Example #1
0
 public LevelUpState(StateMachine stateMachine, PlayerService playerService) : base(stateMachine)
 {
     _playerService = playerService;
     _levelUpModel  = new LevelUpModel();
     _spriteBatch   = new SpriteBatch(StateMachine.Game.GraphicsDevice);
     _view          = new LevelUpView(StateMachine.Game.Content, _spriteBatch, _levelUpModel, _playerService);
     _controller    = new LevelUpController(_levelUpModel, _playerService);
 }
Example #2
0
        public LevelUpView(ContentManager contentManager, SpriteBatch spriteBatch, LevelUpModel levelUpModel, PlayerService playerService) : base(contentManager, spriteBatch)
        {
            _gameFont    = contentManager.Load <SpriteFont>("File");
            _spriteBatch = spriteBatch;
            var shipTextures = contentManager.Load <Texture2D>("shipsall");

            _ships         = new SpriteSheet(spriteBatch, shipTextures, 64, 64);
            _levelUpModel  = levelUpModel;
            _playerService = playerService;
        }
Example #3
0
    // Use this for initialization
    void Start()
    {
        for (int i = 0; i <= 100; i++)
        {
            LevelUpModel level = new LevelUpModel();
            level.Level         = i;
            level.Experience    = Mathf.RoundToInt(Mathf.Pow(i * BaseXPMultiplier, Exponent)) + BaseXP;
            level.UpgradePoints = Mathf.CeilToInt(i / UpgradeDivisor);
            level.Effects.Add(R.Health, Mathf.RoundToInt(BaseHealth + Mathf.Pow(i * BaseHealth, ExponentHealth)));

            _levels.Add(level);
        }

        //SAVE TO FILE
        File.WriteAllText(
            Application.persistentDataPath + "-LevelUpConfig.json",
            JsonConvert.SerializeObject(_levels)
            );

        Debug.Log("DONE Generating LevelUpConfig");
    }
 public LevelUpController(LevelUpModel levelUpModel, PlayerService playerService)
 {
     _levelUpModel  = levelUpModel;
     _playerService = playerService;
 }