// Use this for initialization void Start() { gamestart = eventsystem.GetComponent <gameStart> (); drawcard = eventsystem.GetComponent <DrawCard> (); carddisplayzone = GameObject.FindGameObjectWithTag("displaycardrefrence"); parent = carddisplayzone.transform.parent; }
internal virtual void NextTurn(DrawCard drawEvent) { if (drawEvent.myTurn) { controller.room.SendChatMessage("Hearthstone - It's my turn, drew: " + (drawEvent.card.name == null ? "unknown card.." : drawEvent.card.name) + "."); } }
private void OnDestroy() { if (card != null) { card.Release(); card = null; } }
// 103.4. Each player draws a number of cards equal to his or her starting hand size, which is // normally seven. (Some effects can modify a player's starting hand size.) A player who is // dissatisfied with his or her initial hand may take a mulligan. First, the starting player // declares whether or not he or she will take a mulligan. Then each other player in turn order // does the same. Once each player has made a declaration, all players who decided to take // mulligans do so at the same time. To take a mulligan, a player shuffles his or her hand back // into his or her library, then draws a new hand of one fewer cards than he or she had before. // If a player kept his or her hand of cards, those cards become the player's opening hand, and // that player may not take any further mulligans. This process is then repeated until no player // takes a mulligan. (Note that if a player's hand size reaches zero cards, that player must keep // that hand.) private void Step_Start_InitialDraw() { ApplyActions( "Initial draw", _gs.Players.Select(p => DrawCard.X(p, 7)) .Concat(new SetStartStateStatus(StartStateStatus.InitialDraw).Yield <GameAction>()) ); }
internal override void NextTurn(DrawCard drawEvent) { base.NextTurn(drawEvent); if (turnCounter++ > 4) { controller.room.SendChatMessage("No more bets"); controller.SetState(this, typeof(HSStateNoBets)); } }
public Card GetCard() { Card c = new Card() { name = this.name, }; if (cardType == eCardType.mood) { c = new MoodCard() { name = this.name, moodChanges = new List <MoodValue>() }; var cm = c as MoodCard; for (int i = 0; i < moodChanges.Length / 2; i++) { int amount = int.Parse(moodChanges[i * 2 + 1]); if (amount > 0) { cm.moodChanges.Add(new MoodValue() { mood = (Note.Mood)System.Enum.Parse(typeof(Note.Mood), moodChanges[i * 2], true), value = amount, }); } } return(cm); } if (cardType == eCardType.combo) { var cm = new ComboCard() { name = this.name, }; cm.multiplier = comboMultiplier; cm.mood = (Note.Mood)System.Enum.Parse(typeof(Note.Mood), comboMood, true); return(cm); } if (cardType == eCardType.draw) { var cm = new DrawCard() { name = this.name, }; cm.cardsToDraw = cardsToDraw; return(cm); } return(c); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for events, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Update the keyboard state KeyboardState state = Keyboard.GetState(); // Check for game exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || state.IsKeyDown(Keys.Escape)) { Exit(); } // Update turn and check for win/loss UpdateGame(); UpdateTurn(); // Upate player phase p1.Update(gameTime, p1Field); p2.Update(gameTime, p2Field); // Update traps for hooks (EARLY TESTING) KeyValuePair <TrapCard, int> hookedTrap = CheckHooksP1(gameTime, p1, p2, p1Field, p2Field); if (hookedTrap.Key != null) { hookedTrap.Key.effect.Activate(p1, p2, p1Field, p2Field, hookedTrap.Value); } // Update selector selectionHandlers[selector.state].Handle(selector, p1, p2, p1Field, p2Field, state, previousState); // for testing, draw with 'D' if (state.IsKeyDown(Keys.D) && previousState.IsKeyUp(Keys.D)) { DrawCard.Apply(p1, p1Field); } // Update keyboard state previousState = state; // AI starts with monster for testing foreach (Card card in p1Field.magicAndTrapZone) { if (card is TrapHole) { if (p2.hand[0] is MonsterCard) { p1.hooks.Add(TrapHook.NORMAL_SUMMON, 0); Summon.Apply(p2, p2Field, (MonsterCard)p2.hand[0], 0); } } } base.Update(gameTime); }
public Vector3 FindLandingSpot() { Vector3 landingSpot = cardLocations[MyHand.Count].Location; GameObject gO = Instantiate(DrawCardPrefab, drawPile.transform.position, Quaternion.identity); DrawCard drawCard = gO.GetComponent <DrawCard>(); drawCard.MyPlayer = this; return(landingSpot); }
