\..\\pics\\scientist.png"))); break; } }
public StartScreen() { InitializeComponent(); int hpNum = rand.Next(4); switch (hpNum) { case 0: humanPlayerType = Player.Type.DISPATCHER; this.playerType.Image = ((System.Drawing.Image)(Image.FromFile("..\\..\\pics\\dispatcher.png"))); break; case 1: humanPlayerType = Player.Type.MEDIC; this.playerType.Image = ((System.Drawing.Image)(Image.FromFile("..\\..\\pics\\medic.png"))); break; case 2: humanPlayerType = Player.Type.OPERATIONS; this.playerType.Image = ((System.Drawing.Image)(Image.FromFile("..\\..\\pics\\operationsExpert.png"))); break; case 3: humanPlayerType = Player.Type.RESEARCHER; this.playerType.Image = ((System.Drawing.Image)(Image.FromFile("..\\..\\pics\\researcher.png"))); break; case 4: humanPlayerType = Player.Type.SCIENTIST; this.playerType.Image = ((System.Drawing.Image)(Image.FromFile("..\\..\\pics\\scientist.png"))); break; } }
public List <Player> getPlayer(Player.Type type) { List <Player> typesOfPlayers = new List <Player>(); foreach (Player player in MyPlayers) { if (player.MyType == type) { typesOfPlayers.Add(player); } } return(typesOfPlayers); }
public static Player GetPlayer(Player.Type _type) { switch (_type) { case Player.Type.PLAYER1: return(Global.PLAYER1); case Player.Type.PLAYER2: return(Global.PLAYER2); default: return(null); } }
public static void SwitchPlayerTurn() { switch (CurrentPlayer) { case Player.Type.PLAYER1: CurrentPlayer = Player.Type.PLAYER2; break; case Player.Type.PLAYER2: CurrentPlayer = Player.Type.PLAYER1; break; default: break; } }
public Player(LunchHourGames lhg, String templateName, String displayName, Player.Type type, bool isComputerControlled, PlayerSprite sprite) : base(lhg, EntityType.Player, templateName, displayName) { this.templateName = templateName; this.type = type; this.isComputerControlled = isComputerControlled; this.isActive = true; this.sprite = sprite; this.roll = -1; // indicate that a roll has not taken place this.walkingSpeed = 1.0f; this.idNumber = random.Next(10, 1000); this.isIdVisible = false; this.attributes = new DerivedAttributes(); }
void SpawnPlayer(int team, Player.Type playerType) { GameObject player = Instantiate(Resources.Load("PlayerPrefab")) as GameObject; Vector2 spawnPos = _spawnRadius * Random.insideUnitCircle; // team dependant if (team == 1) { if (_team1.Count() == 0) { _mainPlayer = player; } _team1.Add(player); player.transform.position = _spawner1.position + new Vector3(spawnPos.x, 0.0f, spawnPos.y); } else { _team2.Add(player); player.transform.position = _spawner2.position + new Vector3(spawnPos.x, 0.0f, spawnPos.y); } Player playerInstance = null; // type of player switch (playerType) { case Player.Type.MARKSMAN: playerInstance = player.AddComponent <Marksman>(); break; case Player.Type.PROTECTOR: playerInstance = player.AddComponent <Protector>(); break; case Player.Type.ENGINEER: playerInstance = player.AddComponent <Engineer>(); break; } // assign a team playerInstance.team = team; }
public void AddPlayer(GameObject player, Map.Sides side, Player.Type type = Player.Type.Player) { var oldPlayer = _players.Find(p => p.MapSide == side); if (oldPlayer != null) { oldPlayer.DestroyPlayer(); } var goPlayer = Instantiate(player, GameData.Instance.MapController.GetMap(side).GetOrigin().Position, Quaternion.identity); var sPlayer = goPlayer.GetComponent <Player>(); sPlayer.PlayerType = type; sPlayer.MapSide = side; sPlayer.EndTurn += EndTurn; _players.Add(sPlayer); }
public static int GenerateUnit(Unit.Type _type, Player.Type _info, bool _active = true) { Unit unit; switch (_type) { case Unit.Type.KNIGHT: unit = GameObject.Instantiate(Resources.Load <Unit>("Prefabs/Knight")); break; case Unit.Type.ARCHER: unit = GameObject.Instantiate(Resources.Load <Unit>("Prefabs/Archer")); break; case Unit.Type.WARHOUND: unit = GameObject.Instantiate(Resources.Load <Unit>("Prefabs/Warhound")); break; default: Debug.Log("ERROR: Unit type not found"); return(-1); } switch (_info) { case Player.Type.PLAYER1: unit.FaceDirection(WarforgedMonoBehaviour.Direction.RIGHT); break; case Player.Type.PLAYER2: unit.FaceDirection(WarforgedMonoBehaviour.Direction.LEFT); break; default: Debug.Log("ERROR: Unit owner unassigned at generation"); break; } unit.SetOwner(_info); unit.InitializeVariables(); unit.gameObject.SetActive(_active); return(UnitManager.AddUnit(unit)); }
public static Player.Type getTypeFromString(string typeAsString) { Player.Type type = Player.Type.Unknown; switch (typeAsString) { case "human": type = Player.Type.Human; break; case "zombie": type = Player.Type.Zombie; break; case "animal": type = Player.Type.Animal; break; } return(type); }
