Exemple #1
0
        public void SwitchState(PlayerState state)
        {
            // State machine transition code goes here

            if (state == PlayerState.EndTurn)
            {
                _character.Selected = false;
                _subjectComponent.Notify(this, ObserverEvent.PlayerEndedTurn);
            }

            switch (_state.Peek())
            {
            case PlayerState.Idle:
                if (state == PlayerState.ObserveProjectile)
                {
                    _observeDelay = Constants.CameraAfterExplosionDelay;
                }

                break;

            case PlayerState.ObserveProjectile:
                if (state == PlayerState.ObserveSatellite)
                {
                    _subjectComponent.Notify(this, ObserverEvent.FocusOnSatellite);
                }
                _observeDelay = Constants.CameraAfterExplosionDelay * 1.2;
                break;

            case PlayerState.ObserveSatellite:
                if (state == PlayerState.ObserveSatelliteStrike)
                {
                    _subjectComponent.Notify(this, ObserverEvent.FocusOnSatelliteStrike);
                }
                _subjectComponent.Notify(this, ObserverEvent.FireSatellite);
                _observeDelay = Constants.CameraAfterExplosionDelay * 1.2;
                break;

            case PlayerState.ObserveSatelliteStrike:
                //if (state == PlayerState.EndTurn)
                //_subjectComponent.Notify(this, ObserverEvent.PlayerEndedTurn);
                break;
            }


            _state.Switch(state);
        }
Exemple #2
0
        public void Draw()
        {
            _environment.Draw();
            _logicalTerrain.Draw();


            //SwinGame.DrawBitmap("windMarker", _camera.Pos.X + (_windowRect.Width / 2), _camera.Pos.Y + 50);
            _windMarker.Draw();

            SwinGame.DrawText("Selected Player: " + _selectedPlayer.Name, Color.Black, 50, 70);
            _selectedPlayer.Draw();

            SwinGame.DrawText("World State: " + _state.Peek(), Color.Black, _camera.Pos.X + 20f, _camera.Pos.Y + 40f);
            SwinGame.DrawText("Player State: " + _selectedPlayer.PeekState(), Color.Black, _camera.Pos.X + 20f, _camera.Pos.Y + 50f);
            SwinGame.DrawText("Character State: " + _selectedPlayer.Character.PeekState(), Color.Black, _camera.Pos.X + 20f, _camera.Pos.Y + 60f);
        }
Exemple #3
0
 public MenuState PeekState()
 {
     return(_stateComponent.Peek());
 }
Exemple #4
0
 public DynamicImageState PeekState()
 {
     return(_stateComponent.Peek());
 }
 public PlayerSelectState PeekState()
 {
     return(_stateComponent.Peek());
 }
Exemple #6
0
 public CombatState PeekState()
 {
     return(_state.Peek());
 }