Esempio n. 1
0
        //---------------------- METHODS -----------------------------


        /// <summary>
        /// Handles Enemy card turn.
        /// </summary>
        /// <param name="player"></param>
        /// <returns></returns>
        public override bool HandleCard(Player player, MouseState current, MouseState previous, float xPos, float yPos)
        {
            XPos = xPos;
            YPos = yPos;
            CurrentMouseState  = current;
            PreviousMouseState = previous;

            switch (enemyTurnState)
            {
            case EnemyTurnState.STARTCOMBAT:
                HandleButtons(player);
                return(false);

            case EnemyTurnState.COMBAT:

                if (CurrentCombat.HandleCombat(player, CurrentMouseState, PreviousMouseState, XPos, yPos, false, false))
                {
                    enemyTurnState = EnemyTurnState.COMPLETE;
                }



                return(false);


            case EnemyTurnState.COMPLETE:
                player.HasFoughtMonster = true;
                return(true);

            default:
                return(false);
            }
        }
Esempio n. 2
0
        //---------------------- METHODS -----------------------------

        public override bool HandleCard(Player player, MouseState current, MouseState previous, float xPos, float yPos)
        {
            XPos = xPos;
            YPos = yPos;
            CurrentMouseState  = current;
            PreviousMouseState = previous;

            switch (eventCardTurnState)
            {
            case EventCardTurnState.INITIAL_ROLL:
                SkillCheck = false;
                HandleButtons(player);

                return(false);

            case EventCardTurnState.ROLLANIMATION:

                if (AnimationCounter < 60)
                {
                    RollAnimation();
                }
                else
                {
                    if (SkillCheck)
                    {
                        SkillCheckResult        = player.playerDice.RollDice();
                        EventDie.CurrentTexture = EventDie.DieTextures["Roll " + SkillCheckResult];
                        if (SkillCheckResult <= player.Rank)
                        {
                            CurrentButtons.Clear();
                            LoadSkillCheckButtons();
                            eventCardTurnState = EventCardTurnState.ADJUSTOPTION;
                        }
                        else
                        {
                            eventCardTurnState = EventCardTurnState.HANDLE_EVENT;
                        }
                        AnimationCounter = 0;
                    }
                    else
                    {
                        Option = player.playerDice.RollDice();
                        EventDie.CurrentTexture = EventDie.DieTextures["Roll " + Option];
                        LoadInitialRollButtons(Option);

                        eventCardTurnState = EventCardTurnState.SKILL_CHECK;
                        AnimationCounter   = 0;
                    }
                }



                return(false);

            case EventCardTurnState.SKILL_CHECK:

                HandleButtons(player);

                return(false);

            case EventCardTurnState.ADJUSTOPTION:

                HandleButtons(player);

                return(false);

            case EventCardTurnState.HANDLE_EVENT:

                HandleButtons(player);

                return(false);

            case EventCardTurnState.FIGHT_MONSTER:

                HandleButtons(player);


                return(false);

            case EventCardTurnState.COMBAT:

                if (CurrentCombat.HandleCombat(player, CurrentMouseState, PreviousMouseState, XPos, yPos, false, true))
                {
                    eventCardTurnState = EventCardTurnState.COMPLETE;
                }

                return(false);



            case EventCardTurnState.COMPLETE:

                return(true);

            default:
                return(false);
            }
        }
Esempio n. 3
0
        public override bool HandleCard(Player player, MouseState current, MouseState previous, float xPos, float yPos)
        {
            XPos = xPos;
            YPos = yPos;
            CurrentMouseState  = current;
            PreviousMouseState = previous;

            switch (bossTurnState)
            {
            case BossTurnState.STARTCOMBAT:
                HandleButtons(player);
                AnimationCounter = 0;
                return(false);

            case BossTurnState.COMBAT:

                if (CurrentCombat.HandleCombat(player, CurrentMouseState, PreviousMouseState, XPos, yPos, true, false))
                {
                    bossTurnState = BossTurnState.REWARDS;
                }

                return(false);

            case BossTurnState.REWARDS:

                if (player.DungeonArea == 14)
                {
                    bossTurnState = BossTurnState.COMPLETE;
                }
                HandleButtons(player);

                return(false);

            case BossTurnState.ROLLANIMATION:

                if (AnimationCounter < 60)
                {
                    RollAnimation();
                }
                else
                {
                    TreasureResult           = player.playerDice.RollDice();
                    RewardDie.CurrentTexture = RewardDie.DieTextures["Roll " + TreasureResult];
                    switch (TreasureResult)
                    {
                    case 1:
                        player.Armor++;
                        break;

                    case 2:
                        player.Experience += 2;
                        break;

                    case 3:
                        AwardedSpell = "Fire";
                        break;

                    case 4:
                        AwardedSpell = "Ice";
                        break;

                    case 5:
                        AwardedSpell = "Poison";
                        break;

                    case 6:
                        AwardedSpell = "Healing";
                        break;

                    default:
                        break;
                    }
                    if (TreasureResult > 2 && player.Spells.Count == 2)
                    {
                        bossTurnState = BossTurnState.REMOVESPELL;
                    }
                    else if (TreasureResult > 2)
                    {
                        player.AddSpell(AwardedSpell);
                        bossTurnState = BossTurnState.REVIEW;
                    }
                }

                return(false);

            case BossTurnState.REMOVESPELL:

                HandleButtons(player);

                return(false);

            case BossTurnState.REVIEW:

                //if (TreasureResult > 2 && player.Spells.Count == 2)
                //{
                //    bossTurnState = BossTurnState.REMOVESPELL;
                //}
                //else if (TreasureResult > 2)
                //{
                //    player.AddSpell(AwardedSpell);
                //}
                HandleButtons(player);

                return(false);

            case BossTurnState.COMPLETE:


                return(true);

            default:
                return(false);
            }
        }