示例#1
0
        public override void Update(WorldScreen Game)
        {
            var hoverMesh = Game.HoverNode as Gem.Render.NormalMapMeshNode;
            if (hoverMesh == null) return;

            var move = hoverMesh.Tag as Move?;
            if (move == null || !move.HasValue)
            {
                var coordinate = hoverMesh.Tag as Coordinate?;
                if (coordinate == null || !coordinate.HasValue) return;
                if (coordinate.Value == SelectedPiece)
                {
                    hoverMesh.Hilite = true;
                    if (Game.Main.Input.Check("CLICK"))
                    {
                        Cancelled = true;
                        Game.PopInputState();
                    }
                }
            }
            else
            {
                hoverMesh.Hilite = true;
                if (Game.Main.Input.Check("CLICK"))
                {
                    var newBoard = Coerceo.ApplyMove(Game.CurrentBoard, move.Value);
                    Game.CurrentBoard = newBoard;
                    Game.PopInputState();
                }
            }
        }
示例#2
0
 public override void Update(WorldScreen Game, World World)
 {
     if (BoundActor.CurrentAction is Actors.Actions.Idle)
     {
         Game.PopInputState();
     }
 }
示例#3
0
        public override void Update(WorldScreen Game)
        {
            Timer += Game.ElapsedSeconds;

                foreach (var piece in Game.GhostPieceNodes)
                {
                    var coordinate = piece.Tag as Coordinate?;
                    if (coordinate == null || !coordinate.HasValue) continue;
                    if (coordinate.Value == Coerceo.FindMoveNeighbor(ChosenMove.Coordinate, ChosenMove.Direction))
                        piece.Hilite = true;
                }

            if (Timer > 1)
            {
                var newBoard = Coerceo.ApplyMove(Game.CurrentBoard, ChosenMove);
                Game.CurrentBoard = newBoard;
                Game.PopInputState();
            }
        }
示例#4
0
文件: AITurn.cs 项目: Blecki/coerceo
        public override void Update(WorldScreen Game)
        {
            Timer += Game.ElapsedSeconds;

            foreach (var piece in Game.PieceNodes)
            {
                var coordinate = piece.Tag as Coordinate?;
                if (coordinate == null || !coordinate.HasValue) continue;
                if (coordinate.Value == ChosenMove.Coordinate)
                    piece.Hilite = true;
            }

            if (Timer > 1)
            {
                if (ChosenMove.Type == (byte)MoveType.MovePiece)
                    Game.PushInputState(new AIMovePiece(ChosenMove));
                else
                {
                    var newBoard = Coerceo.ApplyMove(Game.CurrentBoard, ChosenMove);
                    Game.CurrentBoard = newBoard;
                    Game.PopInputState();
                }
            }
        }
示例#5
0
文件: AIThink.cs 项目: Blecki/coerceo
 public override void Exposed(WorldScreen Game)
 {
     Game.PopInputState();
 }
示例#6
0
文件: PlayerTurn.cs 项目: Blecki/CCDC
        public override void Update(WorldScreen Game, World World)
        {
            if (TurnEnded)
            {
                Game.PopInputState();
                return;
            }

            if (Game.HoverNode != null)
            {
                var hoverAction = Game.HoverNode.GetHoverAction();
                if (hoverAction != null) hoverAction();

                if (Game.Main.Input.Check("CLICK"))
                {
                    var clickAction = Game.HoverNode.GetClickAction();
                    if (clickAction != null) clickAction();
                }
            }

            int turnEnergy;
            if (!BoundActor.Properties.TryGetPropertyAs("turn-energy", out turnEnergy))
                turnEnergy = MaxEnergy;

            var energySpent = MaxEnergy - turnEnergy;

            for (int i = 0; i < energySpent; ++i)
                EnergyBar[0, i].Properties[0].Values.Upsert("bg-color", new Vector3(0.2f, 0, 0));
            for (int i = energySpent; i < MaxEnergy; ++i)
                EnergyBar[0, i].Properties[0].Values.Upsert("bg-color", new Vector3(0.7f, 0, 0));

            if (energySpent + PreviewCost <= MaxEnergy)
                for (int i = energySpent; i < energySpent + PreviewCost; ++i)
                    EnergyBar[0, i].Properties[0].Values.Upsert("bg-color", new Vector3(1, 0, 0));
        }
示例#7
0
文件: PlayerTurn.cs 项目: Blecki/CCDC
 public override void Exposed(WorldScreen Game, World World)
 {
     if (BoundActor.Properties.GetPropertyAs<int>("turn-energy", () => 0) == 0)
         Game.PopInputState();
     else
         PrepareCombatGrid(Game, World);
 }