Esempio n. 1
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 private void endPlayTimeout()
 {
     //the player ran out of time trying to collect the trophy but has not lost the ball yet.
     //kill the flippers until we lose the ball.
     SwitchManager.EnableFlippers(false);
     _isBonusFailed = true; //no bonus
 }
Esempio n. 2
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        }                                       //not used

        /// <summary>
        /// The player has lost his ball (there are no more balls on the
        /// playfield).
        /// </summary>
        public void EndOfBall()
        {
            _log.Debug("End of Ball for Player " + PlayerStatus.PlayerUp);
            SwitchManager.EnableFlippers(false);
            _inputMode = InputMode.NoInput;
            SoundManager.StopAllMusic();
            SoundManager.PlaySfx(SoundConstants.Sfx.Death1);
            CollectBonus();
        }
Esempio n. 3
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        /// <summary>
        /// Plays the player intro (MAP) and primes the table for the player status.
        /// </summary>
        public void StartPlayIntro()
        {
            //select user
            //ask the credit manager if we have credits
            PlayerStatus.CurrentPlayer.PlayerHealthStatus = "Player "
                                                            + PlayerStatus.PlayerUp + " is up";

            DisplayManager.PlaySequence(DisplayConstants.Modes.ActiveGameMode.ACTIVEGAMEMODE);
            //Character is selected, now let's show the map.
            DisplayManager.PlayCutScene(DisplayConstants.CutScenes.MapMode.MAP);
            SoundManager.PlayMusic(SoundConstants.Music.LevelStart, false);
            SoundManager.PlayMusic(SoundConstants.Music.Level1Normal, true);
            //DisplayManager.SetGameStatus(PlayerStatus.CurrentPlayer);
            SwitchManager.EnableFlippers(true);
        }