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
        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;
                }
            }
        }
Esempio n. 3
0
    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);
    }