Example #1
0
        public override void Update(GameTime gameTime)
        {
            // TODO: Add your update code here
            currentMouseState = Mouse.GetState();

            if (currentMouseState.LeftButton == ButtonState.Released && pastMouseState.LeftButton == ButtonState.Pressed && easybuttonbuttonrectanglepos.Contains(currentMouseState.X, currentMouseState.Y))
            {
                PointAndCurency.SetGold(10000);
                for (int x = 0; x < 20; x++)
                {
                    Souls.createSoul();
                }
                PointAndCurency.SetSouls(Souls.souls.Count);
                Turn.setDifficulty("easy");
                StartNewGame();
            }
            if (currentMouseState.LeftButton == ButtonState.Released && pastMouseState.LeftButton == ButtonState.Pressed && normalbuttonrectanglepos.Contains(currentMouseState.X, currentMouseState.Y))
            {
                PointAndCurency.SetGold(5000);
                for (int x = 0; x < 15; x++)
                {
                    Souls.createSoul();
                }
                PointAndCurency.SetSouls(Souls.souls.Count);
                Turn.setDifficulty("normal");
                StartNewGame();
            }
            if (currentMouseState.LeftButton == ButtonState.Released && pastMouseState.LeftButton == ButtonState.Pressed && expertbuttonrectanglepos.Contains(currentMouseState.X, currentMouseState.Y))
            {
                PointAndCurency.SetGold(3000);
                for (int x = 0; x < 10; x++)
                {
                    Souls.createSoul();
                }
                PointAndCurency.SetSouls(Souls.souls.Count);
                Turn.setDifficulty("hard");
                StartNewGame();
            }
            pastMouseState = currentMouseState;
            base.Update(gameTime);
        }
Example #2
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
            //}
        }