public static void Main(string[] args) { CreateWebHostBuilder(args).Build().Run(); DrawCard.DrawCardOutline(0, 0); Card card = new Card(); card.MySuit = Card.SUIT.HEARTS; card.MyValue = Card.VALUE.ACE; Console.ReadKey(); }
/// <summary> /// add to hand if hand isn't too bigyet. /// </summary> private void TryAddToHand(CardInstance ci, EffectSet ef) { if (Hand.Count < 10) { Hand.Add(ci); DrawCard?.Invoke(ci, ef); } else { DiscardPile.Add(ci); } }
bool changeText = true;//MouseExit改变说明面板文字 void Awake() { //Debug.Log("CardMovinng Awake"); MainCamera = GameObject.Find("Main Camera"); drawCard = MainCamera.GetComponent("DrawCard") as DrawCard; cardScript = transform.GetComponent("Card") as Card; Transform t = transform.FindChild("BackLight"); if (t != null) { backlight = t.gameObject; backlight.SetActive(false); } }
public void Setup() { player = new Player("name"); var players = new[] { player }; var realEstateHandler = FakeHandlerFactory.CreateEmptyRealEstateHandler(players); var boardHandler = FakeHandlerFactory.CreateBoardHandlerForFakeBoard(players, realEstateHandler, banker); var dice = new ControlledDice(); banker = new Banker(players); var jailHandler = new JailHandler(dice, boardHandler, banker); var deckFactory = new DeckFactory(players, jailHandler, boardHandler, realEstateHandler, banker); deck = deckFactory.BuildCommunityChestDeck(); drawCard = new DrawCard("draw card"); drawCard.AddDeck(deck); }
// Update is called once per frame void Update() { if (!isLocalPlayer) { return; } if (drawPile == null) { drawPile = GameObject.FindGameObjectWithTag("DrawPile"); if (drawPile != null) { GameObject gO = Instantiate(DrawCardPrefab, drawPile.transform.position, Quaternion.identity); DrawCard drawCard = gO.GetComponent <DrawCard>(); drawCard.SetPosition(drawPile.transform.position); drawCard.MyPlayer = this; } } if (MyGm == null) { MyGm = FindObjectOfType <GameManager>(); if (MyGm == null) { return; } } if (nextTurnButton == null) { nextTurnButton = GameObject.Find("NextTurn"); Button nTButton = nextTurnButton.GetComponent <Button>(); nTButton.onClick.AddListener(EndMyTurn); } if (!ImReady) { LayoutHandArea(); } }
void Awake() { // Debug.Log("drawCard Awake"); DrawCard.Instance = this; EnergyManager.Instance.StartTurn += this.StartTurn; EnergyManager.Instance.StartGame += this.StartGame; HandZone = GameObject.Find("HandZone").transform; mycarddeap = GameObject.Find("Deck_Our").transform; EnemyHand = transform.FindChild("EnemyHand"); ECardShow = transform.FindChild("EnemyCardShow"); EnemyList = transform.FindChild("EnemyList"); EnemyAuraList = transform.FindChild("EnemyAuraList"); NewCardList = transform.FindChild("NewCardList"); hero = GameObject.Find("Hero").GetComponent<Hero>(); enemyHero = GameObject.Find("EnemyHero").GetComponent<Hero>(); cardObject =(GameObject)Resources.Load("card new 1"); }
// Start is called before the first frame update void Start() { this.updateWorldSize(); card = new DrawCard(); tween = new TweenVector2(); progress = onNormal; if (Application.platform == RuntimePlatform.WindowsEditor) { screenTouch = new WindowsEditorTouch(); } else { screenTouch = new MobileTouch(); } }
public void RunEsp(string[] names) { Deck = new CardsDeck(); Console.Clear(); ShowMenuEsp(); // Position for username #1 with name in game and chips Positions[] positions = new Positions[6]; positions[0].X = 20; positions[0].Y = 8; positions[1].X = 60; positions[1].Y = 8; positions[2].X = 100; positions[2].Y = 8; positions[3].X = 20; positions[3].Y = 27; positions[4].X = 60; positions[4].Y = 27; positions[5].X = 100; positions[5].Y = 27; for (int i = 0; i < names.Length; i++) { Player player = new Player(names[i]); player.UserName = names[i]; Players.Add(player); } // Draw Game table and cards DrawCard.DrawEsp(Players, Deck); DrawCard.UpdateChipsEsp(Players); DrawCard.DrawTableEsp(Deck); // Create logs of players CreateConfigEsp(Players); // Loop of game GameLoopEsp(); }
// Start is called before the first frame update void Start() { Debug.LogFormat("screen width : {0}, height : {1}",Screen.width, Screen.height); Debug.LogFormat("Camera size : {0}, aspect : {1}", Camera.main.orthographicSize, Camera.main.aspect); this.updateWorldSize(); card = new DrawCard(); tween = new TweenVector2(); progress = onNormal; if(Application.platform == RuntimePlatform.WindowsEditor) { screenTouch = new WindowsEditorTouch(); } else { screenTouch = new MobileTouch(); } }
// Use this for initialization void Start() { _this = this; }
