public Vector2 TurnEnemyToBunny()
        {
            if (CurrentState != EnemyState.Bunny)
            {
                CurrentState = EnemyState.Bunny;
                Height      /= 2;
                Width        = 2;
                Texture      = "flower";
                XNACS1Base.PlayACue("transform");
            }

            return(Center);
        }
コード例 #2
0
        public void Shoot(XNACS1Rectangle hero)
        {
            shot s = new shot(hero.Center, false);

            s.bullet.ShouldTravel = true;
            s.bullet.Velocity     = (XNACS1Base.GamePad.ThumbSticks.Right.X == 0 && XNACS1Base.GamePad.ThumbSticks.Right.Y == 0) ? new Vector2(hero.Texture == "pennyRight" ? 1 : -1, 0) : XNACS1Base.GamePad.ThumbSticks.Right;
            list.Add(s);
            XNACS1Base.PlayACue("spell");

            //shot s2 = new shot(hero.Center, false);
            //s2.bullet.ShouldTravel = true;
            //s2.bullet.Velocity = s.bullet.Velocity;
            //s2.bullet.VelocityY = 0.25f;
            //list.Add(s2);
        }
コード例 #3
0
        public Vector2 TurnEnemyToBunny()
        {
            if (CurrentState != EnemyState.Bunny)
            {
                CurrentState = EnemyState.Bunny;
                Width        = 4.7f;
                Height       = 2.5f;
                SetTextureSpriteSheet("bunnySpriteSheet", 11, 2, 0);
                UseSpriteSheet = true;
                SetTextureSpriteAnimationFrames(0, 0, 10, 1, 5, SpriteSheetAnimationMode.AnimateForward);
                UseSpriteSheetAnimation = true;

                string[] cues = { "transform1", "transform2", "transform3", "transform4" };
                Random   r    = new Random();
                XNACS1Base.PlayACue(cues[r.Next(0, 4)]);
            }

            return(Center);
        }
コード例 #4
0
        public Vector2 updateRoom(Hero hero, int levelNum)
        {
            heroCaught = false;
            walls.UpdateWallCollisionWithHero(hero);

            for (int i = 0; i < myEnemies.Length; i++)
            {
                bool temp = myEnemies[i].UpdateEnemy(hero, walls);
                if (temp)
                {
                    heroCaught = temp;
                }

                walls.UpdateWallCollisionWithEnemy(myEnemies[i]);
            }

            walls.updateStatus(hero, levelNum);
            if ((XNACS1Base.GamePad.Triggers.Right > 0 && !triggerPressed) || XNACS1Base.GamePad.ButtonXClicked())
            {
                wand.Shoot(hero);
                triggerPressed = true;
            }

            if (XNACS1Base.GamePad.Triggers.Right == 0)
            {
                triggerPressed = false;
            }

            dropPos = wand.Update(myEnemies, walls);
            if (dropPos.X > -1)
            {
                reduceActiveEnemies();
            }

            //allDone = true;
            //for (int i = 0; i < myEnemies.Length; i++) {
            //    if (!myEnemies[i].isBunny())
            //        allDone = false;

            //}

            if (hasStairs == 1 && badGuy != null)
            {
                walls.updateWizardStats(badGuy);
                hasWon = badGuy.Update(hero, wand);


                if (hasWon)
                {
                    stairs.AddToAutoDrawSet();
                    stairs.available = true;
                    openAllDoors();
                }

                if (badGuy.heroHit)
                {
                    heroCaught = true;
                }
            }

            if (key != null)
            {
                if (hero.Collided(key))
                {
                    openAllDoors();
                    XNACS1Base.PlayACue("door_open");
                    key.RemoveFromAutoDrawSet();
                }

                if (myDoors[0].isOpen() && key != null)
                {
                    key.RemoveFromAutoDrawSet();
                    key = null;
                }
            }
            Vector2 newRoom = new Vector2(-1f, -1f);

            for (int i = 0; i < numDoors; i++)
            {
                newRoom = myDoors[i].UpdateDoor(hero);

                if (newRoom.X > 0f)
                {
                    return(newRoom);
                }
            }

