public static void endOfGame() { int currentGold = PointAndCurency.GetGold(); int currentPoints = PointAndCurency.GetPoints(); if (currentGold >= 80) { currentGold = currentGold / 80; currentPoints = currentPoints + currentGold; } foreach (var soul in souls) { if (soul.soulName == "alive") { currentPoints = currentPoints + (soul.goodLevel - (soul.maxAge - soul.age)); PointAndCurency.SetPoints(currentPoints); } else if (soul.soulName == "currency") { currentPoints = PointAndCurency.GetPoints(); currentPoints = currentPoints + (soul.goodLevel / 2); PointAndCurency.SetPoints(currentPoints); } } }
public static void endOfTurn() { int points = PointAndCurency.GetPoints(); int multiple = 15; foreach (var soul in souls) { if (soul.soulName == "alive") { soul.age = soul.age + (1 * multiple); if (soul.age >= soul.maxAge) { soul.soulName = "dead"; } else { soul.goodLevel = soul.goodLevel + needCalculation(); } } } resourceMangement(); babySoul(); points = (int)(points * 1.2); PointAndCurency.SetPoints(points); }
public void ResetGameStats() { List <Zone> zones = MapComponent.GetZones(); foreach (Zone zone in zones) { zone.setUpgradeCost(300); zone.setTileType(1); zone.setNumberOfSouls(0); } Turn.setCurrentTurn(1); PointAndCurency.SetSouls(0); PointAndCurency.SetPoints(0); PointAndCurency.SetGold(0); Souls.souls = new List <Soul>(); }
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 void Quit() { List <Zone> zones = MapComponent.GetZones(); foreach (Zone zone in zones) { zone.setUpgradeCost(300); zone.setTileType(1); zone.setNumberOfSouls(0); } Turn.setCurrentTurn(1); PointAndCurency.SetSouls(0); PointAndCurency.SetPoints(0); PointAndCurency.SetGold(0); Souls.souls = new List <Soul>(); quitSession = true; this.Visible = false; this.Enabled = false; }