public void Enter(GameState gamestate) { //The next state after the informstate will be 'SpreadFire' state gamestate.NewState = new InformState("Spreading Fire on Large Buildings", new SpreadFire(), Color.Black); gamestate.game.PlaceStartingFire(); gamestate.NewState.Enter(gamestate); }
public void Enter(GameState gamestate) { if(isCard == true) { gamestate.game.Inform(this.message, this.nextState, this.color, true); } else { gamestate.game.Inform(this.message, this.nextState, this.color); } }
public void Enter(GameState gamestate) { gamestate.game.GameBoard.CheckCapacity(); if(gamestate.game.CardNumber == 1) { gamestate.NewState = new InformState("Skipping Action Phase", new SpreadFire(), Color.Black, false); } else { gamestate.NewState = new InformState("Action Phase!", new ActionPhase(), Color.Black, false); } gamestate.NewState.Enter(gamestate); }
public void Enter(GameState gamestate) { gamestate.game.DrawEvent(); Color violet = Color.DarkSlateBlue; if (gamestate.game.currentEventCard.hasWind == true) { gamestate.NewState = new InformState(gamestate.game.currentEventCard.Name, new WindPhase(), violet, true); gamestate.NewState.Enter(gamestate); } else { gamestate.NewState = new InformState(gamestate.game.currentEventCard.Name, new CheckCapacity(), violet, true); gamestate.NewState.Enter(gamestate); } }
public void Enter(GameState gamestate) { }
public void Enter(GameState gamestate) { gamestate.game.WindBlows(gamestate.game.currentWindDirection); gamestate.NewState = new InformState("Checking Capacities", new CheckCapacity(), Color.Black, false); gamestate.NewState.Enter(gamestate); }
public void Enter(GameState gamestate) { MessageBox.Show("New game started!"); FireSetup fire = new FireSetup(); gamestate.game.Inform("Placing initial fires", fire, Color.Black); }
public void Enter(GameState gamestate) { System.Threading.Thread.Sleep(3000); }
public void Enter(GameState gamestate) { gamestate.game.SpreadFireOnLargeBuildings(); gamestate.NewState = new DrawingEvent(); gamestate.NewState.Enter(gamestate); }