private void EndTurn() { if (OnTurnEnd != null) { OnTurnEnd(m_currentPlayer, m_playerCounter); } m_playerCounter = m_playerCounter == PlayerNum.Player1 ? PlayerNum.Player2 : PlayerNum.Player1; turn_active = false; //TODO: unregister EndTurn from current player m_currentPlayer.OnTurnEnd -= this.EndTurn; PlayerNum winner = PlayerNum.Player1; if (GameDone(out winner)) { game_done = true; EndGame(winner); } else { if (GameObject.ReferenceEquals(m_p1.GetCurrentTile(), m_p2.GetCurrentTile())) { minigame_in_progress = true; ModalPanel.Instance().Activate(); } this.GetComponent <Animator>().SetTrigger("TurnWait"); //Activate waiting camera //StartTurn(); } }
public void Init(PlayerNum owner, GameManager gameManager) { this.owner = owner; SetColor(PlayerMethods.GetPlayerColor(owner), gameManager); healthRemaining = startingHealth; // Need to do this here instead of start so that if someone hits us as we spawn we don't insta-die // Ugly hack - could be cleaned up if (owner == PlayerNum.One) { targetingLayerMask = PlayerMethods.allButP1; gameObject.layer = LayerMask.NameToLayer("Pawn1"); } else if (owner == PlayerNum.Two) { targetingLayerMask = PlayerMethods.allButP2; gameObject.layer = LayerMask.NameToLayer("Pawn2"); } else if (owner == PlayerNum.Three) { targetingLayerMask = PlayerMethods.allButP3; gameObject.layer = LayerMask.NameToLayer("Pawn3"); } else if (owner == PlayerNum.Four) { targetingLayerMask = PlayerMethods.allButP4; gameObject.layer = LayerMask.NameToLayer("Pawn4"); } _height = 100; }
/// <summary> /// A playable character. /// </summary> /// <param name="sprite">Character's sprite.</param> /// <param name="playerNum">Player one or player two.</param> /// <param name="boundingBox">The bounding box of the player.</param> /// <param name="hitboxWidth">The width of the player's hitbox.</param> /// <param name="hitboxHeight">The height of the player's hitbox.</param> public Player(Sprite sprite, PlayerNum playerNum, Rectangle boundingBox, int hitboxWidth, int hitboxHeight) { this.sprite = sprite; this.pos = new Vector2(boundingBox.X, boundingBox.Y); this.boundingBox = boundingBox; this.playerNum = playerNum; }
public void applyScore(int score, PlayerNum player) { int currentScore = getScore(player); int remaining = currentScore - score; if (remaining < 0 || remaining == 1) //No score { return; } if (remaining == 0) //TODO Should we check if it's a double? { winner = player; } if (player == PlayerNum.PlayerOne) { player1.Score -= score; } if (player == PlayerNum.PlayerTwo) { player2.Score -= score; } ScoreChanged?.Invoke(this, new ScoreChangedEventArgs()); }
private void SetWinText(PlayerNum winner, Color color) { var colorHex = ColorHex(color); Debug.Log($"Converting color ({color} -> {colorHex}"); _text.text = $"<color={colorHex}>{winner}</color> WINS!"; }
private bool SpawnPlayers() { TurnCount = 1; if (player1Prefab && player2Prefab && startTile) { //Instantiate objects m_p1 = Instantiate <GameObject>(player1Prefab.gameObject).GetComponent <Player>(); m_p2 = Instantiate <GameObject>(player2Prefab.gameObject).GetComponent <Player>(); //TODO Initialize GPA of objects m_p1.SetGPA(gpaStart); m_p2.SetGPA(gpaStart); //Position objects m_p1.transform.position = startTile.transform.position; m_p2.transform.position = startTile.transform.position; m_p1.InitPlayer(startTile); m_p2.InitPlayer(startTile); //Current player is player 1 m_playerCounter = PlayerNum.Player1; m_currentPlayer = m_p1; return(true); } return(false); }
public void reset() { player1.reset(StartValue); player2.reset(StartValue); winner = PlayerNum.Nobody; ScoreChanged?.Invoke(this, new ScoreChangedEventArgs()); }
/// <summary> /// A playable character. /// </summary> /// <param name="sprite">Character's sprite.</param> /// <param name="playerNum">Player one or player two.</param> /// <param name="boundingBox">The bounding box of the player.</param> public Player(Sprite sprite, PlayerNum playerNum, Rectangle boundingBox) { this.sprite = sprite; this.pos = new Vector2(boundingBox.X, boundingBox.Y); this.boundingBox = boundingBox; this.playerNum = playerNum; objType = 'P'; }
