public static void returnSoul(Zone zone) { int numSouls = Convert.ToInt32(zone.getNumberOfSouls()); int soulsOnHand = PointAndCurency.GetSouls(); if (zone.GetZoneType() >= 2) { zone.setNumberOfSouls(numSouls + 1); PointAndCurency.SetSouls(soulsOnHand - 1); } /*foreach (var soul in souls) * { * if (soul.soulName == "currency") * { * soul.soulName = "alive"; * soul.age = 0; * soul.maxAge = random.Next(30, 140); * soul.goodLevel = soul.goodLevel - 2; * * } * }*/ }
/// <summary> /// Allows the game component to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime) { int currentSouls = PointAndCurency.GetSouls(); currentMouseState = Mouse.GetState(); if (currentMouseState.LeftButton == ButtonState.Released && pastMouseState.LeftButton == ButtonState.Pressed && sellSoulsButtonPositionRectangle.Contains(currentMouseState.X, currentMouseState.Y)) { if (currentSouls > 0) { buttonClick.Play(); Souls.sellSoul(); } } if (currentMouseState.LeftButton == ButtonState.Released && pastMouseState.LeftButton == ButtonState.Pressed && getPointsButtonPositionRectangle.Contains(currentMouseState.X, currentMouseState.Y)) { if (currentSouls > 0) { buttonClick.Play(); Souls.scoreSoul(); } } if (currentMouseState.LeftButton == ButtonState.Released && pastMouseState.LeftButton == ButtonState.Pressed && buySoulsButtonPositionRectangle.Contains(currentMouseState.X, currentMouseState.Y)) { buttonClick.Play(); Souls.buySoul(); } pastMouseState = currentMouseState; base.Update(gameTime); }
public void returnSouls() { if (PointAndCurency.GetSouls() > 0) { pew.Play(); Souls.returnSoul(Zone.GetSelectedZone()); } }
/// <summary> /// Allows the game component to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime) { goldAmount = PointAndCurency.GetGold().ToString(); soulAmount = PointAndCurency.GetSouls().ToString(); pointAmount = PointAndCurency.GetPoints().ToString(); base.Update(gameTime); }
public static void scoreSoul(int numSouls) { int currentPoints = PointAndCurency.GetPoints(); int currentSouls = PointAndCurency.GetSouls(); int selling = 0; foreach (var soul in souls) { if (soul.soulName == "currency" && selling < numSouls) { currentPoints = (currentPoints + soul.goodLevel); //currentSouls = currentSouls - 1; selling++; soul.soulName = "point"; PointAndCurency.SetSouls(currentSouls); PointAndCurency.SetPoints(currentPoints); } } }
public static void sellSoul() { int currentGold = PointAndCurency.GetGold(); int currentSouls = PointAndCurency.GetSouls(); int selling = 0; int soulID = 0; foreach (var soul in souls) { if (soul.soulName == "currency" && selling == 0) { currentSouls = currentSouls - 1; currentGold = currentGold + 75; selling++; soul.soulName = "sold"; PointAndCurency.SetSouls(currentSouls); PointAndCurency.SetGold(currentGold); soul.soulNumber = soulID; } } }
protected override void LoadContent() { //values for strings pointAndCurency = new PointAndCurency(); goldAmount = PointAndCurency.GetGold().ToString(); soulAmount = PointAndCurency.GetSouls().ToString(); pointAmount = PointAndCurency.GetPoints().ToString(); //setting position of strings holding currency values goldStringPosition = new Vector2(330, 17); soulStringPosition = new Vector2(440, 17); pointStringPosition = new Vector2(620, 17); spriteBatch = new SpriteBatch(GraphicsDevice); //Loading textures goldCurrencyTexture = Game.Content.Load <Texture2D>(@"sprites\goldCurrency"); soulCurrencyTexture = Game.Content.Load <Texture2D>(@"sprites\soulCurrency"); pointCurrencyTexture = Game.Content.Load <Texture2D>(@"sprites\pointCurrency"); currencyContainterTexture = Game.Content.Load <Texture2D>(@"sprites\currencyContainer"); //loading Fonts spriteFont = Game.Content.Load <SpriteFont>(@"fonts\CourierNew"); currencyContainerDrawableRectangle = new Rectangle(0, 0, currencyContainterTexture.Bounds.Width, currencyContainterTexture.Bounds.Height); goldCurrencyDrawableRectangle = new Rectangle(0, 0, goldCurrencyTexture.Bounds.Width, goldCurrencyTexture.Bounds.Height); soulCurrencyDrawableRectangle = new Rectangle(0, 0, soulCurrencyTexture.Bounds.Width, soulCurrencyTexture.Bounds.Height); pointCurrencyDrawableRectangle = new Rectangle(0, 0, pointCurrencyTexture.Bounds.Width, pointCurrencyTexture.Bounds.Height); //+200 is sending the whole component to the right currencyContainerPositionRectangle = new Rectangle(0 + 250, 0, currencyContainterTexture.Bounds.Width / 2, currencyContainterTexture.Bounds.Height / 2); goldCurrencyPositionRectangle = new Rectangle(10 + 250, 10, goldCurrencyTexture.Bounds.Width / 2, goldCurrencyTexture.Bounds.Height / 2); soulCurrencyPositionRectangle = new Rectangle(130 + 250, 10, soulCurrencyTexture.Bounds.Width / 2, soulCurrencyTexture.Bounds.Height / 2); pointCurrencyPositionRectangle = new Rectangle(250 + 250, 15, pointCurrencyTexture.Bounds.Width / 2, pointCurrencyTexture.Bounds.Height / 2); //Loading Fonts base.LoadContent(); }
public static void buySoul() { int currentGold = PointAndCurency.GetGold(); int currentSouls = PointAndCurency.GetSouls(); if (currentGold >= 100) { currentGold = currentGold - 100; currentSouls = currentSouls + 1; PointAndCurency.SetSouls(currentSouls); PointAndCurency.SetGold(currentGold); allSoul++; souls.Add(new Soul { soulNumber = allSoul, soulName = "currency", age = 0, maxAge = random.Next(30, 140), goodLevel = random.Next(-10, 35), tileID = 0 }); } }