public override void Update(GameTime gameTime) { flash.Update(gameTime); if (Game.InputHandler.Focused is DialogScreen) { return; } if (Player.Party.Count == 0) { ChoiceScreen.Show("You died!", new Choice("Yeah Whatever...", Escaped)); return; } if (enemies.Count == 0) { ChoiceScreen.Show("You won!", new Choice("Yeah Whatever...", Escaped)); return; } if (!waiting) { switch (State) { case BattleState.NOTIF: if (setupIndex < Player.Party.Count) { MessageScreen.Show("Select Location for " + Player.Party[setupIndex].Name); for (int row = 0; row < tileEngine.MapGraphics.GetLength(0); row++) { for (int col = 0; col < ALLOWED_INITIAL_REGION; col++) { tileEngine.MapGraphics[row, col].Color = Color.Yellow; } } colorChanged = true; State = BattleState.SETUP; } else { if (colorChanged) { for (int row = 0; row < tileEngine.MapGraphics.GetLength(0); row++) { for (int col = 0; col < tileEngine.MapGraphics.GetLength(1); col++) { tileEngine.MapGraphics[row, col].Color = Color.White; } } colorChanged = false; } ChoiceScreen.Show("What to do?", new Choice("Fight", Fight), new Choice("End Turn", delegate { foreach (Character c in Player.Party) { c.CurrMovementPoints = c.MaxMovementPoints; } State = BattleState.ENEMY_TURN; return(null); }), new Choice("Run", ExitSequence)); } break; } } cursor.Update(gameTime); }
public override void Update(GameTime gameTime) { background.Update(gameTime); }
public override void Update(GameTime gameTime) { background.Update(gameTime); cursor.Color = background.Color; }
public override void Update(GameTime gameTime) { newGameButtonBase.Update(gameTime); quitGameButtonBase.Update(gameTime); background.Update(gameTime); }