/// <summary> /// Allows the game component to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime) { currentMouseState = Mouse.GetState(); if (currentMouseState.LeftButton == ButtonState.Released && pastMouseState.LeftButton == ButtonState.Pressed && quitRectanglePosition.Contains(currentMouseState.X, currentMouseState.Y)) { Quit(); } if (currentMouseState.LeftButton == ButtonState.Released && pastMouseState.LeftButton == ButtonState.Pressed && nextTurnRectanglePosition.Contains(currentMouseState.X, currentMouseState.Y)) { int currentTurn = Turn.getCurrentTurn(); if (currentTurn == Turn.getLastTurn()) { //End Game Component this.Visible = false; //Score saved } else { Turn.setCurrentTurn(currentTurn + 1); Souls.endOfTurn(); NextTurn(); } } pastMouseState = currentMouseState; base.Update(gameTime); }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); turnString = Turn.getCurrentTurn().ToString(); //setting position of string turnStringPosition = new Vector2(760, 26); //Loading textures turnTexture = Game.Content.Load <Texture2D>(@"sprites\turn"); //loading Fonts spriteFont = Game.Content.Load <SpriteFont>(@"fonts\CourierNew"); turnDrawableRectangle = new Rectangle(0, 0, turnTexture.Bounds.Width, turnTexture.Bounds.Height); //+200 is sending the whole component to the right turnPositionRectangle = new Rectangle(725, 0, turnTexture.Bounds.Width, turnTexture.Bounds.Height); base.LoadContent(); }
void endOfTurnGui_VisibleChanged(object sender, EventArgs e) { if (endOfTurnGui.Visible == false && splashScreen.Visible == false) { if (endOfTurnGui.quitSession == false && Turn.getCurrentTurn() < Turn.getLastTurn()) { //Add end turn button component endTurnButton.Visible = true; endTurnButton.Enabled = true; //Map is made visible mapComponent.Visible = true; mapComponent.Enabled = true; //PointSystem is visible pointSystemComponent.Visible = true; pointSystemComponent.Enabled = true; //Selection - green square made visible selectionComponent.Visible = true; selectionComponent.Enabled = true; //Turn Component made visible turnComponent.Visible = true; turnComponent.Enabled = true; //Allows the zoneGui thread to run zoneGui.Visible = true; zoneGui.Enabled = true; currencyController.Visible = true; currencyController.Enabled = true; } if (endOfTurnGui.quitSession == true) { //Add end turn button component endTurnButton.Visible = false; endTurnButton.Enabled = false; //Map is made visible mapComponent.Visible = false; mapComponent.Enabled = false; //PointSystem is visible pointSystemComponent.Visible = false; pointSystemComponent.Enabled = false; //Selection - green square made visible selectionComponent.Visible = false; selectionComponent.Enabled = false; //CurrencyController made visible currencyController.Visible = false; currencyController.Enabled = false; //Turn Component made visible turnComponent.Visible = false; turnComponent.Enabled = false; //Allows the zoneGui thread to run zoneGui.Visible = false; zoneGui.Enabled = false; mapComponent.Visible = false; mapComponent.Enabled = false; newgame.Visible = true; newgame.Enabled = true; } if (Turn.getCurrentTurn() == Turn.getLastTurn()) { Souls.endOfGame(); endOfTurnGui.Enabled = false; endOfTurnGui.Visible = false; mapComponent.Visible = false; resultscreen.Visible = true; pointSystemComponent.Visible = false; } } }
/// <summary> /// Allows the game component to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime) { turnString = Turn.getCurrentTurn().ToString(); base.Update(gameTime); }