//
    // The only job for this system is to start the game
    //
    private void Start()
    {
        //
        // Initialize the card deck
        // (Trigger InitCardDeckEvent and give number of deck=0)
        //
        //EventManager.TriggerEvent("InitCardDeckEvent", "0");
        //
        CardDeckManager.DeckLocation       = deckOfCards;   //where to stack the deck
        CardDeckManager.CurrentDeckNumber  = 0;             //only one deck is allowed (default)
        CardDeckManager.CurrentCardBack    = 8;             //red
        CardDeckManager.DeckFanOutDistance = 0.03f;         //fan out value to right for deck

        CardDeckManager.CreateDeckOfCards();
        //
        // Find where the stacks are by reading an XML file into a datatable
        //
        //CardStacks cs = new CardStacks();
        // cs.FilePath = new StringReader(StacksLayout.text);

        CardStacks cs = new CardStacks(new StringReader(StacksLayout.text));
        //string temp = Application.streamingAssetsPath;
        //cs.FilePath = temp.Replace("StreamingAssets", "Resources/" + StacksLayout.name + ".xml");

        //cs.Init();

        //StackCollection ic = StackCollection.Load("StacksDB");
        //foreach (StackItems item in ic.stacks)
        //{
        //    print(item.name);

        //}
    }
Esempio n. 2
0
    void Handle(string value)
    {
        int stack = Convert.ToInt32(value);

        //
        // We'll put a card under the stack that is requesting a card
        //
        int        cardIndex;
        GameObject stackObj;
        GameObject cardObj;

        if (stack == 0)
        {
            stackObj = GameObject.Find("PlayerStack");
        }
        else
        {
            stackObj = GameObject.Find("DealerStack");
        }

        CardStackComponent cardStack = stackObj.GetComponent <CardStackComponent>();

        //
        // Add a card and sort the list so cards will appear in suit order
        //
        cardIndex = CardDeckManager.GetACard();
        //
        // end of deck?
        //
        if (cardIndex < 0)
        {
            return;
        }

        cardStack.cardsInStack.Add(cardIndex);
        //
        // To do Descending, first sort Ascending, then reverse the list
        //
        cardStack.cardsInStack.Sort();
        cardStack.cardsInStack.Reverse();
        //
        // Get the card obj
        //
        cardObj = CardDeckManager.GetCardFaceDown(cardIndex);

        Card cCard = cardObj.GetComponent <Card>();

        cCard.cardStack       = stack;                  //this will tell us which stack holds this card
        cCard.cardFaceShowing = cardStack.faceUp;
        //
        // Determine where the card goes on screen
        //
        cardObj.transform.parent        = stackObj.transform;
        cardObj.transform.localPosition = new Vector2(stackObj.transform.position.x + .07f, 0);
        //
        // trigger display of stack (if any are face up, then they will display)
        //
        EventManager.TriggerEvent("DisplayCardStackEvent", stack.ToString());
    }
Esempio n. 3
0
 public void OnDestroyed()
 {
     MyEnemyPlayer       = null;
     GameManager         = null;
     HandManager         = null;
     CardDeckManager     = null;
     BattleGroundManager = null;
 }
Esempio n. 4
0
        public void Run()
        {
            CardDeckManager carddeck = new CardDeckManager();

            carddeck.Initializer(CardList);
            carddeck.Output(CardList);
            Console.ReadLine();
        }
Esempio n. 5
0
 public BattlePlayer(string username, int clientId, int metalLeft, int metalMax, int lifeLeft, int lifeMax, int energyLeft, int energyMax, GameManager serverGameManager) : base(username, metalLeft, metalMax, lifeLeft, lifeMax, energyLeft, energyMax)
 {
     ClientId            = clientId;
     GameManager         = serverGameManager;
     HandManager         = new Battle_HandManager(this);
     CardDeckManager     = new CardDeckManager(this);
     BattleGroundManager = new BattleGroundManager(this);
     BattleStatistics    = new BattleStatistics();
 }
    void Handle(string value)
    {
        int stack = Convert.ToInt32(value);

        GameObject stackObj;    //which stack to work with
        GameObject cardObj;     //current cardface(back)
        int        cnt = 0;     //multiplier for offset

        if (stack == 0)
        {
            stackObj = GameObject.Find("PlayerStack");
        }
        else
        {
            stackObj = GameObject.Find("DealerStack");
        }

        Transform          parentTransform = stackObj.transform;
        CardStackComponent cStack          = stackObj.GetComponent <CardStackComponent>();

