Exemple #1
0
        public override void Update(GameTime gameTime, KeyboardState ks)
        {
            base.Update(gameTime, ks);

            // Buy the star Or acknowledging they suck and cant buy the star, either way move on
            if (parentManager.km.ActionPressed(KeyboardManager.action.select, KeyboardManager.playerIndex.all) || AI_Timer > 60 || moveYPos > 90)
            {
                // start the animation for getting a star
                if (buystar)
                {
                    startAnimation = true;
                }

                // Finished star animation or couldnt buy star
                if (moveYPos > 90 || !buystar)
                {
                    // Move the star to new space
                    if (buystar)
                    {
                        MGP_Tools.Assign_Star(parentManager.boardGame);
                        parentManager.round.currPlayer.currSpace.type = Entity.typeSpace.chance;
                    }

                    this.flagForDeletion = true;
                    // Start moving the player again
                    parentManager.states.Find(s => s.GetType() == typeof(S_MovePlayer)).active = true;
                }
            }
            // If player is buying star, start animation for buying star
            if (startAnimation)
            {
                moveYPos++;
            }

            // If current play is com, increase AI_Timer
            if (!parentManager.round.currPlayer.isHuman)
            {
                AI_Timer++;
            }
        }
Exemple #2
0
        // Collection of Spaces:
        //public List<E_Space> spaces;

        // Constructor:
        public B_PirateBay(GameStateManager creator, float xPos, float yPos) : base(creator, xPos, yPos)
        {
            // --------------------------- Create Spaces: ----------------------------------
            // initialize list of spaces:
            spaces = new List <E_Space>();
            E_Space curSpace;
            E_Space prevSpace;

            // STARTING WITH BOTTOM RIGHT
            // <<---- MOVING LEFT NOW: ----->>
            // Bottom right space:
            curSpace = new E_Space(this, GetTilePosCenter(21, 16), Entity.typeSpace.blue);
            curSpace.setOverlapPositions(E_Space.direction.left);
            spaces.Add(curSpace);
            this.startingSpace = curSpace; // STARTING SPACE
            prevSpace          = curSpace;



            // 20, 16
            // Blue
            curSpace = new E_Space(this, GetTilePosCenter(20, 16), Entity.typeSpace.blue);
            curSpace.setOverlapPositions(E_Space.direction.left);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 19, 16
            // Blue
            curSpace = new E_Space(this, GetTilePosCenter(19, 16), Entity.typeSpace.blue);
            curSpace.setOverlapPositions(E_Space.direction.left);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 17, 16
            // Red
            curSpace = new E_Space(this, GetTilePosCenter(17, 16), Entity.typeSpace.red);
            curSpace.setOverlapPositions(E_Space.direction.left);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 16, 15
            // Blue
            curSpace = new E_Space(this, GetTilePosCenter(16, 15), Entity.typeSpace.blue);
            curSpace.setOverlapPositions(E_Space.direction.left);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 15, 15
            // Blue
            curSpace = new E_Space(this, GetTilePosCenter(15, 15), Entity.typeSpace.blue);
            curSpace.setOverlapPositions(E_Space.direction.left);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 14, 15
            // Red
            curSpace = new E_Space(this, GetTilePosCenter(14, 15), Entity.typeSpace.red);
            curSpace.setOverlapPositions(E_Space.direction.left);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 12, 15
            // Blue
            curSpace = new E_Space(this, GetTilePosCenter(12, 15), Entity.typeSpace.blue);
            curSpace.setOverlapPositions(E_Space.direction.left);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 12, 16
            // Blue
            curSpace = new E_Space(this, GetTilePosCenter(12, 16), Entity.typeSpace.blue);
            curSpace.setOverlapPositions(E_Space.direction.left);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 10, 16
            curSpace = new E_Space(this, GetTilePosCenter(10, 16), Entity.typeSpace.red);
            curSpace.setOverlapPositions(E_Space.direction.left);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 7, 16
            curSpace = new E_Space(this, GetTilePosCenter(7, 16), Entity.typeSpace.blue);
            curSpace.setOverlapPositions(E_Space.direction.left);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 6, 16 CHANCE TIME
            curSpace = new E_Space(this, GetTilePosCenter(6, 16), Entity.typeSpace.chance);
            curSpace.setOverlapPositions(E_Space.direction.left);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;


            // <<---- MOVING UP NOW: ----->>
            // 6, 15
            curSpace = new E_Space(this, GetTilePosCenter(6, 15), Entity.typeSpace.blue);
            curSpace.setOverlapPositions(E_Space.direction.up);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 6, 13
            curSpace = new E_Space(this, GetTilePosCenter(6, 13), Entity.typeSpace.red);
            curSpace.setOverlapPositions(E_Space.direction.up);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 6, 10
            curSpace = new E_Space(this, GetTilePosCenter(6, 10), Entity.typeSpace.blue);
            curSpace.setOverlapPositions(E_Space.direction.up);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 6, 9
            curSpace = new E_Space(this, GetTilePosCenter(6, 9), Entity.typeSpace.blue);
            curSpace.setOverlapPositions(E_Space.direction.up);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 4, 9
            curSpace = new E_Space(this, GetTilePosCenter(4, 9), Entity.typeSpace.blue);
            curSpace.setOverlapPositions(E_Space.direction.up);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 3, 9
            curSpace = new E_Space(this, GetTilePosCenter(3, 9), Entity.typeSpace.chance);
            curSpace.setOverlapPositions(E_Space.direction.up);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 3, 8
            curSpace = new E_Space(this, GetTilePosCenter(3, 8), Entity.typeSpace.blue);
            curSpace.setOverlapPositions(E_Space.direction.up);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 3, 7
            curSpace = new E_Space(this, GetTilePosCenter(3, 7), Entity.typeSpace.blue);
            curSpace.setOverlapPositions(E_Space.direction.up);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 3, 3
            curSpace = new E_Space(this, GetTilePosCenter(3, 3), Entity.typeSpace.red);
            curSpace.setOverlapPositions(E_Space.direction.up);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 3, 2
            curSpace = new E_Space(this, GetTilePosCenter(3, 2), Entity.typeSpace.blue);
            curSpace.setOverlapPositions(E_Space.direction.up);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;



