Example #1
0
        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);
                }
            }
        }
Example #2
0
        /// <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);
        }
Example #3
0
        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;
                }
            }
        }
Example #4
0
        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();
        }
Example #5
0
        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
                });
            }
        }
Example #6
0
        public void Upgrade()
        {
            if (zoneType == 1)
            {
                if (PointAndCurency.GetGold() >= 300) //cost 300
                {
                    PointAndCurency.subtractGold(300);
                    zoneType    = zoneType + 1;
                    upgradeCost = 500; //new cost
                    //numberOfSouls = 50;
                    for (int x = 0; x < numberOfSouls; x++)
                    {
                        Souls.createSoul();
                    }
                }
            }
            else if (zoneType == 2)
            {
                if (PointAndCurency.GetGold() >= 500) //cost 500
                {
                    PointAndCurency.subtractGold(500);
                    zoneType    = zoneType + 1;
                    upgradeCost = 700; //new cost
                    //numberOfSouls = numberOfSouls + 50;
                    for (int x = 0; x < 50; x++)
                    {
                        Souls.createSoul();
                    }
                }
            }
            else if (zoneType == 3)
            {
                if (PointAndCurency.GetGold() >= 700) //cost 700
                {
                    PointAndCurency.subtractGold(700);
                    zoneType    = zoneType + 1;
                    upgradeCost = 1000; //new cost
                    //numberOfSouls = numberOfSouls + 25;
                    for (int x = 0; x < 25; x++)
                    {
                        Souls.createSoul();
                    }
                }
            }
            else if (zoneType == 4)
            {
                if (PointAndCurency.GetGold() >= 1000) //cost 1000
                {
                    PointAndCurency.subtractGold(1000);
                    zoneType    = zoneType + 1;
                    upgradeCost = 0; //new cost
                    //numberOfSouls = numberOfSouls + 25;
                    for (int x = 0; x < 25; x++)
                    {
                        Souls.createSoul();
                    }
                }
            }

            //if (zoneType == (int)ZoneStates.Water)
            //{
            //    //(If player has enough money resources) then do rest        // To be implemented
            //    //{
            //    zoneType = (int)ZoneStates.Earth;
            //    //}
            //}
            //if (zoneType == (int)ZoneStates.Earth)
            //{
            //    //(If player has enough money resources) then do rest        // To be implemented
            //    //{
            //    zoneType = (int)ZoneStates.Village;
            //    //}
            //}
            //if (zoneType == (int)ZoneStates.Village)
            //{
            //    //(If player has enough money resources) then do rest        // To be implemented
            //    //{
            //    zoneType = (int)ZoneStates.Town;
            //    //}
            //}
            //if (zoneType == (int)ZoneStates.Town)
            //{
            //    //(If player has enough money resources) then do rest        // To be implemented
            //    //{
            //    zoneType = (int)ZoneStates.City;
            //    //}
            //}
            //if (zoneType == (int)ZoneStates.City)
            //{
            //    //Message that zone is not upgradable any further
            //}
        }
Example #7
0
        public void Upgrade()
        {
            if (zoneType == 1)
            {
                if (PointAndCurency.GetGold() > 300)
                {
                    PointAndCurency.subtractGold(300);
                    zoneType = zoneType + 1;
                }
            }
            else if (zoneType == 2)
            {
                if (PointAndCurency.GetGold() > 500)
                {
                    PointAndCurency.subtractGold(500);
                    zoneType = zoneType + 1;
                }
            }
            else if (zoneType == 3)
            {
                if (PointAndCurency.GetGold() > 700)
                {
                    PointAndCurency.subtractGold(700);
                    zoneType = zoneType + 1;
                }
            }
            else if (zoneType == 4)
            {
                if (PointAndCurency.GetGold() > 1000)
                {
                    PointAndCurency.subtractGold(1000);
                    zoneType = zoneType + 1;
                }
            }

            //if (zoneType == (int)ZoneStates.Water)
            //{
            //    //(If player has enough money resources) then do rest        // To be implemented
            //    //{
            //    zoneType = (int)ZoneStates.Earth;
            //    //}
            //}
            //if (zoneType == (int)ZoneStates.Earth)
            //{
            //    //(If player has enough money resources) then do rest        // To be implemented
            //    //{
            //    zoneType = (int)ZoneStates.Village;
            //    //}
            //}
            //if (zoneType == (int)ZoneStates.Village)
            //{
            //    //(If player has enough money resources) then do rest        // To be implemented
            //    //{
            //    zoneType = (int)ZoneStates.Town;
            //    //}
            //}
            //if (zoneType == (int)ZoneStates.Town)
            //{
            //    //(If player has enough money resources) then do rest        // To be implemented
            //    //{
            //    zoneType = (int)ZoneStates.City;
            //    //}
            //}
            //if (zoneType == (int)ZoneStates.City)
            //{
            //    //Message that zone is not upgradable any further
            //}
        }