/// <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);
        }
Esempio n. 2
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 /// <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)
 {
     currentMouseState = Mouse.GetState();
     if (currentMouseState.LeftButton == ButtonState.Released && pastMouseState.LeftButton == ButtonState.Pressed && quitRectanglePosition.Contains(currentMouseState.X, currentMouseState.Y))
     {
         Quit();
     }
     if (currentMouseState.LeftButton == ButtonState.Released && pastMouseState.LeftButton == ButtonState.Pressed && nextTurnRectanglePosition.Contains(currentMouseState.X, currentMouseState.Y))
     {
         int currentTurn = Turn.getCurrentTurn();
         if (currentTurn == Turn.getLastTurn())
         {
             //End Game Component
             this.Visible = false;
             //Score saved
         }
         else
         {
             Turn.setCurrentTurn(currentTurn + 1);
             Souls.endOfTurn();
             NextTurn();
         }
     }
     pastMouseState = currentMouseState;
     base.Update(gameTime);
 }
Esempio n. 3
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 public void returnSouls()
 {
     if (PointAndCurency.GetSouls() > 0)
     {
         pew.Play();
         Souls.returnSoul(Zone.GetSelectedZone());
     }
 }
Esempio n. 4
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        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);
        }
Esempio n. 5
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        void endOfTurnGui_VisibleChanged(object sender, EventArgs e)
        {
            if (endOfTurnGui.Visible == false && splashScreen.Visible == false)
            {
                if (endOfTurnGui.quitSession == false && Turn.getCurrentTurn() < Turn.getLastTurn())
                {
                    //Add end turn button component
                    endTurnButton.Visible = true;
                    endTurnButton.Enabled = true;

                    //Map is made visible
                    mapComponent.Visible = true;
                    mapComponent.Enabled = true;

                    //PointSystem is visible
                    pointSystemComponent.Visible = true;
                    pointSystemComponent.Enabled = true;

                    //Selection - green square made visible
                    selectionComponent.Visible = true;
                    selectionComponent.Enabled = true;

                    //Turn Component made visible
                    turnComponent.Visible = true;
                    turnComponent.Enabled = true;


                    //Allows the zoneGui thread to run
                    zoneGui.Visible = true;
                    zoneGui.Enabled = true;

                    currencyController.Visible = true;
                    currencyController.Enabled = true;
                }

                if (endOfTurnGui.quitSession == true)
                {
                    //Add end turn button component
                    endTurnButton.Visible = false;
                    endTurnButton.Enabled = false;

                    //Map is made visible
                    mapComponent.Visible = false;
                    mapComponent.Enabled = false;

                    //PointSystem is visible
                    pointSystemComponent.Visible = false;
                    pointSystemComponent.Enabled = false;

                    //Selection - green square made visible
                    selectionComponent.Visible = false;
                    selectionComponent.Enabled = false;

                    //CurrencyController made visible
                    currencyController.Visible = false;
                    currencyController.Enabled = false;

                    //Turn Component made visible
                    turnComponent.Visible = false;
                    turnComponent.Enabled = false;

                    //Allows the zoneGui thread to run
                    zoneGui.Visible = false;
                    zoneGui.Enabled = false;

                    mapComponent.Visible = false;
                    mapComponent.Enabled = false;

                    newgame.Visible = true;
                    newgame.Enabled = true;
                }

                if (Turn.getCurrentTurn() == Turn.getLastTurn())
                {
                    Souls.endOfGame();
                    endOfTurnGui.Enabled         = false;
                    endOfTurnGui.Visible         = false;
                    mapComponent.Visible         = false;
                    resultscreen.Visible         = true;
                    pointSystemComponent.Visible = false;
                }
            }
        }
Esempio n. 6
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        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
            //}
        }