public Player(GameStateManager gameStateManager, Player.Type type, bool isHuman, KeyboardManager.playerIndex pi) { this.isHuman = isHuman; this.coins = 0; this.stars = 0; this.totalMiniGameWins = 0; this.totalMiniGameLosses = 0; this.totalRedSpaceLands = 0; this.totalBlueSpaceLands = 0; this.totalChanceSpaceLands = 0; this.totalSpecialSpaceLands = 0; this.totalCoinsGained = 0; this.totalCoinsLost = 0; this.playerControlsIndex = pi; this.uiColor = Color.White; switch (type) { case Player.Type.FRANK: this.meeple = new E_Meeple(gameStateManager, new Vector2(0, 0), type); this.closeupPicture = gameStateManager.game.spr_FrankCloseup; this.chancePicture = gameStateManager.game.spr_chanceFrank; this.characterColor = Color.SaddleBrown; this.type = type; break; case Player.Type.LOUIE: this.meeple = new E_Meeple(gameStateManager, new Vector2(0, 0), type); this.closeupPicture = gameStateManager.game.spr_LouieCloseup; this.chancePicture = gameStateManager.game.spr_chanceLouie; this.characterColor = Color.Lime; this.type = type; break; case Player.Type.MANFORD: this.meeple = new E_Meeple(gameStateManager, new Vector2(0, 0), type); this.closeupPicture = gameStateManager.game.spr_ManfordCloseup; this.chancePicture = gameStateManager.game.spr_chanceManford; this.characterColor = Color.Red; this.type = type; break; case Player.Type.SUE: this.meeple = new E_Meeple(gameStateManager, new Vector2(0, 0), type); this.closeupPicture = gameStateManager.game.spr_SueCloseup; this.chancePicture = gameStateManager.game.spr_chanceSue; this.characterColor = Color.Magenta; this.type = type; break; case Player.Type.VELMA: this.meeple = new E_Meeple(gameStateManager, new Vector2(0, 0), type); this.closeupPicture = gameStateManager.game.spr_VelmaCloseup; this.chancePicture = gameStateManager.game.spr_chanceVelma; this.characterColor = Color.Yellow; this.type = type; break; case Player.Type.WILBER: this.meeple = new E_Meeple(gameStateManager, new Vector2(0, 0), type); this.closeupPicture = gameStateManager.game.spr_WilberCloseup; this.chancePicture = gameStateManager.game.spr_chanceWilber; this.characterColor = Color.DarkOrchid; this.type = type; break; } // end switch } // end constructor
public void SetOwner(Player.Type _info) { owner = _info; }
public Player.Type owner; //{ get; protected set; } public void SetOwner(Player.Type _owner) { owner = _owner; }
public List <Player> getPlayer(Player.Type type) { return(this.gameEntities.getPlayer(type)); }
public TurnState(Player.Type _type) { player_info = _type; }
public BuildState(Player.Type _info) { player_info = _info; }
private Player createPlayerFromTemplate(string referenceName) { Player player = null; if (playersDocument == null) { this.playersDocument = new XmlDocument(); playersDocument.Load("Content/Xml/players.xml"); } // Check to see if the player template is in our cache already. Player cachedPlayer = lhg.Assets.findPlayerTemplateInCache(referenceName); if (cachedPlayer != null) { progress.updateProgress("Loading player template " + referenceName + " from cache", "Loading", 0); return(createQuickCopy(cachedPlayer)); } else { progress.updateProgress("Loading player template " + referenceName + " from disk", "Loading", 0); string xpath = "/players/player[@referenceName='" + referenceName + "']"; XmlNode playerNode = playersDocument.SelectSingleNode(xpath); if (playerNode != null) { PrimaryStatistics stats = null; List <PlayerSpriteSheet> playerSpriteSheetList = null; StaticSprite hudSprite = null; InventoryStorage inventoryStorage = null; Player.Type type = Player.getTypeFromString(playerNode.Attributes["type"].Value); XmlNodeList playerChildren = playerNode.ChildNodes; foreach (XmlNode childNode in playerChildren) { switch (childNode.Name) { case "stats": stats = loadStats(childNode); break; case "hud": hudSprite = loadCombatHUDSprite(childNode); break; case "animations": playerSpriteSheetList = loadAnimations(childNode); break; case "inventory": inventoryStorage = loadInventory(childNode); break; } } PlayerSprite playerSprite = new PlayerSprite(lhg, playerSpriteSheetList, PlayerSpriteSheet.Type.Standing); // Create a player for our cache that won't change, so we can quickly create copies if (type == Player.Type.Human) { cachedPlayer = new Human(lhg, referenceName, referenceName, playerSprite); } else if (type == Player.Type.Zombie) { cachedPlayer = new Zombie(lhg, referenceName, referenceName, playerSprite); } cachedPlayer.MyHUDSprite = hudSprite; cachedPlayer.MyInventory = inventoryStorage; lhg.Assets.addPlayerTemplate(cachedPlayer); // Now, create a copy we will use as the real instance player = createQuickCopy(cachedPlayer); } } return(player); }
public static void SetPlayerTurn(Player.Type _type) { CurrentPlayer = _type; }
void Start() { PlayerType = Player.instance.PlayerType; }