            return(newRoom);
        }
コード例 #5
0
ファイル: Wizard.cs プロジェクト: abflin2/Princess_Penny_Game
        public bool Update(Hero hero, Wand w)
        {
            heroHit = false;
            health.Update(new Vector2(this.Center.X, this.Center.Y + 1), healthRemaining, initialLives);

            if (current == wizardStatus.isAlive)
            {
                if (shieldCoolDown < 0 && !shielded)
                {
                    shielded       = true;
                    shieldCoolDown = 100;
                }
                else
                {
                    shieldCoolDown--;
                }

                if (shieldCoolDown < 0 && shielded)
                {
                    shielded       = false;
                    shieldCoolDown = 100;
                }


                if (shielded)
                {
                    Texture = "wizardShield";
                }
                else
                {
                    Texture = "wizardRight";
                    if (coolDown < 0)
                    {
                        coolDown = 40;
                        shoot(hero.Center);
                    }
                    else
                    {
                        coolDown--;
                    }
                }

                for (int i = 0; i < list.Count; i++)
                {
                    shot temp = list[i];
                    if (list[i].shotLife == 0)
                    {
                        list[i].bullet.RemoveFromAutoDrawSet();
                        list[i].emitter.RemoveFromAutoDrawSet();
                        list.Remove(list[i]);
                    }
                    else
                    {
                        temp.shotLife--;
                        if (hero.Collided(temp.bullet) && !temp.hit)
                        {
                            hero.Caught();
                            hero.Center = hero.HeroInitialPos;
                            temp.hit    = true;
                            heroHit     = true;
                        }
                        list[i] = temp;
                        list[i].emitter.Center = list[i].bullet.Center;
                    }
                }
                for (int i = 0; i < w.list.Count; i++)
                {
                    if (w.list[i].bullet.Collided(this))
                    {
                        if (!shielded)
                        {
                            healthRemaining--;
                        }
                        else
                        {
                            Random r = new Random();
                            if (r.Next(0, 100) < 10)
                            {
                                healthRemaining--;
                            }
                        }
                    }
                }

                if (healthRemaining <= 0)
                {
                    current = wizardStatus.isDead;
                    Texture = "Newteddybear";
                    XNACS1Base.PlayACue("Bear-Sound");

                    return(true);
                }

                if (this.Center.X - hero.Center.X > 0)
                {
                    Texture = shielded ? "wizardShieldLeft" : "wizardLeft";
                }
                else
                {
                    Texture = shielded ? "wizardShield" : "wizardRight";
                }
            }

            if (current == wizardStatus.isDead)
            {
                for (int i = 0; i < list.Count; i++)
                {
                    list[i].bullet.RemoveFromAutoDrawSet();
                    list[i].emitter.RemoveFromAutoDrawSet();
                    list.Remove(list[i]);
                }
            }
            return(false);
        }
コード例 #6
0
        public void Shoot(XNACS1Rectangle hero)
        {
            Vector2 velDir;

            XNACS1Base.PlayACue("spell");
            switch (level)
            {
            case 0:
                shot s = new shot(hero.Center, false);
                s.bullet.ShouldTravel      = true;
                s.bullet.VelocityDirection =
                    (XNACS1Base.GamePad.ThumbSticks.Right.X == 0 && XNACS1Base.GamePad.ThumbSticks.Right.Y == 0)
                                                ? new Vector2(hero.Texture == "newPrincessRight" ? 1 : -1, 0) : XNACS1Base.GamePad.ThumbSticks.Right;
                list.Add(s);
                break;

            case 1:
                shot s2 = new shot(hero.Center, false);
                shot s3 = new shot(hero.Center, false);

                velDir =
                    (XNACS1Base.GamePad.ThumbSticks.Right.X == 0 && XNACS1Base.GamePad.ThumbSticks.Right.Y == 0)
                                                ? new Vector2(hero.Texture == "newPrincessRight" ? 1 : -1, 0) : XNACS1Base.GamePad.ThumbSticks.Right;



                if (velDir.X < 0f && velDir.Y < 0f)
                {
                    s2.bullet.VelocityDirection = new Vector2(velDir.X + .1f, velDir.Y - .1f);
                    s3.bullet.VelocityDirection = new Vector2(velDir.X - .1f, velDir.Y + .1f);
                }

                else if (velDir.Y < 0f && velDir.X > 0f)
                {
                    s2.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y - .1f);
                    s3.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y + .1f);
                }

