Пример #1
0
        private void advanceBattle(GameTime gameTime, KeyboardState prevStateKb, MouseState prevStateM)
        {
            //Console.WriteLine("Calling advance!");
            switch (curPhase)
            {
            case Phase.IntroPhase:
                if (text.messageComplete())
                {
                    curPhase = Phase.PlayerPhase;
                }
                break;

            case Phase.PlayerPhase:
                if (waiter == null)
                {
                    options.Update(prevStateKb, prevStateM);
                    //selector.Update(prevState);
                }


                if ((Keyboard.GetState().IsKeyDown(Keys.Space) && prevStateKb.IsKeyUp(Keys.Space)) ||
                    (prevStateM.LeftButton == ButtonState.Pressed && Mouse.GetState().LeftButton == ButtonState.Released))
                {
                    switch (options.GetMagic())
                    {
                    //Earth
                    case "Earth":
                        //playerMove = 0;
                        playerMove = 1;
                        magic      = content.Load <Texture2D>("Battle/Effects/PkFireA_GRN");
                        toReturn   = 254;
                        magicColor = Color.Purple;

                        curPhase = Phase.EnemyPhase;
                        break;

                    //Fire
                    case "Fire":
                        playerMove = 1;
                        magic      = content.Load <Texture2D>("Battle/Effects/PkFireA_GRN");
                        toReturn   = 254;
                        magicColor = Color.White;

                        curPhase = Phase.EnemyPhase;
                        break;

                    //Water
                    case "Water":
                        playerMove = 1;
                        magic      = content.Load <Texture2D>("Battle/Effects/PkFireA_GRN");
                        toReturn   = 254;
                        magicColor = Color.LightGray;

                        curPhase = Phase.EnemyPhase;
                        break;
                    }
                }
                break;

            case Phase.EnemyPhase:
                enemyMove = 0;
                curPhase  = Phase.AttackPhase;
                break;

            case Phase.AttackPhase:
                if (enemy.health <= 0)
                {
                    if (enemyType == 0 && magicColor.Equals(Color.White) || enemyType == 1 && magicColor.Equals(Color.Purple) || enemyType == 2 && magicColor.Equals(Color.LightGray))
                    {
                        deathMessageDisplayed = false;
                        curPhase = Phase.EnemyDeathPhase;
                        flasher  = enemy;
                        enemy.ChangeToWhite();
                        flashTimer   = -0.5;
                        flashCounter = 1;
                        timerMult    = 0.5f;
                    }
                    else
                    {
                        toReturn = 2;
                    }
                    //text = new Hud(new string[] { "@The enemy dissipates into hollow armor." }, content, 30, 2, posY: 3, canClose: true);
                }
                else
                if (playerMove != -1)
                {
                    if (playerMove == 0)
                    {
                        enemy.attacked = false;
                        //text = new Hud(new string[] { "@Travis's attack!" }, content, 30, 2, posY: 3, canClose: true);
                        //enemy.TakeDamage(1, combatTimer);
                        waiter = enemy;
                        //playerMove = -1;
                    }
                    else if (playerMove == 1)
                    {
                        //text = new Hud(new string[] { "@Travis tried PK Fire [!" }, content, 30, 2, posY: 3, canClose: true);
                        //text.finishText();
                        Console.WriteLine("GetFrame: " + magicAnim.getFrame());
                        magicAnim.resetStart();
                        darkenTimer = 1;
                        curPhase    = Phase.AnimPhase;
                        //if (magicAnim.getFrame() == 25)
                        //playerMove = -1;
                        //playerMove = -1;
                        //TODO: Something
                        enemy.DecreaseHealth(5);
                    }
                    playerMove = -1;
                }
                else if (enemyMove == 0)
                {
                    flasher    = enemy;
                    flashTimer = 0;

                    travis.attacked = false;
                    text            = new Hud(new string[] { "@enemy's attack!" }, content, 30, 2, posY: 3, canClose: true);
                    //travis.TakeDamage(1, combatTimer);
                    waiter    = travis;
                    enemyMove = -1;
                    timerMult = 1;
                    //flashCounter = 1;
                    //flashTimer = 0;
                }
                else
                {
                    curPhase = Phase.PlayerPhase;
                }
                break;

            case Phase.EnemyDeathPhase:
                //Refer to the if statement in the Update() function

                break;

            case Phase.AnimPhase:
                Console.WriteLine("anim");

                if (magicAnim.getFrame() == magicAnim.frameCount)
                {
                    Console.WriteLine("Skadoosh");
                    if (darkenTimer < 1)
                    {
                        darkenTimer += gameTime.ElapsedGameTime.TotalSeconds * 4;
                    }
                    else                            //end phase
                    {
                        //curPhase = Phase.AttackPhase;
                        //magic.Dispose();
                        curPhase  = Phase.BlinkPhase;
                        enemyDraw = false;
                        magicAnim.resetStart();
                        animTimer = 0;
                    }
                }
                else
                {
                    if (darkenTimer > 0.5)
                    {
                        darkenTimer -= gameTime.ElapsedGameTime.TotalSeconds * 5;
                    }

                    animTimer += gameTime.ElapsedGameTime.TotalSeconds;

                    if (animTimer > 0.05)
                    {
                        animTimer -= 0.05;
                        magicAnim.advanceFrame();
                    }
                }
                break;

            case Phase.BlinkPhase:
                animTimer += gameTime.ElapsedGameTime.TotalSeconds;

                if (animTimer > 0.07)
                {
                    flashCount++;
                    animTimer -= 0.07;
                    if (flashCount < 11)
                    {
                        enemyDraw = !enemyDraw;
                    }
                }

