Esempio n. 1
0
        private void BeginGame()
        {
            CreateHudSystem();
            CreateMenu();
            CreateBasicStateFactories();
            _fsm.Push(StateFactory.GetState(GameStates.Roll));
            _gameInfo.PanCameraToObject(_gameInfo.Spinner);
            _gameStarted = true;

            var houseLogics = _gameInfo.WorldNodes.Select(i => i.BindedLogic.PureLogic).OfType <BuyHouse>();

            foreach (var houseLogic in houseLogics)
            {
                houseLogic.House.ChangePrice(RandomHelper.NextFloat(0.7f, 1.3f));
            }

            Loan.ChangeInterestRates();
        }
Esempio n. 2
0
        public IGameState[] PerformLogic(GameTime gameTime, GameInfo gameInfo)
        {
            // Get changable nodes, but don't change houses
            var changeableNodes = _changeableWorldNodes.Where(i => !(i.BindedLogic.PureLogic is BuyHouse));

            foreach (var node in changeableNodes)
            {
                var newLogic = gameInfo.BindedLogicPool[RandomHelper.Next(gameInfo.BindedLogicPool.Count)];
                node.SetBindedLogic(newLogic);
            }

            var houseLogics = _houseNodes.Select(i => i.BindedLogic.PureLogic).OfType <BuyHouse>();

            foreach (var houseLogic in houseLogics)
            {
                houseLogic.House.ChangePrice(RandomHelper.NextFloat(0.7f, 1.3f));
            }

            Loan.ChangeInterestRates();

            return(null);
        }