                else if (velDir.Y > 0f && velDir.X < 0f)
                {
                    s2.bullet.VelocityDirection = new Vector2(velDir.X - .1f, velDir.Y);
                    s3.bullet.VelocityDirection = new Vector2(velDir.X + .1f, velDir.Y);
                }

                else
                {
                    s2.bullet.VelocityDirection = new Vector2(velDir.X + .1f, velDir.Y - .1f);
                    s3.bullet.VelocityDirection = new Vector2(velDir.X - .1f, velDir.Y + .1f);
                }

                s2.bullet.ShouldTravel = true;
                s3.bullet.ShouldTravel = true;
                list.Add(s2);
                list.Add(s3);

                break;

            case 2:
                shot s4 = new shot(hero.Center, false);
                shot s5 = new shot(hero.Center, false);
                shot s6 = new shot(hero.Center, false);

                s4.bullet.ShouldTravel = true;
                s5.bullet.ShouldTravel = true;
                s6.bullet.ShouldTravel = true;


                velDir =
                    (XNACS1Base.GamePad.ThumbSticks.Right.X == 0 && XNACS1Base.GamePad.ThumbSticks.Right.Y == 0)
                                                ? new Vector2(hero.Texture == "newPrincessRight" ? 1 : -1, 0) : XNACS1Base.GamePad.ThumbSticks.Right;


                if (velDir.X < 0f && velDir.Y < 0f)
                {
                    s4.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y);
                    s5.bullet.VelocityDirection = new Vector2(velDir.X + .1f, velDir.Y - .1f);
                    s6.bullet.VelocityDirection = new Vector2(velDir.X - .1f, velDir.Y + .1f);
                }

                else if (velDir.Y < 0f && velDir.X > 0f)
                {
                    s4.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y);
                    s5.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y - .1f);
                    s6.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y + .1f);
                }

                else if (velDir.Y > 0f && velDir.X < 0f)
                {
                    s4.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y);
                    s5.bullet.VelocityDirection = new Vector2(velDir.X - .1f, velDir.Y);
                    s6.bullet.VelocityDirection = new Vector2(velDir.X + .1f, velDir.Y);
                }

                else
                {
                    s4.bullet.VelocityDirection = new Vector2(velDir.X, velDir.Y);
                    s5.bullet.VelocityDirection = new Vector2(velDir.X + .1f, velDir.Y - .1f);
                    s6.bullet.VelocityDirection = new Vector2(velDir.X - .1f, velDir.Y + .1f);
                }

                list.Add(s4);
                list.Add(s5);
                list.Add(s6);

                break;

            default:

                shot s7  = new shot(hero.Center, false);
                shot s8  = new shot(hero.Center, false);
                shot s9  = new shot(hero.Center, false);
                shot s10 = new shot(hero.Center, false);

                s7.bullet.ShouldTravel  = true;
                s8.bullet.ShouldTravel  = true;
                s9.bullet.ShouldTravel  = true;
                s10.bullet.ShouldTravel = true;

                velDir =
                    (XNACS1Base.GamePad.ThumbSticks.Right.X == 0 && XNACS1Base.GamePad.ThumbSticks.Right.Y == 0)
                                                ? new Vector2(hero.Texture == "newPrincessRight" ? 1 : -1, 0) : XNACS1Base.GamePad.ThumbSticks.Right;


                if (velDir.X < 0f && velDir.Y < 0f)
                {
                    s7.bullet.VelocityDirection  = new Vector2(velDir.X, velDir.Y);
                    s8.bullet.VelocityDirection  = new Vector2(velDir.X + .1f, velDir.Y - .1f);
                    s9.bullet.VelocityDirection  = new Vector2(velDir.X - .1f, velDir.Y + .1f);
                    s10.bullet.VelocityDirection = new Vector2(velDir.X * -1f, velDir.Y * -1f);
                }

                else if (velDir.Y < 0f && velDir.X > 0f)
                {
                    s7.bullet.VelocityDirection  = new Vector2(velDir.X, velDir.Y);
                    s8.bullet.VelocityDirection  = new Vector2(velDir.X, velDir.Y - .1f);
                    s9.bullet.VelocityDirection  = new Vector2(velDir.X, velDir.Y + .1f);
                    s10.bullet.VelocityDirection = new Vector2(velDir.X * -1f, velDir.Y * -1f);
                }

