示例#1
0
    public void endTurnBtnClicked()
    {
        AudioManager.PlayClip(soundEndTurn);
        ui.ShowWait();
        //ui.Flash.FlashIt(Color.red);

        //if the end turn btn is clicked and its currently the players turn, then change turn to enemy
        if (formManager.state == FormsManager.formState.idle && curTurn == turns.player)
        {
            if (enemiesOnMap.Length > 0)
            {/*
                if (enemiesOnMap[curEnemy].state != Enemy.enemyState.inactive)
                {
                    //Debug.Log("set to playturn for " + enemiesOnMap[curEnemy].gameObject.name);
                    enemiesOnMap[curEnemy].state = Enemy.enemyState.playTurn;
                }*/

                //added by pablo

                //for (int i = 0; i < enemiesOnMap.Length; i++)
                //{
                //    enemiesOnMap[curEnemy].state = Enemy.enemyState.playTurn;
                //}
            }

            turnNumber++;
            curTurn = turns.enemy;
        }
    }
示例#2
0
    void FireBulletPRight()
    {
        //Sometimes when we move the mouse is really high in the webplayer, so the mouse cursor ends up outside
        //of the webplayer so we cant fire, despite locking the cursor, so add alternative fire button
        if ((Input.GetKeyDown(KeyCode.F)) && currturn == turns.P2TURN)
        {
            //Create a new bullet
            GameObject newBullet = Instantiate(bullet, pleft.transform.position, pleft.transform.rotation) as GameObject;

            //Give it speed
            //newBullet.GetComponent<TutorialBullet>().currentVelocity = bulletscript.bulletSpeed;
        }
        currturn = turns.P2TURN;
    }
示例#3
0
 private void button_newgame(object sender, EventArgs e)
 {
     for (int x = 0; x < GRIDSIZE; ++x)
     {
         for (int y = 0; y < GRIDSIZE; ++y)
         {
             gridButton[x, y].ResetText();
             gridnum[x, y] = 0;
         }
     }
     button2_AImove.Enabled = true;
     lastTurn = gameStartsWith;
     alertUser(GameStatus.GameNotStarted);
 }
示例#4
0
    void FireBulletPRight()
    {
        //Sometimes when we move the mouse is really high in the webplayer, so the mouse cursor ends up outside
        //of the webplayer so we cant fire, despite locking the cursor, so add alternative fire button
        if ((Input.GetKeyDown(KeyCode.F)) && currturn == turns.P2TURN)
        {
            //Create a new bullet
            GameObject newBullet = Instantiate(bullet, pleft.transform.position, pleft.transform.rotation) as GameObject;

            //Give it speed
            //newBullet.GetComponent<TutorialBullet>().currentVelocity = bulletscript.bulletSpeed;
        }
        currturn = turns.P2TURN;
    }
示例#5
0
    public void PlayTurn(turns _turn)
    {
        switch (_turn)
        {
        case turns.player_step_forward:
            player_step_forward();
            break;

        case turns.player_ability_select:
            player_ability_select();
            break;

        case turns.player_attack_typing:
            player_attack_typing();
            break;

        case turns.player_attack_animation:
            player_attack_animation();
            break;

        case turns.player_step_back:
            player_step_back();
            break;

        case turns.enemy_step_forward:
            enemy_step_forward();
            break;

        case turns.enemy_attack_typing:
            enemy_attack_typing();
            break;

        case turns.enemy_attack_animation:
            enemy_attack_animation();
            break;

        case turns.enemy_step_back:
            enemy_step_back();
            break;
        }
    }
示例#6
0
        private void gridButton_Click(object sender, EventArgs e)
        {
            Button button = sender as Button;
            int    gridX  = button.Name[12] - 48;
            int    gridY  = button.Name[13] - 48;

            if (lastTurn == turns.X)
            {
                button.Text           = "O";
                lastTurn              = turns.O;
                gridnum[gridX, gridY] = 2;
            }
            else
            {
                button.Text           = "X";
                lastTurn              = turns.X;
                gridnum[gridX, gridY] = 1;
            }
            button2_AImove.Enabled = false;
            checkWhoWon();
        }
示例#7
0
    void enemyTurn()
    {
        if(txtCurTurn.text != "Turn: Enemy")
        {
            txtCurTurn.text = "Turn: Enemy";
        }

        if (enemiesOnMap.Length > 0)
        {
            if(!enemyTurnsPlayed)
            {
                foreach(Enemy en in enemiesOnMap)
                {
                    if (en.state != Enemy.enemyState.inactive)
                    {
                        en.state = Enemy.enemyState.playTurn;
                        Debug.Log("really start: " + en.name);
                    }
                    Debug.Log("start: " + en.name);
                }

                enemyTurnsPlayed = true;
            }
            else
            {
                bool everythingGood = true;

                foreach (Enemy en in enemiesOnMap)
                {
                    if(en.state == Enemy.enemyState.playTurn)
                    {
                        everythingGood = false;
                        break;
                    }
                }

                if(everythingGood)
                {
                    Debug.Log("my turn");
                    AudioManager.HandleBackgroundMusic();
                    enemyTurnsPlayed = false;
                    curTurn = turns.player;
                    Debug.Log("Player turn start");
                    ui.HideWait();
                    //ui.Flash.FlashIt(Color.white);
                    //AudioManager.PlayClip(soundStartTurn);
                    formManager.resetTurn();
                }
            }

            /*

            if (enemiesOnMap[curEnemy].state == Enemy.enemyState.idle || enemiesOnMap[curEnemy].state == Enemy.enemyState.inactive)
            {
                if (enemiesOnMap.Length - 1 <= curEnemy)
                {

                }
                else
                {
                    //AudioManager.PlayClip(enemiesOnMap[curEnemy].);

                    curEnemy++;
                    if (enemiesOnMap[curEnemy].state != Enemy.enemyState.inactive)
                    {
                        enemiesOnMap[curEnemy].state = Enemy.enemyState.playTurn;
                    }
                    //Debug.Log("2curEnemy = " + curEnemy.ToString() + " plays turn = " + enemiesOnMap[curEnemy].gameObject.name);
                }
            }*/
        }
        else
        {
            curTurn = turns.player;
            formManager.resetTurn();
        }
    }