public void Execute() { var MyScene = (Scene)Global.CurrentScene; if (MyScene.GetType().Name != "CardScene") { return; } var entities = Context <Default> .AllOf <GameStatComponent>().GetEntities(); foreach (var entity in entities) { GameStatComponent sc = entity.Get <GameStatComponent>(); Text txt = entity.Get <Text>(); txt.Content = sc.ScoreWords + sc.Score.ToString(); //if (Raylib.IsMouseButtonPressed(MouseButton.MOUSE_LEFT_BUTTON)) if (Global.StateOfGame == GameState.Over) { MsgBox msb = entity.Get <MsgBox>(); msb.RenderLayer = 10000; Label lbl = new Label(new Vector2(15, 5), "Press Play to continue the game."); //lbl.TextData.FontSize = 25; msb.AddMsg(lbl); msb.AddMsg(new Label(new Vector2(15, 30), "Score : " + sc.Score.ToString("###"))); //msb.AddButton(new Button(new Vector2(14, 50), 50, 25, "OK")); msb.Visiable = true; } } }
public void UpdateScore(int _value) { /* * Waste to Tableau 5 * Waste to Foundation 10 * Tableau to Foundation 10 * Turn over Tableau card 5 * Foundation to Tableau −15 * Recycle waste when playing by ones −100 (minimum score is 0) */ GameStatComponent sc = GameStatus.Get <GameStatComponent>(); sc.Score += _value; if (sc.Score < 0) { sc.Score = 0; } possibleScoreValue = 0; }
public void PlayButton(object btn) { PlayBtn.Get <Transform>().Visiable = false; Global.StateOfGame = GameState.Playing; GameStatComponent sc = GameStatus.Get <GameStatComponent>(); sc.Score = 0; MsgBox mb = GameStatus.Get <MsgBox>(); mb.Visiable = false; //CardDeck.CreateDeckOfCards(false); //CreateDealPile(); // deal stack (falce down) //CreateDrawPile(); // face up dealt one card at a time //CreateEmptyAcePiles(); // 4 of them //CreateEmptyPlayPiles(); // 7 of them //CreateEmptyDragPile(); // used to disp cards being dragged around //DealCardsToPiles(); // draw cards & place in piles above }