                else if (velDir.Y > 0f && velDir.X < 0f)
                {
                    s7.bullet.VelocityDirection  = new Vector2(velDir.X, velDir.Y);
                    s8.bullet.VelocityDirection  = new Vector2(velDir.X - .1f, velDir.Y);
                    s9.bullet.VelocityDirection  = new Vector2(velDir.X + .1f, velDir.Y);
                    s10.bullet.VelocityDirection = new Vector2(velDir.X * -1f, velDir.Y * -1f);
                }

                else
                {
                    s7.bullet.VelocityDirection  = new Vector2(velDir.X, velDir.Y);
                    s8.bullet.VelocityDirection  = new Vector2(velDir.X + .1f, velDir.Y - .1f);
                    s9.bullet.VelocityDirection  = new Vector2(velDir.X - .1f, velDir.Y + .1f);
                    s10.bullet.VelocityDirection = new Vector2(velDir.X * -1f, velDir.Y * -1f);
                }


                list.Add(s7);
                list.Add(s8);
                list.Add(s9);
                list.Add(s10);
                break;
            }
        }
コード例 #7
0
        public void Update(Cursor oCursor, Camera oCamera, Stats oStats, Hex[,] oHexes, Robber oRobber)
        {
            Random oRandom = new Random();

            oKeyState = Keyboard.GetState();

            //XNACS1Base.EchoToTopStatus("HUD:" + oPickedUpCard);

            #region Year of Plenty Menu (test) (F3)
            if (oYearOfPlentymenu == null && oKeyState.IsKeyDown(Keys.F3))
            {
                oYearOfPlentymenu = new YearOfPlentyMenu();
                RedrawCards(oStats, oCamera);
            }
            if (oYearOfPlentymenu != null)
            {
                oYearOfPlentymenu.Update(oCursor, oCamera, this, oStats.oPlayers[0]);

                if (oYearOfPlentymenu.bFinished == true)
                {
                    oYearOfPlentymenu.Clear();
                    oYearOfPlentymenu = null;
                }
            }
            #endregion

            #region Monopoly Menu (test) (F4)
            if (oMonopolyMenu == null && oKeyState.IsKeyDown(Keys.F4))
            {
                oMonopolyMenu = new MonopolyMenu();
                RedrawCards(oStats, oCamera);
            }
            if (oMonopolyMenu != null)
            {
                oMonopolyMenu.Update(oCursor, oCamera, this, oStats.oPlayers);

                if (oMonopolyMenu.bFinished == true)
                {
                    oMonopolyMenu.Clear();
                    oMonopolyMenu = null;
                }
            }
            #endregion

            #region Road Building Menu (test) (F5)
            if (oRoadBuildingMenu == null && oKeyState.IsKeyDown(Keys.F5))
            {
                oRoadBuildingMenu = new RoadBuildingMenu();
                RedrawCards(oStats, oCamera);
            }
            if (oRoadBuildingMenu != null)
            {
                oRoadBuildingMenu.Update(oCursor, oCamera, this, oStats.oPlayers);

                if (oRoadBuildingMenu.bFinished == true)
                {
                    oRoadBuildingMenu.Clear();
                    oRoadBuildingMenu = null;
                }
            }
            #endregion

            #region Knight Menu (test) (F6)
            if (oKnightMenu == null && oKeyState.IsKeyDown(Keys.F6))
            {
                oKnightMenu = new KnightMenu();
                RedrawCards(oStats, oCamera);
            }
            if (oKnightMenu != null)
            {
                oKnightMenu.Update(oCursor, oCamera, this, oStats.oPlayers, oRobber);

                if (oKnightMenu.bFinished == true)
                {
                    oKnightMenu.Clear();
                    oKnightMenu = null;
                }
            }
            #endregion

            #region Statistics Menues (F7-F9)
            // button press
            if (MenuState == eMenuState.NONE)
            {
                if (oKeyState.IsKeyDown(Keys.F7))
                {
                    MenuState = eMenuState.TURN_RECORDS;
                }
                else if (oKeyState.IsKeyDown(Keys.F8))
                {
                    MenuState = eMenuState.RESOURCE_GRAPHS;
                }
                else if (oKeyState.IsKeyDown(Keys.F9))
                {
                    MenuState = eMenuState.TABLE;
                }
            }

