private void endPlayTimeout() { //the player ran out of time trying to collect the trophy but has not lost the ball yet. //kill the flippers until we lose the ball. SwitchManager.EnableFlippers(false); _isBonusFailed = true; //no bonus }
} //not used /// <summary> /// The player has lost his ball (there are no more balls on the /// playfield). /// </summary> public void EndOfBall() { _log.Debug("End of Ball for Player " + PlayerStatus.PlayerUp); SwitchManager.EnableFlippers(false); _inputMode = InputMode.NoInput; SoundManager.StopAllMusic(); SoundManager.PlaySfx(SoundConstants.Sfx.Death1); CollectBonus(); }
/// <summary> /// Plays the player intro (MAP) and primes the table for the player status. /// </summary> public void StartPlayIntro() { //select user //ask the credit manager if we have credits PlayerStatus.CurrentPlayer.PlayerHealthStatus = "Player " + PlayerStatus.PlayerUp + " is up"; DisplayManager.PlaySequence(DisplayConstants.Modes.ActiveGameMode.ACTIVEGAMEMODE); //Character is selected, now let's show the map. DisplayManager.PlayCutScene(DisplayConstants.CutScenes.MapMode.MAP); SoundManager.PlayMusic(SoundConstants.Music.LevelStart, false); SoundManager.PlayMusic(SoundConstants.Music.Level1Normal, true); //DisplayManager.SetGameStatus(PlayerStatus.CurrentPlayer); SwitchManager.EnableFlippers(true); }