//---------------------- 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); } }
public void HandleButtons(Player player) { if (SingleMouseClick()) { switch (enemyTurnState) { case EnemyTurnState.STARTCOMBAT: if (XPos > 770 && XPos < 1018 && YPos > 600 && YPos < 672) { CurrentCombat = new Combat(Buttons, CombatDice, DieSounds); enemyTurnState = EnemyTurnState.COMBAT; } break; case EnemyTurnState.COMBAT: break; case EnemyTurnState.COMPLETE: break; default: break; } } }
public State EndTurn(State currentState, Faction nextFaction) { var nextState = currentState; nextFaction.RefreshTurnResources(); if (nextFaction.isHostileFaction) { nextState = new EnemyTurnState(nextFaction.entities); } else { nextState = new NoSelectionState(); } return(nextState); }