// Constructor: public S_Board(GameStateManager creator, float xPos, float yPos) : base(creator, xPos, yPos) { cameraProperties = new CameraProperties(); this.gameOptions = creator.gameOptions; //DEBUG: if (creator.gameOptions.numRounds < 1) { this.numRounds = 1; } else { this.numRounds = gameOptions.numRounds; } parentManager.boardGame = this; // Create testDice testDice = new E_Dice(this, parentManager.game.spr_testDice, MGP_Constants.SCREEN_MID_X, MGP_Constants.SCREEN_MID_Y, 10); // Start first round: S_Round newRound = new S_Round(parentManager, 0, 0); parentManager.AddStateQueue(newRound); this.round = newRound; } // end constructor
// Constructor public S_RollDice(GameStateManager creator, float xPos, float yPos) : base(creator, xPos, yPos) { currPlayer = parentManager.round.currPlayer; dice = parentManager.boardGame.testDice; playerSelected = false; bounceUp = false; bounceDown = false; rollTime = 60 / ROLL_SPEED; // Start rolling right away parentManager.boardGame.testDice.diceRoll = 1; // start dice at 1; compRollBegin = 0; compRollEnd = creator.random.Next(ROLL_SPEED, ROLL_SPEED * 2); // have computer 'hit the dice' after 1 - 2 secs waitTime = 0; // Sound Effects: creator.audioEngine.playSound(MGP_Constants.soundEffects.dicePre, 1.0f); rollingSoundCounter = PRE_ROLL_SOUND_LEN; }