            // update
            if (oStatisticsMenu1 != null)
            {
                eMenuState oCurrent = oStatisticsMenu1.Update(oCamera, oCursor);

                if (oCurrent != eMenuState.NO_CHANGE)
                {
                    oStatisticsMenu1.Clear();
                    oStatisticsMenu1 = null;
                    MenuState        = oCurrent;
                }
            }
            else if (oStatisticsMenu2 != null)
            {
                eMenuState oCurrent = oStatisticsMenu2.Update(oCamera, oCursor);

                if (oCurrent != eMenuState.NO_CHANGE)
                {
                    oStatisticsMenu2.Clear();
                    oStatisticsMenu2 = null;
                    MenuState        = oCurrent;
                }
            }
            else if (oStatisticsMenu3 != null)
            {
                eMenuState oCurrent = oStatisticsMenu3.Update(oCamera, oCursor);

                if (oCurrent != eMenuState.NO_CHANGE)
                {
                    oStatisticsMenu3.Clear();
                    oStatisticsMenu3 = null;
                    MenuState        = oCurrent;
                }
            }

            // create
            if (MenuState == eMenuState.TURN_RECORDS && oStatisticsMenu1 == null)
            {
                oStatisticsMenu1 = new StatisticsMenu1(oStats, oCamera);
            }
            else if (MenuState == eMenuState.RESOURCE_GRAPHS && oStatisticsMenu2 == null)
            {
                oStatisticsMenu2 = new StatisticsMenu2(oStats, oCamera);
            }
            else if (MenuState == eMenuState.TABLE && oStatisticsMenu3 == null)
            {
                oStatisticsMenu3 = new StatisticsMenu3(oStats, oCamera);
            }
            #endregion

            #region HUD Follow Camera
            // hud
            this.Center = oCamera.oCenter + oHUDDisplacement;

            // cards
            for (int x = 0; x < oCards.Count(); x++)
            {
                for (int y = 0; y < oCards[x].Count(); y++)
                {
                    oCards[x][y].Center = oCardDisplacements[x][y] + oCamera.oCenter;
                }
            }

            // buttons
            for (int x = 0; x < oButtons.Count(); x++)
            {
                oButtons[x].Center = oButtonDisplacement[x] + oCamera.oCenter;
            }
            #endregion

            #region Update Small HUDs
            for (int x = 0; x < oSmallHUDs.Count(); x++)
            {
                oSmallHUDs[x].Update(oCamera, oCursor, oStats, this);
                oSmallHUDs[x].nScores[0] = oStats.oPlayers[x + 1].nVictoryPoints;
                oSmallHUDs[x].nScores[1] = oStats.oPlayers[x + 1].nArmyCount;
                oSmallHUDs[x].nScores[2] = oStats.oPlayers[x + 1].nLongestRoad;
                oSmallHUDs[x].nScores[3] = oStats.oPlayers[x + 1].nDevelopmentCardCount;
                oSmallHUDs[x].nScores[4] = oStats.oPlayers[x + 1].nResourceCardCount;
            }
            #endregion

            #region Road Button (Left Click), Cancel Building (Right Click)
            if (oCursor.LeftClick() == true && oButtons[0].Collided(oCursor.oHitbox))
            {
                XNACS1Base.PlayACue("ButtonClick");

                if (oStats.oPlayers[oStats.nCurrentPlayer].CanBuildRoad() || oStats.oPlayers[oStats.nCurrentPlayer].nFreeRoads > 0)
                {
                    oStats.oPlayers[oStats.nCurrentPlayer].eCurrentlyBuilding = Player.CurrentlyBuilding.ROAD;
                    ChangeSelectedButton(oStats);
                }
            }
            else if (oCursor.RightClick())
            {
                oStats.oPlayers[oStats.nCurrentPlayer].eCurrentlyBuilding = Player.CurrentlyBuilding.NONE;
                ChangeSelectedButton(oStats);
            }
            #endregion