private void OnLastManStanding(PlayerNum winner) { var color = PlayerConfig.GetConfig(winner).PlayerColor; SetWinText(winner, color); _uiRoot.SetActive(true); }
private uint PossiblePoints(PlayerNum playerNum) { String guessLetters = GuessLetters[playerNum]; Word guess = Word.Construct(guessLetters); bool validGuess = Vocabulary.Contains(guess); return(validGuess ? (uint)guess.Letters.Length : 0); }
private void OnPlayerEnteredGame(PlayerNum playerNum) { if (playerNum != _playerNum) { return; } StartCoroutine(WaitThenInstantiate()); }
private void OnPlayerEneteredGame(PlayerNum playerNum) { if (playerNum != _playerNum) { return; } _pressAnykey.gameObject.SetActive(false); _playerHudRoot.SetActive(true); }
/// <summary> /// A playable character. /// </summary> /// <param name="sprite">Character's sprite.</param> /// <param name="playerNum">Player one or player two.</param> /// <param name="pos">Player's position.</param> /// <param name="hitboxWidth">Width of the player's hitbox.</param> /// <param name="hitboxHeight">Height of the player's hitbox.</param> public Player(Sprite sprite, PlayerNum playerNum, Vector2 pos, int hitboxWidth, int hitboxHeight) { this.sprite = sprite; this.pos = pos; this.boundingBox = new Rectangle((int)pos.X, (int)pos.Y, sprite.Width, sprite.Height); this.playerNum = playerNum; startingPos = pos; bombs = 3; }
/// <summary> /// A playable character. /// </summary> /// <param name="sprite">Character's sprite.</param> /// <param name="playerNum">Player one or player two.</param> /// <param name="pos">Player's position.</param> public Player(Sprite sprite, PlayerNum playerNum, Vector2 pos) { this.sprite = sprite; this.pos = pos; this.boundingBox = new Rectangle((int)pos.X, (int)pos.Y, sprite.Width, sprite.Height); this.playerNum = playerNum; objType = 'P'; startingPos = pos; }
public Node(GameGrid gameGrid, List <Node> children, float score, int depth, List <Vector3Int> moves, Vector3Int activePlayerPos, Vector3Int opponentPos, PlayerNum nextMovesBelongsTo) { this.gameGrid = gameGrid; this.children = children; this.score = score; this.depth = depth; this.moves = moves; this.activePlayerPos = activePlayerPos; this.opponentPos = opponentPos; this.nextMovesBelongsTo = nextMovesBelongsTo; }
public void UpdateDisplay() { this.PlayerGrid.Background = (this.textBlockMessage.Text.Contains("Winner")) ? new SolidColorBrush(Colors.LightGreen) : new SolidColorBrush(Colors.White); this.textBlockScore.Text = "Score: " + aPlayer.p1.score.ToString(); this.textBlockRight.Text = "Right: " + aPlayer.p1.correct.ToString(); this.textBlockWrong.Text = "Wrong: " + aPlayer.p1.incorrect.ToString(); this.textBlockTimer.Text = "This Time: " + aPlayer.p1.timer.ToString(); this.textBlockBestTime.Text = "Best Time:" + ((aPlayer.p1.besttime == 99999) ? "" : aPlayer.p1.besttime.ToString()); this.textBlockMessage.Text = aPlayer.p1.message; this.textBlockQuestion.Text = aPlayer.p1.x.ToString() + " x " + aPlayer.p1.y.ToString(); this.buttonA.Content = aPlayer.p1.suggestion1.ToString(); this.buttonB.Content = aPlayer.p1.suggestion2.ToString(); this.buttonX.Content = aPlayer.p1.suggestion3.ToString(); this.buttonY.Content = aPlayer.p1.suggestion4.ToString(); this.buttonA.IsEnabled = aPlayer.dispatcherTimer.IsEnabled; this.buttonB.IsEnabled = aPlayer.dispatcherTimer.IsEnabled; this.buttonX.IsEnabled = aPlayer.dispatcherTimer.IsEnabled; this.buttonY.IsEnabled = aPlayer.dispatcherTimer.IsEnabled; this.textBlockPlayer.Text = PlayerNum.ToString(); this.ProgBar.Value = ((aPlayer.p1.score <= 0) ? 0 : aPlayer.p1.score) * 100 / 7; //this.ProgBar.MaxWidth = aPlayer.AnswersToWin; //this.ProgBar.MinWidth = 0; double dscore = (((aPlayer.p1.correct * 100.0) / (aPlayer.p1.incorrect + aPlayer.p1.correct))); dscore = (dscore > 0) ? dscore: 0; this.textBlockPercent.Text = "Score: " + (dscore).ToString("N2") + " %"; this.textBlockScore.Foreground = aPlayer.AnswerColor; if ((aPlayer.WrongAnswers.Count() > 0) && (this.listBox.Items.Count != aPlayer.WrongAnswers.Count)) { this.listBox.Items.Add(aPlayer.WrongAnswers[aPlayer.WrongAnswers.Count - 1]); } if (aPlayer.WrongAnswers.Count() == 0) { this.listBox.Items.Clear(); } if ((aPlayer.p1.showresults) && (this.myWebView.Visibility == Visibility.Collapsed)) { this.myWebView.Visibility = Visibility.Visible; this.myWebView.NavigateToString(aPlayer.MakeResultsPage()); } else if (!(aPlayer.p1.showresults) && (this.myWebView.Visibility == Visibility.Visible)) { this.myWebView.Visibility = Visibility.Collapsed; } }
