Example #1
0
 public Scarecrow(Game g, Village v, UpgradesList _listOfUpgrades, JobList _jobs)
     : base(g, v)
 {
     CostPrice = 500;
     IsActivated = false;
     _selected = _jobs.Farmer;
     _owner = v;
 }
Example #2
0
 public Level3(Game g, Village v, UpgradesList _listOfUpgrades, JobList _jobs)
     : base(g,v)
 {
     CostPrice = 800;
     IsActivated = false;
     _selected = _jobs.Cooker;
     _owner = v;
 }
Example #3
0
 internal Pulley(Game g, Village v, UpgradesList _listOfUpgrades, JobList _jobs)
     : base(g, v)
 {
     CostPrice = 200;
     IsActivated = false;
     _selected = _jobs.Construction_Worker;
     _owner = v;
 }
Example #4
0
 internal Whitewash(Game g, Village v, UpgradesList _listOfUpgrades, JobList _jobs)
     : base(g, v)
 {
     CostPrice = 100;
     IsActivated = false;
     _selected = _jobs.Cooker;
     _owner = v;
 }
Example #5
0
 public Fertilizer(Game g, Village v, UpgradesList _listOfUpgrades, JobList _jobs)
     : base(g, v)
 {
     CostPrice = 1000;
     IsActivated = false;
     _selected = _jobs.Farmer;
     _owner = v;
 }
Example #6
0
 internal Saw(Game g, Village v, UpgradesList _listOfUpgrades, JobList _jobs)
     : base(g, v)
 {
     CostPrice = 600;
     IsActivated = false;
     _selected = _jobs.Blacksmith;
     _owner = v;
 }
Example #7
0
 public Plow(Game g, Village v, UpgradesList _listOfUpgrades, JobList _jobs)
     : base(g,v)
 {
     CostPrice = 1000;
     IsActivated = false;
     _selected = _jobs.Blacksmith;
     _owner = v;
     _jobsList = _jobs;
 }
Example #8
0
 public void MakeUpgrade()
 {
     UpgradesList.Add(new Upgrade("Iron Pickaxe", 100, "ms-appx:///Assets/Iron.png", 1000, isAxe: true));
     UpgradesList.Add(new Upgrade("Diamond Pickaxe", 500, "ms-appx:///Assets/Diamond.png", 100000, isAxe: true));
     UpgradesList.Add(new Upgrade("Wood MineCart", 50, "ms-appx:///Assets/MineCart.png", 100, isPerSecond: true));
     UpgradesList.Add(new Upgrade("Iron MineCart", 100, "ms-appx:///Assets/MineCart2.png", 1000, isPerSecond: true));
     UpgradesList.Add(new Upgrade("TNT", 150, "ms-appx:///Assets/TnT.png", 500000));
     UpgradesList.Add(new Upgrade("Extreme TNT", 500, "ms-appx:///Assets/TnT2.png", 5000000, isPerSecond: true));
     UpgradesList.Add(new Upgrade("Drill", 1500, "ms-appx:///Assets/Drill.png", 5000000));
     UpgradesList.Add(new Upgrade("Diamond Bit Drill", 1500, "ms-appx:///Assets/Drill2.png", 5000000));
     UpgradesList.Add(new Upgrade("CoalMine", 19, "ms-appx:///Assets/Background0_Icon.png", 100, isBackground: true));
     UpgradesList.Add(new Upgrade("IronMine", 250, "ms-appx:///Assets/Background1_Icon.png", 100000, isBackground: true));
     UpgradesList.Add(new Upgrade("GoldMine", 2500, "ms-appx:///Assets/Background2_Icon.png", 1000000, isBackground: true));
 }
Example #9
0
        internal Village(Game game, string name)
            : base(game)
        {
            Debug.Assert(!String.IsNullOrWhiteSpace(name));
            Debug.Assert(game != null, @"(village, Village) Game is null");

            // Initialize village's grid
            _villageGrid = new Board();

            // Initilize village's lists
            BuildingsList = new Buildings.BuildingsList(this);
            EmptyHouseList = new List<Buildings.House>();
            JobsList = new JobList(this);
            _familiesList = new FamilyInVillageList(this);
            _upgrades = new UpgradesList(this);

            // Initialize historized values
            _offeringsPointsPerTick = new HistorizedValue<int, Village>(this, @"_offeringsPointsPerTick", 20);
            _villagePop = new HistorizedValue<int, Village>(this, @"_villagePop", 20);

            // Set values
            _name = name;
            _offeringsPointsPerTick.Current = 1;
        }