/// <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) { int currentSouls = PointAndCurency.GetSouls(); currentMouseState = Mouse.GetState(); if (currentMouseState.LeftButton == ButtonState.Released && pastMouseState.LeftButton == ButtonState.Pressed && sellSoulsButtonPositionRectangle.Contains(currentMouseState.X, currentMouseState.Y)) { if (currentSouls > 0) { buttonClick.Play(); Souls.sellSoul(); } } if (currentMouseState.LeftButton == ButtonState.Released && pastMouseState.LeftButton == ButtonState.Pressed && getPointsButtonPositionRectangle.Contains(currentMouseState.X, currentMouseState.Y)) { if (currentSouls > 0) { buttonClick.Play(); Souls.scoreSoul(); } } if (currentMouseState.LeftButton == ButtonState.Released && pastMouseState.LeftButton == ButtonState.Pressed && buySoulsButtonPositionRectangle.Contains(currentMouseState.X, currentMouseState.Y)) { buttonClick.Play(); Souls.buySoul(); } pastMouseState = currentMouseState; base.Update(gameTime); }
public static void returnSoul(Zone zone) { int numSouls = Convert.ToInt32(zone.getNumberOfSouls()); int soulsOnHand = PointAndCurency.GetSouls(); if (zone.GetZoneType() >= 2) { zone.setNumberOfSouls(numSouls + 1); PointAndCurency.SetSouls(soulsOnHand - 1); } /*foreach (var soul in souls) * { * if (soul.soulName == "currency") * { * soul.soulName = "alive"; * soul.age = 0; * soul.maxAge = random.Next(30, 140); * soul.goodLevel = soul.goodLevel - 2; * * } * }*/ }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; splashScreen = new SplashScreenGameComponent(this); endOfTurnGui = new EndOfTurnGui(this); zoneGui = new ZoneGui(this); soulGui = new SoulGui(this); endTurnButton = new EndTurnButtonComponent(this); mapComponent = new MapComponent(this); pointSystemComponent = new PointSystemComponent(this); newgame = new NewGame(this); selectionComponent = new SelectionComponent(this); //pointAndCurrency is instantiated pointAndCurency = new PointAndCurency(); //tileMap = new TileMap(this); gameManager = new GameManager(this, splashScreen, endTurnButton, zoneGui, soulGui, endOfTurnGui, tileMap, mapComponent, pointSystemComponent, selectionComponent,newgame); //tileMap.Visible = false; //tileMap.Enabled = false; //Components.Add(tileMap); pointSystemComponent.Visible = false; pointSystemComponent.Enabled = false; Components.Add(pointSystemComponent); mapComponent.Visible = false; mapComponent.Enabled = false; Components.Add(mapComponent); endTurnButton.Visible = false; endTurnButton.Enabled = false; Components.Add(endTurnButton); //drawn first to be covered by splash screen since hiding it calls the event handler for endTurn button clicked Components.Add(splashScreen); endOfTurnGui.Visible = false; endOfTurnGui.Enabled = false; Components.Add(endOfTurnGui); zoneGui.Visible = false; zoneGui.Enabled = false; Components.Add(zoneGui); soulGui.Visible = false; soulGui.Enabled = false; Components.Add(soulGui); selectionComponent.Visible = false; selectionComponent.Enabled = false; Components.Add(selectionComponent); newgame.Visible = false; newgame.Enabled = false; Components.Add(newgame); }
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 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 void returnSouls() { if (PointAndCurency.GetSouls() > 0) { pew.Play(); Souls.returnSoul(Zone.GetSelectedZone()); } }
/// <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); }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; splashScreen = new SplashScreenGameComponent(this); endOfTurnGui = new EndOfTurnGui(this); zoneGui = new ZoneGui(this); soulGui = new SoulGui(this); endTurnButton = new EndTurnButtonComponent(this); mapComponent = new MapComponent(this); pointSystemComponent = new PointSystemComponent(this); selectionComponent = new SelectionComponent(this); //pointAndCurrency is instantiated pointAndCurency = new PointAndCurency(); //tileMap = new TileMap(this); gameManager = new GameManager(this, splashScreen, endTurnButton, zoneGui, soulGui, endOfTurnGui, tileMap, mapComponent, pointSystemComponent, selectionComponent); //tileMap.Visible = false; //tileMap.Enabled = false; //Components.Add(tileMap); pointSystemComponent.Visible = false; pointSystemComponent.Enabled = false; Components.Add(pointSystemComponent); mapComponent.Visible = false; mapComponent.Enabled = false; Components.Add(mapComponent); endTurnButton.Visible = false; endTurnButton.Enabled = false; Components.Add(endTurnButton); //drawn first to be covered by splash screen since hiding it calls the event handler for endTurn button clicked Components.Add(splashScreen); endOfTurnGui.Visible = false; endOfTurnGui.Enabled = false; Components.Add(endOfTurnGui); zoneGui.Visible = false; zoneGui.Enabled = false; Components.Add(zoneGui); soulGui.Visible = false; soulGui.Enabled = false; Components.Add(soulGui); selectionComponent.Visible = false; selectionComponent.Enabled = false; Components.Add(selectionComponent); }