            // <<---- MOVING RIGHT NOW: ----->>
            // 4, 1
            curSpace = new E_Space(this, GetTilePosCenter(4, 1), Entity.typeSpace.blue);
            curSpace.setOverlapPositions(E_Space.direction.right);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 5, 1
            curSpace = new E_Space(this, GetTilePosCenter(5, 1), Entity.typeSpace.blue);
            curSpace.setOverlapPositions(E_Space.direction.right);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 7, 1
            curSpace = new E_Space(this, GetTilePosCenter(7, 1), Entity.typeSpace.blue);
            curSpace.setOverlapPositions(E_Space.direction.right);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 8, 2
            curSpace = new E_Space(this, GetTilePosCenter(8, 2), Entity.typeSpace.red);
            curSpace.setOverlapPositions(E_Space.direction.right);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 9, 2
            curSpace = new E_Space(this, GetTilePosCenter(9, 2), Entity.typeSpace.red);
            curSpace.setOverlapPositions(E_Space.direction.right);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 10, 3
            curSpace = new E_Space(this, GetTilePosCenter(10, 3), Entity.typeSpace.red);
            curSpace.setOverlapPositions(E_Space.direction.right);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 12, 3
            curSpace = new E_Space(this, GetTilePosCenter(12, 3), Entity.typeSpace.blue);
            curSpace.setOverlapPositions(E_Space.direction.right);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 13, 3
            curSpace = new E_Space(this, GetTilePosCenter(13, 3), Entity.typeSpace.blue);
            curSpace.setOverlapPositions(E_Space.direction.right);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 14, 3
            curSpace = new E_Space(this, GetTilePosCenter(14, 3), Entity.typeSpace.chance);
            curSpace.setOverlapPositions(E_Space.direction.right);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 16, 3
            curSpace = new E_Space(this, GetTilePosCenter(16, 3), Entity.typeSpace.red);
            curSpace.setOverlapPositions(E_Space.direction.right);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 17, 4
            curSpace = new E_Space(this, GetTilePosCenter(17, 4), Entity.typeSpace.blue);
            curSpace.setOverlapPositions(E_Space.direction.right);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 18, 4
            curSpace = new E_Space(this, GetTilePosCenter(18, 4), Entity.typeSpace.blue);
            curSpace.setOverlapPositions(E_Space.direction.right);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;



            // <<---- MOVING DOWN NOW: ----->>
            // 19, 5
            curSpace = new E_Space(this, GetTilePosCenter(19, 5), Entity.typeSpace.blue);
            curSpace.setOverlapPositions(E_Space.direction.down);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 19, 7
            curSpace = new E_Space(this, GetTilePosCenter(19, 7), Entity.typeSpace.blue);
            curSpace.setOverlapPositions(E_Space.direction.down);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 19, 8
            curSpace = new E_Space(this, GetTilePosCenter(19, 8), Entity.typeSpace.red);
            curSpace.setOverlapPositions(E_Space.direction.down);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 19, 10
            curSpace = new E_Space(this, GetTilePosCenter(19, 10), Entity.typeSpace.chance);
            curSpace.setOverlapPositions(E_Space.direction.down);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 19, 11
            curSpace = new E_Space(this, GetTilePosCenter(19, 11), Entity.typeSpace.blue);
            curSpace.setOverlapPositions(E_Space.direction.down);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 19, 13
            curSpace = new E_Space(this, GetTilePosCenter(19, 13), Entity.typeSpace.red);
            curSpace.setOverlapPositions(E_Space.direction.down);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 21, 13
            curSpace = new E_Space(this, GetTilePosCenter(21, 13), Entity.typeSpace.blue);
            curSpace.setOverlapPositions(E_Space.direction.down);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 22, 13
            curSpace = new E_Space(this, GetTilePosCenter(22, 13), Entity.typeSpace.red);
            curSpace.setOverlapPositions(E_Space.direction.down);
            spaces.Add(curSpace); // add to overall list
            curSpace.assignSpaces(prevSpace);
            prevSpace = curSpace;

            // 22, 15 FINAL PIECE
            curSpace = new E_Space(this, GetTilePosCenter(22, 15), Entity.typeSpace.chance);
            curSpace.setOverlapPositions(E_Space.direction.down);
            spaces.Add(curSpace);       // add to overall list
            curSpace.assignSpaces(prevSpace);
            this.finalSpace = curSpace; // FINAL SPACE

            // Finally, link up last space and first space:
            this.startingSpace.assignSpaces(this.finalSpace);

            // Assign the star space to a random space
            MGP_Tools.Assign_Star(this);

            // Assign starting space to all players
            foreach (Player p in this.gameOptions.players)
            {
                p.currSpace = this.startingSpace;
                p.meeple.setPos(p.currSpace.getMeepleLocation());

                // Occupy that space so another meeple doesn't run him/her over:
                p.currSpace.occupySpace(p);
            }
        } // end constructor