public void setCurrentCharacter(ScoreoidPlayer scoreoidPlayer)
    {
        Player player = new Player(scoreoidPlayer.playerName,
                                   getWeapon(scoreoidPlayer.weapon),
                                   scoreoidPlayer.xp,
                                   scoreoidPlayer.change,
                                   scoreoidPlayer.numberOfKills);

        currentCharacter = player;

        if (null == player.weapon)
        {
            Utilities().setGameState(GameState.WeaponSelection);
        }
        else
        {
            Utilities().setGameState(GameState.PlayerProfile);
        }
    }
    public void PlayerLoggedIn(ScoreoidPlayer player)
    {
        /**HACK: The only reason this is stored in this case is to support if a player registers, does not select a weapon,
         	logs in later, and is brought to the weaponselect screen.  The weaponselection screen is designed to read a new-
         	character object so we fill this out just in case.  ***/
        // Start a new character object
        character = new NewCharacter();	//TODO: Since this is global, should be forcefully dereferenced
        // Store these details between this step and the weapon selection phase
        character.name = player.playerName;
        character.password = passwordInput;

        Utilities().setCurrentCharacter(player);
    }
Пример #3
0
 public void setCurrentCharacter(ScoreoidPlayer character)
 {
     GameController().setCurrentCharacter(character);
 }
Пример #4
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 public void PlayerLoggedIn(ScoreoidPlayer player)
 {
     GUIController().PlayerLoggedIn(player);
 }
Пример #5
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 public void setCurrentCharacter(ScoreoidPlayer character)
 {
     GameController().setCurrentCharacter(character);
 }
Пример #6
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 public void PlayerLoggedIn(ScoreoidPlayer player)
 {
     GUIController().PlayerLoggedIn(player);
 }
    public void setCurrentCharacter(ScoreoidPlayer scoreoidPlayer)
    {
        Player player = new Player(scoreoidPlayer.playerName,
                                    getWeapon(scoreoidPlayer.weapon),
                                    scoreoidPlayer.xp,
                                    scoreoidPlayer.change,
                                    scoreoidPlayer.numberOfKills);

        currentCharacter = player;

        if(null == player.weapon)
            Utilities().setGameState(GameState.WeaponSelection);
        else
            Utilities().setGameState(GameState.PlayerProfile);
    }