public void NewTask(Task a_Task) { //create the new cards based on the task goal for(int i = 0; i<a_Task.Goals.Length; i++) { m_arrNewCards.Add(new Card(a_Task.Goals[i], new Vector2(m_narrXValues[i % 4], m_narrYValues[i / 4]), m_Level, (i < 4 ? Card.State.Available : (i < 8 ? Card.State.Disabled : Card.State.ReallyDisabled)))); } //if we are at the beginning of the game, then just //set the new cards as current cards and get started right away if (m_arrCards.Count == 0) { m_arrCards = m_arrNewCards; m_arrNewCards = new List<Card>(); } else//otherwise tell the old cards to start clearing themselves out of the way { foreach (Card c in m_arrCards) { c.ClearCard(); } m_State = State.TaskTransition; m_nTimer = 0; } }
public void NewTask(Task a_Task) { m_sOldText = m_sCurrText; m_sCurrText = a_Task.Text; m_nOldPoints = m_nCurrPoints; m_nCurrPoints = a_Task.Points; m_CurrState = State.FADE; m_nMillisSinceFadeStart = 0; }
public void TaskFinished() { int nLastPrestige = score.Prestige; if (timer.TimeRemaining <= 0) score.UpdateScore(timer, false); else score.UpdateScore(timer, true); if (nLastPrestige == 1 && score.Prestige == 2) { StartTutorial(Tutorial.TutorialNumber.Tutorial_2); } else if (!gameFinished) { task = new Task(score.Prestige); if (score.Prestige == 1) { timer.TotalTime = 30000; } else { Element.Type[] elements = task.Goals; timer.TotalTime = 20000; foreach (Element.Type e in elements) { if (e >= Element.Type.Spirit) timer.TotalTime = timer.TotalTime + 24000; else if (e >= Element.Type.Phoenix) timer.TotalTime = timer.TotalTime + 18000; else if (e >= Element.Type.Metal) timer.TotalTime = timer.TotalTime + 12000; else if (e >= Element.Type.Magma) timer.TotalTime = timer.TotalTime + 8000; else if (e >= Element.Type.Combustion) timer.TotalTime = timer.TotalTime + 3000; } } timer.Reset(); } updateTaskValue(0); }
private void StartTutorial(Tutorial.TutorialNumber a_eTutorial) { Add(tutorial); tutorial.StartTutorial(a_eTutorial); timer.TotalTime = double.MaxValue; //adjust the time remaining so there is no change in happiness timer.TimeRemaining = timer.TotalTime; timer.help = true; task = new Task(tutorial, score.Prestige); }
public void Dispose() { timer = null; score = null; task = null; Element.ElementBuilder.OnBuild -= Add; if (!displayItems.Contains(tutorial)) tutorial.Dispose(); tutorial = null; foreach (IDisplayableItem item in displayItems) { item.Dispose(); } displayItems = null; foreach (IDisplayableItem item in guiItems) { item.Dispose(); } guiItems = null; foreach (IDisplayableItem item in displayItemsToAdd) { item.Dispose(); } displayItemsToAdd = null; foreach (IDisplayableItem item in displayItemsToRemove) { item.Dispose(); } displayItemsToRemove = null; }