                if (flashCount == 11)
                {
                    //flashCount = 0;
                    enemyDraw = true;
                    //curPhase = Phase.AttackPhase;
                }
                else if (flashCount == 17)
                {
                    flashCount = 0;
                    curPhase   = Phase.AttackPhase;
                }
                break;

            default:
                break;
            }
        }
Пример #2
0
        byte MiniScreen.Update(GameTime gameTime, KeyboardState prevStateKb, MouseState prevStateM)
        {
            if (flasher != null)
            {
                if ((flashCounter & 1) == 0)
                {
                    flashTimer -= gameTime.ElapsedGameTime.TotalSeconds * timerMult * 4.2;
                }
                else
                {
                    flashTimer += gameTime.ElapsedGameTime.TotalSeconds * timerMult * 4.2;
                }
                if (flasher.health > 0)               //Attack Flash
                {
                    flash.Parameters["time"].SetValue((float)(flashTimer + 0.1));
                }
                else                                                                     //Dying flash
                {
                    flash.Parameters["time"].SetValue((float)(flashTimer / 1.1 + 0.01)); //the added value controls the offset, multiplication controls transition speed
                }
                if (flashTimer > 0.2)                                                    // || flashTimer < 0)
                {
                    flashTimer = 0.2;
                    flashCounter++;
                    //flashColor = Color.Red;
                }
                else if (flashTimer < 0)
                {
                    flashTimer = 0;
                    flashCounter++;
                    //flashColor = Color.Blue;
                }
                if (flashCounter > 11)
                {
                    flasher      = null;
                    flashTimer   = 0;
                    flashCounter = 1;
                    //flashColor = Color.Green;
                }

                switch (flashCounter)
                {
                case 0:
                    flashColor = Color.Red;
                    break;

                case 1:
                    //Final color
                    flashColor = Color.Transparent;
                    break;

                case 2:
                    flashColor = Color.Transparent;
                    break;

                case 3:
                    flashColor = new Color(128, 128, 64);
                    break;

                case 4:
                    flashColor = new Color(192, 192, 128);
                    break;

                case 5:
                    flashColor = new Color(192, 192, 128);
                    break;

                case 6:
                    flashColor = new Color(192, 192, 128);
                    break;

                case 7:
                    flashColor = new Color(128, 128, 64);
                    break;

                case 8:
                    flashColor = new Color(128, 128, 64);
                    break;

                case 9:
                    flashColor = new Color(128, 128, 64);
                    break;

                case 10:
                    flashColor = Color.Black;
                    break;

                default:
                    flashColor = Color.Transparent;
                    break;
                }
            }

            enemy.Update(gameTime);

            travis.Update(gameTime, Keyboard.GetState());

            world.Step((float)gameTime.ElapsedGameTime.TotalSeconds);
            combatTimer += gameTime.ElapsedGameTime.TotalSeconds;
            waiterTimer += gameTime.ElapsedGameTime.TotalSeconds;
            turnWaiter  += gameTime.ElapsedGameTime.TotalSeconds;

            commandName.finishMessage();
            commandName.Update(gameTime, prevStateKb, prevStateM);
            UpdateBackground(gameTime);

            if (curPhase == Phase.EnemyDeathPhase)
            {
                if (flasher == null)                //Executed after flashing finishes
                {
                    //Renders an extra frame at the end so the sprite is invisible during transition
                    if (exitReady)
                    {
                        return(255);
                    }
                    if (enemy.IsKilled() && !deathMessageDisplayed)
                    {
                        exitReady = true;
                        //return 255;
                        text = new Hud(new string[] { enemy.deathMessage }, content, 30, 2, posY: 3, canClose: true);
                        text.finishMessage();
                        text.visible          = false;
                        deathMessageDisplayed = true;
                    }
                    enemy.Kill();
                }
                Console.WriteLine("flash: " + flashCounter);

                if (text.messageComplete())
                {
                    if (flashCounter == 1)
                    {
                        text = new Hud(new string[] { "" }, content, 30, 2, posY: 3, canClose: false);
                        text.finishMessage();
                        //text.finishText();
                        //text.visible = false;
                        victory    = true;
                        turnWaiter = 0;
                    }
                }
            }


            if (turnWaiter > 0.2)
            {
                if (text.messageComplete())
                {
                    if (waiter != null)
                    {
                        if (waiter.attacked)
                        {
                            if (waiter is Enemy)
                            {
                                if (waiter.IsDone(gameTime, combatTimer))
                                {
                                    waiter.ForceFinish();
                                    waiter     = null;
                                    turnWaiter = 0;
                                }
                            }
                            else
                            {
                                if (waiter.IsDone(gameTime, waiterTimer))
                                {
                                    waiterTimer = 0;
                                    waiter.ForceFinish();
                                    waiter     = null;
                                    turnWaiter = 0;
                                }
                            }
                        }
                        else
                        {
                            waiter.TakeDamage(10, combatTimer);
                            waiter.attacked = true;
                        }
                    }
                    else
                    {
                        advanceBattle(gameTime, prevStateKb, prevStateM);
                    }
                }
                //else
                //text.Update(gameTime, prevState);

                if (victory && turnWaiter > 0.5)
                {
                    return(255);
                }
            }
            text.Update(gameTime, prevStateKb, prevStateM);

            //prevState = Keyboard.GetState();

            //if (prevStateKb.IsKeyDown(Keys.Q) && Keyboard.GetState().IsKeyUp(Keys.Q))
            //	return 255;

            return(toReturn);
        }