Exemplo n.º 1
0
 /// adds the given amount of credits to this player
 /// use negative amounts for substraction
 /// DO NOT call this method when animationsAreDone() == false
 /// (an animation is used to add the amount over time)
 public void addCreditAmount(int amount)
 {
     if (amount != 0)
     {
         creditsToAdd        += amount;
         creditAnimationState = creditsToAdd > 0 ? GainingAnimation.START_GAINING : GainingAnimation.START_LOSING;
     }
 }
Exemplo n.º 2
0
    private void animateCreditBobbing()
    {
        creditClock += Time.deltaTime;

        switch (creditAnimationState)
        {
        case GainingAnimation.START_GAINING:
            credit.setBobbing(true);
            creditsToAdd--;
            credits++;
            controller.PlayGainCreditSound();
            creditAnimationState = GainingAnimation.BOBBING;
            break;

        case GainingAnimation.START_LOSING:
            credit.setBobbing(true);
            creditsToAdd++;
            credits--;
            controller.PlayLoseCreditSound();
            creditAnimationState = GainingAnimation.BOBBING;
            break;

        case GainingAnimation.BOBBING:
            if (creditClock > 0.4)
            {
                credit.setBobbing(false);
                creditAnimationState = GainingAnimation.PAUSE;
            }
            break;

        case GainingAnimation.PAUSE:
            if (creditClock > 0.5)
            {
                if (creditsToAdd != 0)
                {
                    // add/remove the next credit
                    creditAnimationState = creditsToAdd > 0 ? GainingAnimation.START_GAINING : GainingAnimation.START_LOSING;
                    creditClock         -= 0.5;
                }
                else
                {
                    // the desired amount of credits was added/removed
                    creditAnimationState = GainingAnimation.STOP;
                }
            }
            break;

        case GainingAnimation.STOP:
            creditClock = 0.0;     // prevent ugly large values
            break;
        }
    }
Exemplo n.º 3
0
    private void animateBrickBobbing()
    {
        brickClock += Time.deltaTime;

        switch (brickAnimationState)
        {
        case GainingAnimation.START_GAINING:
            brick.setBobbing(true);
            bricksToAdd--;
            bricks++;
            brickAnimationState = GainingAnimation.BOBBING;
            break;

        case GainingAnimation.START_LOSING:
            brick.setBobbing(true);
            bricksToAdd++;
            bricks--;
            brickAnimationState = GainingAnimation.BOBBING;
            break;

        case GainingAnimation.BOBBING:
            if (brickClock > 0.4)
            {
                brick.setBobbing(false);
                brickAnimationState = GainingAnimation.PAUSE;
            }
            break;

        case GainingAnimation.PAUSE:
            if (brickClock > 0.5)
            {
                if (bricksToAdd != 0)
                {
                    brickAnimationState = bricksToAdd > 0 ? GainingAnimation.START_GAINING : GainingAnimation.START_LOSING;
                    brickClock         -= 0.5;
                }
                else
                {
                    brickAnimationState = GainingAnimation.STOP;
                }
            }
            break;

        case GainingAnimation.STOP:
            brickClock = 0.0;     // prevent ugly large values
            break;
        }
    }
Exemplo n.º 4
0
 /// gives this player a golden brick
 /// DO NOT call this method when animationsAreDone() == false
 /// (an animation is used to add the brick)
 public void addGoldenBrick()
 {
     bricksToAdd++;
     brickAnimationState = GainingAnimation.START_GAINING;
     controller.PlayPickupBrickSound();
 }
Exemplo n.º 5
0
 /// gives this player a golden brick
 /// DO NOT call this method when animationsAreDone() == false
 /// (an animation is used to add the brick)
 public void addGoldenBrick()
 {
     bricksToAdd++;
     brickAnimationState = GainingAnimation.START_GAINING;
 }