            #region Settlement Button Click
            if (oCursor.LeftClick() == true && oButtons[1].Collided(oCursor.oHitbox))
            {
                XNACS1Base.PlayACue("ButtonClick");

                if (oStats.oPlayers[oStats.nCurrentPlayer].CanBuildSettlement())
                {
                    oStats.oPlayers[oStats.nCurrentPlayer].eCurrentlyBuilding = Player.CurrentlyBuilding.SETTLEMENT;
                    ChangeSelectedButton(oStats);
                }
            }
            #endregion

            #region City Button Click
            if (oCursor.LeftClick() == true && oButtons[2].Collided(oCursor.oHitbox))
            {
                XNACS1Base.PlayACue("ButtonClick");

                if (oStats.oPlayers[oStats.nCurrentPlayer].CanBuildCity())
                {
                    oStats.oPlayers[oStats.nCurrentPlayer].eCurrentlyBuilding = Player.CurrentlyBuilding.CITY;
                    ChangeSelectedButton(oStats);
                }
            }
            #endregion

            #region Development Card Button Click
            if (oCursor.LeftClick() == true && oButtons[3].Collided(oCursor.oHitbox))
            {
                XNACS1Base.PlayACue("ButtonClick");

                if (oStats.oPlayers[oStats.nCurrentPlayer].CanGetDevelopment(oStats.nResourceCardsLeft))
                {
                    oStats.oPlayers[oStats.nCurrentPlayer].GetDevelopment(oStats.nResourceCardsLeft, this);
                    oStats.oPlayers[oStats.nCurrentPlayer].eCurrentlyBuilding = Player.CurrentlyBuilding.NONE;
                    ChangeSelectedButton(oStats);
                    ShowCards(oStats.oPlayers[oStats.nCurrentPlayer].nCards, oCamera);
                }
            }
            #endregion

            #region Dice Button Click
            if (oCursor.LeftClick() == true && oButtons[4].Collided(oCursor.oHitbox) && bRollMade == false)
            {
                XNACS1Base.PlayACue("ButtonClick");
                oButtons[4].TextureTintColor = oUnselectedColor;
                //bRollMade = true;
                int nRoll1 = oRandom.Next() % 6 + 1;
                int nRoll2 = oRandom.Next() % 6 + 1;
                nCurrentRoll = nRoll1 + nRoll2;
                oDice[0].SetTextureSpriteAnimationFrames(nRoll1, 0, nRoll1, 0, 1, SpriteSheetAnimationMode.AnimateForward);
                oDice[1].SetTextureSpriteAnimationFrames(nRoll2, 1, nRoll2, 1, 1, SpriteSheetAnimationMode.AnimateForward);
                oStats.AddRollRecord(nCurrentRoll - 2);

                if (nCurrentRoll == 7 && bRobberEnabled == true)
                {
                    oRobber.ShowMessage();
                    oRobber.bMoveRobber = true;
                    oStats.oPlayers[0].UpdateCardCount();

                    if (oStats.oPlayers[0].nResourceCardCount > 7)
                    {
                        oRobberMenu = new RobberMenu(oStats.oPlayers[0].nResourceCardCount);
                        RedrawCards(oStats, oCamera);
                    }
                }

                int[] nResourceRecord = new int[22];
                nResourceRecord[20] = nCurrentRoll;
                nResourceRecord[21] = oStats.nCurrentTurn;

                for (int x = 0; x < 5; x++) // give resources to players
                {
                    for (int y = 0; y < 5; y++)
                    {
                        if (oHexes[x, y] != null)
                        {
                            oHexes[x, y].GiveResources(nCurrentRoll, oStats, nResourceRecord);
                        }
                    }
                }

                oStats.AddTurnRecord(nResourceRecord);
                ShowCards(oStats.oPlayers[0].nCards, oCamera);
            }
            #endregion

            #region Trade Button Click
            if (oCursor.LeftClick() == true && oButtons[5].Collided(oCursor.oHitbox))
            {
                XNACS1Base.PlayACue("ButtonClick");
                oTradeMenu = new TradeMenu();
                RedrawCards(oStats, oCamera);
            }
            #endregion

