Esempio n. 1
0
        protected override void LoadContent()
        {
            spriteBatch      = new SpriteBatch(GraphicsDevice);
            selectionTexture = Game.Content.Load <Texture2D>(@"sprites\selection");

            //Set rectangles
            selectionDrawableRectangle = new Rectangle(0, 0, selectionTexture.Width, selectionTexture.Height);
            selectionPositionRectangle = new Rectangle(500, 300, selectionTexture.Width, selectionTexture.Height);

            zones = MapComponent.GetZones();

            base.LoadContent();
        }
Esempio n. 2
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>();
        }
Esempio n. 4
0
        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;
        }