        //
        // Loop thru a list of card values (integers)
        //
        cnt = cStack.cardsInStack.Count;

        foreach (int cardIndex in cStack.cardsInStack)
        {
            cardObj = GameObject.Find("Card_D0" + "_C" + cardIndex.ToString());
            Vector3 temp = parentTransform.position + new Vector3(cnt * cStack.xOffset, cnt * cStack.yOffset);
            cardObj.transform.position = temp;
            Card cCard = cardObj.GetComponent <Card>();

            //
            // find what image component to disp for the Entity
            //
            SpriteRenderer srender = cardObj.GetComponent <Renderer>() as SpriteRenderer;
            if (cCard.cardFaceShowing)
            {
                srender.sprite = CardDeckManager.GetCardFace(cardIndex);
            }
            else
            {
                srender.sprite = CardDeckManager.GetCardBack(cardIndex);
            }
            //
            // reverse the order of sprites with 0 being the first card way back
            //
            srender.sortingOrder = cnt;
            cnt -= 1;
        }
    }
Esempio n. 7
0
    private CardDeckManager()
    {
        if (_instance != null)
        {
            throw new CannotHaveTwoInstancesException();
        }
        _instance = this;

        _allImages = Resources.LoadAll <Sprite>("CardImages");
        //
        // load all the faces for cards 0-51
        //
        instance.cardfaces = new Sprite[52];
        for (int i = 0; i < 52; i++)
        {
            instance.cardfaces[i] = _allImages[i];
        }
        //
        // back of cards 52-63
        //
        instance.cardBacks = new Sprite[12];
        for (int i = 0; i < 12; i++)
        {
            instance.cardBacks[i] = _allImages[i + 52];
        }
        //
        // Joker is card 64
        //
        instance.cardJokers = new Sprite();
        instance.cardJokers = _allImages[64];

        instance._currentCardBack   = 0;
        instance._currentCardNumber = 0;
        instance._currentDeckNumber = 0;

        _allImages = null;
    }
Esempio n. 8
0
        public override void Play()
        {
            Global.CurrentScene       = this;
            Global.DebugRenderEnabled = false;

            dispY = (int)Global.WindowCenter.Y - 100;
            dispX = 40;
            //znznznznznznznznznznznznznznznznznznznznznznznznznznznznzn
            // Hand cursor mouse + boxcollider
            //znznznznznznznznznznznznznznznznznznznznznznznznznznznznzn
            tmpEnt      = this.CreateGameEntity(Vector2.Zero);
            tmpEnt.Name = "cursor";

            textureImage    = Raylib.LoadTexture("Assets/Img/hand.png");
            Spr             = new Sprite(textureImage);
            Spr.RenderLayer = Global.CURSOR_LAYER;              //on top of everything
            tmpEnt.Add(Spr);
            BoxCollider bxxx = new BoxCollider(12, 12);

            tmpEnt.Add(bxxx);
            tmpEnt.Add <MouseComponent>();
            //znznznznznznznznznznznznznznznznznznznznznznznznznznznznzn
            // Game status (Score + Game over)
            //znznznznznznznznznznznznznznznznznznznznznznznznznznznznzn
            GameStatus      = this.CreateGameEntity(new Vector2(5, 10));
            GameStatus.Name = "Game Status";
            Text scoreTxt = new Text("Score: ", TextFontTypes.Arial);

            GameStatus.Add(scoreTxt);
            MsgBox mb = new MsgBox(Global.WindowCenter - new Vector2(150, 0), 350, 150, Color.BROWN);

            mb.Visiable = false;
            GameStatus.Add(mb);
            GameStatus.Add <GameStatComponent>();

            //znznznznznznznznznznznznznznznznznznznznznznznznznznznznzn
            // Create a deck of cards
            //znznznznznznznznznznznznznznznznznznznznznznznznznznznznzn
            CardDeck = new CardDeckManager(this);
            CardDeck.CardsHaveCollider = 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
            //
            // Play Button
            //
            Global.StateOfGame = GameState.Over;
            PlayBtn            = CreateSceneEntity(new Vector2(850, 50));
            PlayBtn.Name       = "playBtn";
            position           = PlayBtn.Get <Transform>().Position;
            Button bt = new Button(position, 75, 30, "Play", -6, 2);

            PlayBtn.Add(bt);
            bt.Click += PlayButton;
            //
            // End Button
            //
            Global.StateOfGame = GameState.Over;
            entUI      = CreateSceneEntity(new Vector2(850, 100));
            entUI.Name = "playBtn";
            position   = entUI.Get <Transform>().Position;
            bt         = new Button(position, 75, 30, "End", -6, 2);
            entUI.Add(bt);
            bt.Click += EndButton;

            //znznznznznznznznznznznznznzn
            //   Scene Starts Playing
            //znznznznznznznznznznznznznzn
        }