Esempio n. 1
0
        public void PrintGameOverWithWinnerMessage(Player i_Winner)
        {
            string GameOverMessage;

            FormClosing -= FormOthloGameBoard_FormClosing;

            if (i_Winner == null)
            {
                GameOverMessage =
                    string.Format(
                        @"Game is over! - We have a tie!
Want a new game?");
            }
            else
            {
                GameOverMessage = string.Format(
                    @"Game is over! - The winner is {0}
Want a new game?", i_Winner.Name);
            }

            DialogResult dialogResult = MessageBox.Show(GameOverMessage, "Game Over", MessageBoxButtons.YesNo);

            if (dialogResult == DialogResult.Yes)
            {
                Dispose();
                NewRound.Invoke();
            }
            else if (dialogResult == DialogResult.No)
            {
                Close();
            }
        }
Esempio n. 2
0
 void EvaluateTurn()
 {
     // if a side lost the battle then end it
     //if ((currentHpNPC <= 0 || currentHpPlayer <= 0) && Time.timeSinceLevelLoad - timeEnter >= timeExit)
     // This is infocard case 1
     if (currentHpNPC <= 0 || currentHpPlayer <= 0)
     {
         Debug.Log("A side has reached 0 HP. Game is over");
         nextPhase = new EndBattle(battleManager, playerStats, npcData, playerHand, npcHand);
         battleManager.nPCDisplay.SetReaction(npcData.endQuotes[Random.Range(0, npcData.endQuotes.Length)], npcData.enemyAngry);
         DisplayInfoCard(1);
     }
     // if challenge is won, even if target isn't reached yet then start a new round
     // this is infocard case 2
     else if (isChallengeWon)
     {
         Debug.Log("Challenge is won by opponent. Moving cards to graveyard and starting a new round.");
         battleManager.SwitchTurn();
         // empty table and pot before new round
         table.ClearTable(CardCollections.Graveyard);
         pot.EmptyPot();
         nextPhase = new NewRound(battleManager, playerStats, npcData, playerHand, npcHand);
         DisplayInfoCard(2);
     }
     // if the target is crossed then start a new round and move cards to pot
     // this is infocard case 3
     else if (battleManager.currentNumber > battleManager.targetNumber)
     {
         Debug.Log("Target number is crossed. Moving cards to Pot and starting a new round.");
         battleManager.SwitchTurn();
         table.ClearTable(CardCollections.Pot);
         nextPhase = new NewRound(battleManager, playerStats, npcData, playerHand, npcHand);
         DisplayInfoCard(3);
     }
     // if the target is reached then start a new round and move cards to graveyard
     // this is infocard case 4
     else if (battleManager.currentNumber == battleManager.targetNumber)
     {
         Debug.Log("Target number is reached. Moving cards to Graveyard and starting a new round.");
         battleManager.SwitchTurn();
         // empty table and pot before new round
         table.ClearTable(CardCollections.Graveyard);
         pot.EmptyPot();
         nextPhase = new NewRound(battleManager, playerStats, npcData, playerHand, npcHand);
         DisplayInfoCard(4);
     }
     // if neither of the above then continue the same round and switch turns
     // this is infocard case 5
     else
     {
         Debug.Log(battleManager.playerTurn + " player's turn has ended. Switching sides.");
         battleManager.SwitchTurn();
         nextPhase = new CardDeal(battleManager, playerStats, npcData, playerHand, npcHand);
         DisplayInfoCard(5);
     }
 }
        /// <summary>
        /// Handles the message.
        /// </summary>
        /// <param name="message">The message.</param>
        public void Handle(NewRound message)
        {
            if (message.Current <= 1)
            {
                return;
            }

            events.PublishOnBackgroundThread(new TrayNotification("New round", String.Format("Round #{0}, {1}", message.Current, message.MyTurn ? "your turn" : "enemy turn"), 3000)
            {
                BalloonType = BalloonTypes.GameTurns
            });
        }
Esempio n. 4
0
        public List <Block> SplitBlock()
        {
            CityCenter = GetCityCenter();

            var blocks = new List <Block>();

            int round = 1;

            while (Spread(round++, blocks))
            {
                blocks = blocks.Where(i => i.InCity).ToList();

                var left = (from q in blocks
                            orderby q.Center.Lng
                            select q.Center.Lng).FirstOrDefault();
                var top = (from q in blocks
                           orderby q.Center.Lat descending
                           select q.Center.Lat).FirstOrDefault();
                var bottom = (from q in blocks
                              orderby q.Center.Lat
                              select q.Center.Lat).FirstOrDefault();
                var right = (from q in blocks
                             orderby q.Center.Lng descending
                             select q.Center.Lng).FirstOrDefault();

                MapPainter mp = new MapPainter(left, top, bottom, right);

                foreach (var block in blocks)
                {
                    mp.Draw(block.Center.Lat, block.Center.Lng, block.DistrictColor);
                }
                if (NewRound != null)
                {
                    NewRound.Invoke(this, new NewRoundEventArgs()
                    {
                        Count = blocks.Count, Map = mp.Map
                    });
                }
            }

            return(blocks);
        }
 /// <summary>
 /// Handles the message.
 /// </summary>
 /// <param name="message">The message.</param>
 public void Handle(NewRound message)
 {
     this.WindowFound = true;
     Turns            = message.Current;
     MyTurn           = message.MyTurn;
 }
Esempio n. 6
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 /// <summary>Handles the message.</summary>
 /// <param name="message">The message.</param>
 public void Handle(NewRound message)
 {
     Turns = message.Current;
 }
Esempio n. 7
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 void MoveToNextPhase()
 {
     nextPhase = new NewRound(battleManager, playerStats, npcData, base.playerHand, npcHand);
     stage     = Stages.Exit;
 }