public void CashSouls() { if ((Convert.ToInt32(Zone.GetSelectedZone().getNumberOfSouls()) > 0)) { ohNo.Play(); } PointAndCurency.addSouls(Int32.Parse(Zone.GetSelectedZone().getNumberOfSouls())); //Souls.scoreSoul(Convert.ToInt32(Zone.GetSelectedZone().getNumberOfSouls())); Zone.GetSelectedZone().setNumberOfSouls(0); }
//To be implemented public void NextTurn() { PointAndCurency.addGold(500); List <Zone> zones = new List <Zone>(); zones = MapComponent.GetZones(); foreach (Zone zone in zones) { if (Int32.Parse(zone.getNumberOfSouls()) > 3) { if (zone.GetZoneType() == 2) { int oldNumberOfSouls = Int32.Parse(zone.getNumberOfSouls()); zone.setNumberOfSouls(oldNumberOfSouls + 2); } if (zone.GetZoneType() == 3) { int oldNumberOfSouls = Int32.Parse(zone.getNumberOfSouls()); zone.setNumberOfSouls(oldNumberOfSouls + 4); } if (zone.GetZoneType() == 4) { int oldNumberOfSouls = Int32.Parse(zone.getNumberOfSouls()); zone.setNumberOfSouls(oldNumberOfSouls + 7); } if (zone.GetZoneType() == 5) { int oldNumberOfSouls = Int32.Parse(zone.getNumberOfSouls()); zone.setNumberOfSouls(oldNumberOfSouls + 10); } } else { if (zone.GetZoneType() != 1) { int oldNumberOfSouls = Int32.Parse(zone.getNumberOfSouls()); zone.setNumberOfSouls(oldNumberOfSouls + 1); } } } quitSession = false; this.Visible = false; this.Enabled = false; }
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 override void Update(GameTime gameTime) { //Get the current keyboard state and keys that are pressed keyboardState = Keyboard.GetState(); Keys[] keys = keyboardState.GetPressedKeys(); foreach (Keys key in keys) { if (key == Keys.Back) { if (prevKeyboardState.IsKeyUp(key) && keyboardState.IsKeyDown(key))// && keyboardState.IsKeyDown(key)) { if (name.Length > 0) { name = name.Remove(name.Length - 1); } } } else { if (prevKeyboardState.IsKeyUp(key) && keyboardState.IsKeyDown(key))// && keyboardState.IsKeyDown(key)) { if (key == Keys.A || key == Keys.B || key == Keys.C || key == Keys.D || key == Keys.E || key == Keys.F || key == Keys.G || key == Keys.H || key == Keys.I || key == Keys.J || key == Keys.K || key == Keys.L || key == Keys.M || key == Keys.N || key == Keys.O || key == Keys.P || key == Keys.Q || key == Keys.R || key == Keys.S || key == Keys.T || key == Keys.U || key == Keys.V || key == Keys.W || key == Keys.X || key == Keys.Y || key == Keys.Z) { if (name.Length < 7) { name = name + key; } } } } } prevKeyboardState = keyboardState; currentMouseState = Mouse.GetState(); if (currentMouseState.LeftButton == ButtonState.Released && pastMouseState.LeftButton == ButtonState.Pressed && submitButtonRectanglePosition.Contains(currentMouseState.X, currentMouseState.Y)) { saveHighScore(name, PointAndCurency.GetPoints()); //this must pull out the info from elsewhere. ResetGameStats(); name = ""; this.Visible = false; this.Enabled = false; } pastMouseState = currentMouseState; base.Update(gameTime); }
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 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); }
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; } } }
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; }
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(); }
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 }); } }
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 //} }
protected override void LoadContent() { 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(); }
public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(resultscreen, resultRectanglePosition, resultRectangle, Color.White); spriteBatch.DrawString(spriteFont1, "Congratulations you're done the game, your final score is: " + PointAndCurency.GetPoints(), new Vector2(65, 450), Color.White); spriteBatch.End(); base.Draw(gameTime); }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; splashScreen = new SplashScreenGameComponent(this); endOfTurnGui = new EndOfTurnGui(this); zoneGui = new ZoneGui(this); soulGui = new SoulGui(this); endTurnButton = new EndTurnButtonComponent(this); mapComponent = new MapComponent(this); pointSystemComponent = new PointSystemComponent(this); newgame = new NewGame(this); selectionComponent = new SelectionComponent(this); difficulty = new Difficulty(this); //pointAndCurrency is instantiated pointAndCurency = new PointAndCurency(); currencyController = new CurrencyControllerComponent(this); turnComponent = new TurnComponent(this); instructions = new InstructionsGui(this); resultscreen = new ResultScreen(this); highScoreComponent = new HighScoresComponent(this); scoreSubmissionBoxComponent = new ScoreSubmissionBoxComponent(this); //tileMap = new TileMap(this); gameManager = new