public override void Update(GameTime deltaTime, GamePlayer player) { // Switch back to the movement state after 2 seconds float elapsedTime = (float)deltaTime.ElapsedGameTime.TotalSeconds; if ( (m_JumpTime -= elapsedTime) <= 0.0f ) { // If there is any movement left then switch to the movement state if (player.CurrentDiceRoll != 0) { // Move to the next square and continue movement code as normal player.MoveToNextSquare(); player.ChangeState_Movement(); } else player.ChangeState_Idle(); } // MAKE sure this is after changing state base.Update(deltaTime, player); }
public override void Update(GameTime deltaTime, GamePlayer player) { if (player.ActivePawn != null) { if (player.CurrentDiceRoll == 0) { BaseCamera camera = CameraManager.Instance.ActiveCamera; if (!camera.Tween) { if (camera.GetType().IsSubclassOf(typeof(Camera3D))) { if (camera.GetType() == typeof(FixedThirdPersonCamera)) { FixedThirdPersonCamera fixedCamera = (camera as FixedThirdPersonCamera); float zoomDistance = fixedCamera.GetDistanceFromDesiredZoom(); if ((zoomDistance <= 50.0f) && (zoomDistance >= -50.0f)) { /* Begin the pawn moving */ // Save the dice roll determined player.OriginalDiceRoll = player.CurrentDiceRoll = player.Data.diceRoll; // Display text in 3D Color textColor = Color.Yellow; String rollText = ""; if (player.CurrentDiceRoll > 0) { rollText = "+"; textColor = Color.ForestGreen; } else if (player.CurrentDiceRoll < 0) { rollText = "-"; textColor = Color.OrangeRed; } rollText += player.CurrentDiceRoll.ToString(); if (player.CurrentDiceRoll != 1) rollText += " Squares"; else rollText += " Square"; String colorText = "red"; if (player.Color == GamePlayer.PlayerColor.Blue) colorText = "blue"; // Add text to it colorText += "text"; // Add text UIManager.Instance.AddText3DObject(colorText, rollText, (player.ActivePawn.transform.Position + new Vector3(0, +10, 0)), textColor, 1.5f); //UIManager.Instance.AddText3DObject(colorText + "outline", rollText, (player.ActivePawn.Position + new Vector3(-0.05f, +10, -0.05f)), Color.White, 2.05f); // Generate a new camera modifier player.GenerateCameraModifier(true); if (player.CurrentDiceRoll != 0) { // Move to the next square assuming the dice roll returned grater than 0 ( should do ) if (player.CurrentDiceRoll > 0) { // Check whether to go to the jump state first or not if (player.Data.route != BoardSquare.Route.eDefault) player.ChangeState_Jump(); else { player.MoveToNextSquare(); // Swap to movement state player.ChangeState_Movement(); } } else { player.MoveToPreviousSquare(); // Swap to movement state player.ChangeState_Movement(); } } else { if (player.ActivePawn.CurrentSquare.GetType() != typeof(EndSquare)) player.ChangeState_EndOfTurn(); else player.ChangeState_EndOfBoard(); } } } } } else player.ActivePawn.ShowSelected(); } } // MAKE sure this is after changing state base.Update(deltaTime, player); }