public bool Search(string str) { if (ID.ToString().Contains(str) || IDType.ToString().Contains(str) || Range.ToString().Contains(str) || PlayerNum.ToString().Contains(str)) { return(true); } else { return(false); } }
public Player(PlayerNum type = PlayerNum.One) { batchMan = new SpriteBatchManager(9, 1); gameObjMan = new GameObjectManager(11, 1); timeMan = new TimeEventManager(4, 2); colPairMan = new CollisionPairManager(13, 1); hookupManagers(); initialPlayerSetup(); playerType = type; currNumLives = maxLives; }
private bool GameDone(out PlayerNum winningPlayer) { float p1Score = m_p1.GetGPA(); float p2Score = m_p2.GetGPA(); bool p1Won = p2Score < gpaMin || p1Score >= gpaGoal; bool p2Won = p1Score < gpaMin || p2Score >= gpaGoal; winningPlayer = p1Won ? PlayerNum.Player1 : PlayerNum.Player2; return(p1Won || p2Won); }
public BeatInput.Command GetCommand(PlayerNum player) { switch (player) { case PlayerNum.Player1: return(p1Command); case PlayerNum.Player2: return(p2Command); } return(p1Command); }
public float getAverage(PlayerNum player) { if (player == PlayerNum.PlayerOne) { return(player1.Average); } if (player == PlayerNum.PlayerTwo) { return(player2.Average); } throw new System.ArgumentException("Invalid player"); }
public double GetOffset(PlayerNum player) { switch (player) { case PlayerNum.Player1: return(p1Offset); case PlayerNum.Player2: return(p2Offset); } return(p1Offset); }
public int getScore(PlayerNum player) { if (player == PlayerNum.PlayerOne) { return(player1.Score); } if (player == PlayerNum.PlayerTwo) { return(player2.Score); } throw new System.ArgumentException("Invalid player"); }
private GameObject FindKeep(PlayerNum thePlayerNumber) // ONLY WORKS WITH TWO PLAYERS { Keep[] keeps = GameObject.FindObjectsOfType <Keep>(); foreach (Keep theKeep in keeps) { print("Hello"); if (theKeep.GetComponent <Character_Stats>().GetPlayerNum() != playerNum) { return(theKeep.gameObject); } } return(null); }
public void AddNote(PlayerNum player, NoteType noteType) { switch (player) { case PlayerNum.Player1: p1Notes.Add(noteType); break; case PlayerNum.Player2: p2Notes.Add(noteType); break; } }
public void SetOffset(PlayerNum player, double offset) { switch (player) { case PlayerNum.Player1: p1Offset = offset; break; case PlayerNum.Player2: p2Offset = offset; break; } }
public void SetCommand(PlayerNum player, BeatInput.Command Command) { switch (player) { case PlayerNum.Player1: p1Command = Command; break; case PlayerNum.Player2: p2Command = Command; break; } }
public WinerReferee(PlayerNum winner) { if (winner == PlayerNum.None) { foreach (var item in winnerCounters) { item.count++; } } else { winnerCounters.Find(n => n.playerNum == winner).count++; } }
void Update() { if (isServer) { client = GameObject.Find("Client"); if (client != null) { clientNum++; playerNum = client.GetComponent <PlayerNum>(); playerNum.Num = clientNum; client.transform.name = clientNum.ToString(); client = null; } } }
private void EndGame(PlayerNum winningPlayer) { Player winner = winningPlayer != PlayerNum.Player1 ? m_p2 : m_p1; Player loser = winningPlayer == PlayerNum.Player1 ? m_p2 : m_p1; m_playerCounter = winningPlayer; //Activate End Game Camera this.GetComponent <Animator>().SetBool("GameDone", true); if (OnGameEnd != null) { OnGameEnd(winner, winningPlayer); } winner.PlayerWon(); loser.gameObject.SetActive(false); //Display winner }
private void WinnerDisplay(PlayerNum winner) { winerReferee = new WinerReferee(winner); string res; if (winner == PlayerNum.None) { res = "Draw"; } else { res = "Winner-" + winner; } CountDisply(); centerMesseage.Display(res); }