public void Update(CoinsAndHearts cnh) { curr.hearts += cnh.hearts; curr.goldCoins += cnh.goldCoins; curr.silverCoins += cnh.silverCoins; curr.bronzeCoins += cnh.bronzeCoins; }
private void heroDiedAction() { if (coinsAndHeartsManager.curr.hearts != 0) { coinsAndHeartsManager.curr.hearts -= 1; hero.isPlayerDead = false; hero.Position = hero._position = new Vector2(hero._position.X, 0); hero.Update(gt); return; } CoinsAndHearts cah = new CoinsAndHearts(coinsAndHeartsManager.curr.goldCoins, coinsAndHeartsManager.curr.silverCoins, coinsAndHeartsManager.curr.bronzeCoins, CoinsAndHeartsManager.Load().curr.hearts - coinsAndHeartsManager.curr.hearts); _game.ChangeState(new PrizesState(_game, _graphicsDevice, _content, graphics, _soundsDict, cah, 1000000, level)); }
private void winAction() { CoinsAndHearts cah = new CoinsAndHearts(coinsAndHeartsManager.curr.goldCoins, coinsAndHeartsManager.curr.silverCoins, coinsAndHeartsManager.curr.bronzeCoins, 0 - (CoinsAndHeartsManager.Load().curr.hearts - coinsAndHeartsManager.curr.hearts)); _game.ChangeState(new PrizesState(_game, _graphicsDevice, _content, graphics, _soundsDict, cah, (int)time, level)); }
} //empty constractor that wntwe new list to the constractor public CoinsAndHeartsManager(CoinsAndHearts curr) { this.curr = curr; }
public PrizesState(Game1 game, GraphicsDevice graphicsDevice, ContentManager content, GraphicsDeviceManager graphics_, Dictionary <string, Song> sounds, CoinsAndHearts coins, int seconds, string level) : base(game, graphicsDevice, content, graphics_, sounds) { //load backgroound background = _content.Load <Texture2D>("Backgrounds/PrizesBackground"); //font for the text (i dont use it because i dont write text on the button) SpriteFont btnTextFont = _content.Load <SpriteFont>("Fonts/font"); font = btnTextFont; //handle backButton button var backButton = new Button(_content.Load <Texture2D>("Buttons/backBtn"), new Vector2(5, 5), Color.Black, Color.White, btnTextFont, "", 15); backButton.Click += backButtonClick; //create the list _components = new List <Button>() { backButton }; // data of coins and level txt = "Level: "; txt += level; txt += "\nTime: "; txt += seconds.ToString(); txt += " sec\nGold: "; txt += coins.goldCoins.ToString(); txt += "\nSilver: "; txt += coins.silverCoins.ToString(); txt += "\nBronze: "; txt += coins.bronzeCoins.ToString(); CoinsAndHeartsManager cahm = CoinsAndHeartsManager.Load(); cahm.Update(coins); CoinsAndHeartsManager.Save(cahm); ScoreManager s; try { s = ScoreManager.Load(); } catch { s = new ScoreManager(new List <Score>()); } s.scores.Add(new Score(DateTime.UtcNow, coins, seconds, level)); ScoreManager.Save(s); }