public static void updateButtons() { if (GUIButtons[0].triggered) { //Buildings Menu Button //Resets button GUIButtons[0].triggered = false; //Makes button invisible GUIButtons[0].visible = false; //Build menu open bool updated buildMenuOpen = true; //Makes exit button visible GUIButtons[1].visible = true; //Makes pause button invisible GUIButtons[3].visible = false; //Makes repair button invisible GUIButtons[8].visible = false; //Makes all building buttons visible foreach (BuildingButton b in buildingButtons) { b.visible = true; } } if (GUIButtons[1].triggered) { //Buildings Menu EXIT Button //Resets button GUIButtons[1].triggered = false; //Makes button invisible GUIButtons[1].visible = false; //Build menu open bool updated buildMenuOpen = false; //Makes menu button visible GUIButtons[0].visible = true; //Makes pause button visible GUIButtons[3].visible = true; //Makes repair button visible GUIButtons[8].visible = true; //Makes all building buttons invisible foreach (BuildingButton b in buildingButtons) { b.visible = false; } } if (GUIButtons[2].triggered) { //Next turn button Game1.nextTurn(); GUIButtons[2].triggered = false; } if (GUIButtons[3].triggered) { //Makes paused paused = true; //Makes all menu buttons visible and makes all other buttons invisible GUIButtons[0].visible = false; GUIButtons[2].visible = false; GUIButtons[3].visible = false; GUIButtons[4].visible = true; GUIButtons[5].visible = true; GUIButtons[6].visible = true; GUIButtons[7].visible = true; GUIButtons[3].triggered = false; } if (GUIButtons[5].triggered) { //Plays load function SavegameManager.loadGame(0); GUIButtons[4].triggered = true; GUIButtons[5].triggered = false; } if (GUIButtons[6].triggered) { //Plays load function SavegameManager.saveGame(0); GUIButtons[4].triggered = true; GUIButtons[6].triggered = false; } if (GUIButtons[4].triggered) { //Unpauses paused = false; //Makes all menu buttons invisible and makes all other buttons visible GUIButtons[0].visible = true; GUIButtons[3].visible = true; GUIButtons[4].visible = false; GUIButtons[5].visible = false; GUIButtons[6].visible = false; GUIButtons[7].visible = false; foreach (Tile b in Tile.tiles) { if (b.built) { GUIButtons[2].visible = true; } } GUIButtons[4].triggered = false; } if (GUIButtons[8].triggered) { //Presses or unpresses GUIButtons[8].toggled = !GUIButtons[8].toggled; repairMode = GUIButtons[8].toggled; GUIButtons[8].triggered = false; } }
public static void selectGrid(MouseState state) { if (state.LeftButton == ButtonState.Pressed) { if (GUI.buildMenuOpen) { if (GUI.buildingButtonSelected != null) { //Building tile foreach (Tile b in Tile.tiles) { if (b.tileRectangle.Contains(state.X, state.Y)) { if (!b.built) { if (Player.gold >= GUI.buildingButtonSelected.building.goldCost - (GUI.buildingButtonSelected.building.goldCost * Buffs.buffs[2])) { Player.gold -= GUI.buildingButtonSelected.building.goldCost - (GUI.buildingButtonSelected.building.goldCost * Buffs.buffs[2]); Player.goldPerTurn += GUI.buildingButtonSelected.building.goldPerTurn; b.built = true; //Temp Test b.building = GUI.buildingButtonSelected.building; b.health = GUI.buildingButtonSelected.building.health; GUI.GUIButtons[2].visible = true; //Checks if black hole if (GUI.buildingButtonSelected.building.name == "Black Hole") { SavegameManager.saveGame(0); Environment.Exit(0); } if (GUI.buildingButtonSelected.building.buff) { for (int i = 0; i < GUI.buildingButtonSelected.building.modifier.Count(); i++) { if (GUI.buildingButtonSelected.building.modifier[i]) { Buffs.buffs[i] += GUI.buildingButtonSelected.building.percentIncrease[i]; } //Clamps GoldCost if (i == 2) { Buffs.buffs[i] = Operation.clamp(Buffs.buffs[i], 0F, .9F); } } } return; } } } } } } else { //Check if repair if (GUI.repairMode) { foreach (Tile b in tiles) { if (b.tileRectangle.Contains(state.X, state.Y)) { if (b.built) { int goldCostAmount = (b.building.health - b.health) * Game1.repairCostMultiplier; if (Player.gold >= goldCostAmount) { //Repair Player.gold -= goldCostAmount; b.health = b.building.health; } return; } } } } } } }