GameManager(this, splashScreen, endTurnButton, zoneGui, soulGui, endOfTurnGui, tileMap, mapComponent, pointSystemComponent, selectionComponent, newgame, difficulty, currencyController, turnComponent, instructions, resultscreen, highScoreComponent, scoreSubmissionBoxComponent); //tileMap.Visible = false; //tileMap.Enabled = false; //Components.Add(tileMap); pointSystemComponent.Visible = false; pointSystemComponent.Enabled = false; Components.Add(pointSystemComponent); mapComponent.Visible = false; mapComponent.Enabled = false; Components.Add(mapComponent); endTurnButton.Visible = false; endTurnButton.Enabled = false; Components.Add(endTurnButton); //drawn first to be covered by splash screen since hiding it calls the event handler for endTurn button clicked Components.Add(splashScreen); endOfTurnGui.Visible = false; endOfTurnGui.Enabled = false; Components.Add(endOfTurnGui); zoneGui.Visible = false; zoneGui.Enabled = false; Components.Add(zoneGui); soulGui.Visible = false; soulGui.Enabled = false; Components.Add(soulGui); selectionComponent.Visible = false; selectionComponent.Enabled = false; Components.Add(selectionComponent); newgame.Visible = false; newgame.Enabled = false; Components.Add(newgame); difficulty.Visible = false; difficulty.Enabled = false; Components.Add(difficulty); currencyController.Visible = false; currencyController.Enabled = false; Components.Add(currencyController); turnComponent.Visible = false; turnComponent.Enabled = false; Components.Add(turnComponent); instructions.Visible = false; instructions.Enabled = false; Components.Add(instructions); resultscreen.Visible = false; resultscreen.Enabled = false; Components.Add(resultscreen); highScoreComponent.Visible = false; highScoreComponent.Enabled = true; Components.Add(highScoreComponent); scoreSubmissionBoxComponent.Visible = false; scoreSubmissionBoxComponent.Enabled = false; Components.Add(scoreSubmissionBoxComponent); }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; splashScreen = new SplashScreenGameComponent(this); endOfTurnGui = new EndOfTurnGui(this); zoneGui = new ZoneGui(this); soulGui = new SoulGui(this); endTurnButton = new EndTurnButtonComponent(this); mapComponent = new MapComponent(this); pointSystemComponent = new PointSystemComponent(this); newgame = new NewGame(this); selectionComponent = new SelectionComponent(this); difficulty = new Difficulty(this); //pointAndCurrency is instantiated pointAndCurency = new PointAndCurency(); currencyController = new CurrencyControllerComponent(this); turnComponent = new TurnComponent(this); instructions = new InstructionsGui(this); resultscreen = new ResultScreen(this); highScoreComponent = new HighScoresComponent(this); scoreSubmissionBoxComponent = new ScoreSubmissionBoxComponent(this); //tileMap = new TileMap(this); gameManager = new GameManager(this, splashScreen, endTurnButton, zoneGui, soulGui, endOfTurnGui, tileMap, mapComponent, pointSystemComponent, selectionComponent, newgame, difficulty, currencyController, turnComponent, instructions, resultscreen, highScoreComponent, scoreSubmissionBoxComponent); //tileMap.Visible = false; //tileMap.Enabled = false; //Components.Add(tileMap); pointSystemComponent.Visible = false; pointSystemComponent.Enabled = false; Components.Add(pointSystemComponent); mapComponent.Visible = false; mapComponent.Enabled = false; Components.Add(mapComponent); endTurnButton.Visible = false; endTurnButton.Enabled = false; Components.Add(endTurnButton); //drawn first to be covered by splash screen since hiding it calls the event handler for endTurn button clicked Components.Add(splashScreen); endOfTurnGui.Visible = false; endOfTurnGui.Enabled = false; Components.Add(endOfTurnGui); zoneGui.Visible = false; zoneGui.Enabled = false; Components.Add(zoneGui); soulGui.Visible = false; soulGui.Enabled = false; Components.Add(soulGui); selectionComponent.Visible = false; selectionComponent.Enabled = false; Components.Add(selectionComponent); newgame.Visible = false; newgame.Enabled = false; Components.Add(newgame); difficulty.Visible = false; difficulty.Enabled = false; Components.Add(difficulty); currencyController.Visible = false; currencyController.Enabled = false; Components.Add(currencyController); turnComponent.Visible = false; turnComponent.Enabled = false; Components.Add(turnComponent); instructions.Visible = false; instructions.Enabled = false; Components.Add(instructions); resultscreen.Visible = false; resultscreen.Enabled = false; Components.Add(resultscreen); highScoreComponent.Visible = false; highScoreComponent.Enabled = true; Components.Add(highScoreComponent); scoreSubmissionBoxComponent.Visible = false; scoreSubmissionBoxComponent.Enabled = false; Components.Add(scoreSubmissionBoxComponent); }
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 //} }