            #region End Turn Button Click
            if (CanEndTurn(oRobber))
            {
                oButtons[6].TextureTintColor = oOriginalColor;
                if (oCursor.LeftClick() == true && oButtons[6].Collided(oCursor.oHitbox) && bRollMade == true)
                {
                    XNACS1Base.PlayACue("ButtonClick");
                    oButtons[4].TextureTintColor = oOriginalColor;
                    bRollMade = false;
                    oStats.PassTurn();
                    oTurnNumber.Label    = "" + oStats.nCurrentTurn;
                    oCurrentPlayer.Label = "" + oStats.oPlayers[oStats.nCurrentPlayer].sName;
                }
            }
            else
            {
                oButtons[6].TextureTintColor = oUnselectedColor;
            }
            #endregion

            #region Trade Menu
            if (oTradeMenu != null)
            {
                oTradeMenu.Update(oCamera, oCursor, this, oStats);

                if (oTradeMenu.bFinished == true)
                {
                    oTradeMenu.Clear();
                    oTradeMenu = null;
                }
            }
            #endregion

            #region Robber Menu
            if (oRobberMenu != null)
            {
                oRobberMenu.Update(oCamera, oCursor, this);

                if (oRobberMenu.bFinished == true)
                {
                    oRobberMenu.Clear();
                    oRobberMenu = null;
                }
            }
            #endregion

            #region Pick Up Card/Card Follow Cursor
            // move picked up card
            if (oPickedUpCard != null)
            {
                oPickedUpCard.Center = oCursor.oHitbox.Center;

                if (oCursor.IsLeftMouseDown() == false)
                {
                    if (oTradeMenu != null && oCursor.oHitbox.Collided(oTradeMenu) ||
                        oRobberMenu != null && oCursor.oHitbox.Collided(oRobberMenu))
                    {
                        oStats.oPlayers[0].nCards[nPickedUpCard]--;
                    }

                    oPickedUpCard = null;
                    nPickedUpCard = -1;
                    ShowCards(oStats.oPlayers[0].nCards, oCamera);
                }
            }

            // pick up the card
            if (oCursor.LeftClick() == true && oPickedUpCard == null)
            {
                for (int x = 0; x < oCards.Count(); x++)
                {
                    if (oCards[x].Count > 0 && oCursor.oHitbox.Collided(oCards[x][oCards[x].Count - 1]) == true)
                    {
                        oPickedUpCard = oCards[x][oCards[x].Count - 1];
                        nPickedUpCard = x;

                        if (oPickedUpCard.Visible == false)
                        {
                            oPickedUpCard.Visible = true;
                            oCards[x][0].Label    = "" + (oCards[x].Count - 1);
                        }
                    }
                }
            }
            #endregion

            for (int x = 0; x < oDice.Count(); x++)
            {
                oDice[x].Center = oCamera.oCenter + oDiceDisplacement[x];
            }
            oTurnNumber.Center    = oCamera.oCenter + oTurnNumberDisplacement;
            oCurrentPlayer.Center = oCamera.oCenter + oCurrentPlayerDisplacement;
        }
コード例 #8
0
 /**
  * Will play the sound the ball should make when it is ignited
  */
 public void playBallIgnitedSound()
 {
     XNACS1Base.PlayACue(defaultFireBounceSound);
 }
コード例 #9
0
 /**
  * Will play the sound the ball should make when it hits a Joker
  */
 public void playBallJokerSound()
 {
     XNACS1Base.PlayACue(defaultJokerBounceSound);
 }
コード例 #10
0
 /**
  * Will play the sound the ball should make when it shatters something
  */
 public void playBallShatterSound()
 {
     XNACS1Base.PlayACue(defaultBreakIceBounceSound);
 }
コード例 #11
0
 /**
  * Will play the sound the ball should make when it freezes a block
  */
 public void playBallFreezeBlockSound()
 {
     XNACS1Base.PlayACue(defaultFreezeBounceSound);
 }
コード例 #12
0
 /**
  * Will play the sound the ball should make when it bounces of of a wall
  */
 public void playWallBounceSound()
 {
     XNACS1Base.PlayACue(defaultWallBounceSound);
 }
コード例 #13
0
 public void playDieSound()
 {
     XNACS1Base.PlayACue(defaultDieSound);
 }
コード例 #14
0
 public void playBounceSound()
 {
     XNACS1Base.PlayACue(defaultBlockBounceSound);
 }