void RogueScene::changeGameStatus(GameStatus gameStatus) { CCLOG("turn %d change gameStatus %d => %d", m_TurnCount, m_gameStatus, gameStatus); GameStatus beforeGameStatus = m_gameStatus; m_gameStatus = gameStatus; // 敵のターン開始時 if ((beforeGameStatus == GameStatus::PLAYER_TURN || beforeGameStatus == GameStatus::PLAYER_ACTION) && m_gameStatus == GameStatus::ENEMY_TURN) { enemyTurn(); } else if (m_gameStatus == GameStatus::PLAYER_TURN) { // カーソルはクリアする m_mapManager.clearCursor(); // ターン数を進める m_TurnCount++; // TODO: とりあえずここで・・・ auto pPlayer = getPlayerActorSprite(1); auto pPlayerDto = pPlayer->getActorDto(); // 1ターンに1空腹度が減るという if (pPlayerDto->magicPoint > 0) { pPlayerDto->magicPoint--; } refreshStatus(); } }
void main() { int numEn; printf("How many enemies?: "); scanf("%d", &numEn); printf("\n"); //Initialize enemy types Enemies = malloc(sizeof(int)*numEn); int k; for (k = 0; k < numEn; k++) { Enemies[k] = 100; } //Initialize player //{0 Str; 1 Per; 2 Fort; 3 Cha; 4 Int; 5 Dex; 6 Luk; //7 primary miss; 8 primary dam; 9 primary in mag; //10 primary mag size; 11 primary mags; 12 Health; 13 Hunkered} char* input = malloc(sizeof(char)*10); int* playerStats = malloc(sizeof(int)*13); printf("Enter player stats:\nStrength: "); scanf("%d", &playerStats[0]); printf("\nPerception: "); scanf("%d", &playerStats[1]); printf("\nFortitude: "); scanf("%d", &playerStats[2]); printf("\nCharisma: "); scanf("%d", &playerStats[3]); printf("\nIntelligence: "); scanf("%d", &playerStats[4]); printf("\nDexterity: "); scanf("%d", &playerStats[5]); printf("\nLuck: "); scanf("%d", &playerStats[6]); printf("\nMiss Chance of Primary: "); scanf("%d", &playerStats[7]); printf("\nPrimary Damage: "); scanf("%d", &playerStats[8]); printf("\nRounds in Magazine: "); scanf("%d", &playerStats[9]); printf("\nSize of Magazine: "); scanf("%d", &playerStats[10]); printf("\nNumber of Magazines: "); scanf("%d", &playerStats[11]); playerStats[12] = (playerStats[2] *10 +50); playerStats[13] = 0; //roll initiative //Take first turn while (playerStats[12] > 0) { playerTurn(numEn, playerStats); int u; for (u = 0; u < numEn; u++) { if () enemyTurn(u); } } }
void GameLogic::ProcessEvents() { fight(); move(); mine(); enemyTurn(); foreach (GameUnit *unit, gameUnits) { unit->nextFrame(); } foreach (UICooldownButton *button, cooldownButtons) { button->updateCooldownElapsedIfNeeded(); } emit GameUpdated(); }
void turnEvent(int event){ if(event < 4){ if(event == EVENT_MOVE_UP){ movePlayer(0,-1); } else if(event == EVENT_MOVE_RIGHT){ movePlayer(1,0); } else if(event == EVENT_MOVE_DOWN){ movePlayer(0,1); } else { movePlayer(-1,0); } } else { if(event == EVENT_SHOOT_UP){ shootDirection(0,-1); } else if(event == EVENT_SHOOT_RIGHT){ shootDirection(1,0); } else if(event == EVENT_SHOOT_DOWN){ shootDirection(0,1); } else { shootDirection(-1,0); } } enemyTurn(); }