public void setCurrentCharacter(ScoreoidPlayer scoreoidPlayer) { Player player = new Player(scoreoidPlayer.playerName, getWeapon(scoreoidPlayer.weapon), scoreoidPlayer.xp, scoreoidPlayer.change, scoreoidPlayer.numberOfKills); currentCharacter = player; if (null == player.weapon) { Utilities().setGameState(GameState.WeaponSelection); } else { Utilities().setGameState(GameState.PlayerProfile); } }
public void PlayerLoggedIn(ScoreoidPlayer player) { /**HACK: The only reason this is stored in this case is to support if a player registers, does not select a weapon, logs in later, and is brought to the weaponselect screen. The weaponselection screen is designed to read a new- character object so we fill this out just in case. ***/ // Start a new character object character = new NewCharacter(); //TODO: Since this is global, should be forcefully dereferenced // Store these details between this step and the weapon selection phase character.name = player.playerName; character.password = passwordInput; Utilities().setCurrentCharacter(player); }
public void setCurrentCharacter(ScoreoidPlayer character) { GameController().setCurrentCharacter(character); }
public void PlayerLoggedIn(ScoreoidPlayer player) { GUIController().PlayerLoggedIn(player); }
public void setCurrentCharacter(ScoreoidPlayer scoreoidPlayer) { Player player = new Player(scoreoidPlayer.playerName, getWeapon(scoreoidPlayer.weapon), scoreoidPlayer.xp, scoreoidPlayer.change, scoreoidPlayer.numberOfKills); currentCharacter = player; if(null == player.weapon) Utilities().setGameState(GameState.WeaponSelection); else Utilities().setGameState(GameState.PlayerProfile); }