public void GameLoopEsp() { bool exit = false; int nIsAbsent; do { do { ShowExitEsp(); for (int i = 0; i < Players.Count - 1; i++) { //1 Check user input MovementsEsp(); // Payment of blinds if (Players[i].bigBlind) { int big = 200; Players[i].Chips -= big; pot += big; } if (Players[i].smallBlind) { int small = 100; Players[i].Chips -= small; pot += small; } if (!isAbsent) { //2 Movements if (Index < Players.Count - 1) { Index++; // Sound to inform about the turn of another player Console.Beep(600, 1000); //Update Pot DrawCard.DrawPot(pot); DrawCard.UpdateChipsEsp(Players); } else { Index = 0; Console.Beep(600, 1000); //Update Pot DrawCard.DrawPot(pot); DrawCard.UpdateChipsEsp(Players); } } else { nIsAbsent = Index; if (Index < Players.Count - 1) { Index++; } else { Index = 0; } } DrawCard.UpdateChipsEsp(Players); } // 3 firsts cards of the middle if (allIsPlay) { Flop(Deck); allIsPlay = false; for (int i = 0; i < Players.Count; i++) { MovementsEsp(); if (!isAbsent) { //2 Movements if (Index < Players.Count - 1) { Index++; // Sound to inform about the turn of another player Console.Beep(600, 1000); //Update Pot DrawCard.DrawPot(pot); DrawCard.UpdateChipsEsp(Players); } else { Index = 0; Console.Beep(600, 1000); //Update Pot DrawCard.DrawPot(pot); DrawCard.UpdateChipsEsp(Players); } } else { nIsAbsent = Index; if (Index < Players.Count - 1) { Index++; } else { Index = 0; } } } } else { allIsPlay = false; } if (allIsPlay) { Turn(Deck); for (int i = 0; i < Players.Count; i++) { MovementsEsp(); if (Index < Players.Count - 1) { Index++; Console.Beep(600, 1000); DrawCard.DrawPot(pot); DrawCard.UpdateChipsEsp(Players); } else { Index = 0; Console.Beep(600, 1000); //Update Pot DrawCard.DrawPot(pot); DrawCard.UpdateChipsEsp(Players); } } } else { allIsPlay = false; } // The last card of the middle if (allIsPlay) { River(Deck); for (int i = 0; i < Players.Count; i++) { MovementsEsp(); if (Index < Players.Count - 1) { Index++; Console.Beep(600, 1000); DrawCard.DrawPot(pot); DrawCard.UpdateChipsEsp(Players); } else { Index = 0; Console.Beep(600, 1000); //Update Pot DrawCard.DrawPot(pot); DrawCard.UpdateChipsEsp(Players); } } } else { allIsPlay = false; } } while (!allIsPlay); for (int timesToShuffle = 0; timesToShuffle < 10; timesToShuffle++) { Deck.Shuffle(); } // Update cards after the turn CheckCardsEsp(Players, Deck); DrawCard.UpdateChipsEsp(Players); DrawCard.DrawTableEsp(Deck); DrawCard.DrawEsp(Players, Deck); //DrawCard.DrawResult(Players); pot = 0; Index = 0; Deck.Reset(); round++; } while (!exit); }
private void UpdateDrawPhase(GameTime gameTime, Field field) { DrawCard.Apply(this, field); currentPhase = Phase.STANDBY; }
/// Initializes both sides of the field (has lots of testing material in it. private void InitField() { HumanPlayer.Builder p1Builder = new HumanPlayer.Builder(); AIPlayer.Builder p2Builder = new AIPlayer.Builder(); p1 = p1Builder .WithHandPositions(p1HandPositions) .Build(); p2 = p2Builder .Build(); p2.lifePoints = 500; p1Deck = new List <Card> { new AncientElf(spriteManager), new FeralImp(spriteManager), new DarkMagician(spriteManager), new GreatWhite(spriteManager), new DarkHole(spriteManager), new TrapHole(spriteManager) }; Field.Builder p1FieldBuilder = new Field.Builder(); p1Field = p1FieldBuilder .WithDeck(p1Deck) .WithDeckSpriteAndPosition(spriteManager.cardBack, p1DeckPosition) .WithGraveYardPosition(p1GraveYardPosition) .WithMonsterPositions(p1MonsterPositions) .WithMagicAndTrapPositions(p1MagicAndTrapPositions) .WithFieldCardPosition(p1FieldZonePosition) .Build(); p2Deck = new List <Card> { new AncientElf(spriteManager), new FeralImp(spriteManager), new DarkMagician(spriteManager), new GreatWhite(spriteManager), new DarkHole(spriteManager), new CastleWalls(spriteManager) }; Field.Builder p2FieldBuilder = new Field.Builder(); p2Field = p2FieldBuilder .WithDeck(p2Deck) .WithDeckSpriteAndPosition(spriteManager.cardBack, p2DeckPosition) .WithGraveYardPosition(p2GraveYardPosition) .WithMonsterPositions(p2MonsterPositions) .WithMagicAndTrapPositions(p2MagicAndTrapPositions) .WithFieldCardPosition(p2FieldZonePosition) .Build(); // Draw cards DrawCard.Apply(p1, p1Field); DrawCard.Apply(p1, p1Field); DrawCard.Apply(p1, p1Field); DrawCard.Apply(p1, p1Field); DrawCard.Apply(p1, p1Field); DrawCard.Apply(p2, p2Field); DrawCard.Apply(p2, p2Field); DrawCard.Apply(p2, p2Field); DrawCard.Apply(p2, p2Field); DrawCard.Apply(p2, p2Field); }