//KONSTRUKTORN SOM HÅLLER DE VÄRDEN SOM SKALL SPARAS public Save(Player a_player, StateHandler a_stateHandler, Levels a_levels, Model a_model) { m_model = a_model; m_player = a_player; m_stateHandler = a_stateHandler; m_levels = a_levels; }
public Model(Player a_player, StateHandler a_stateHandler, Levels a_levels, Enemy a_enemy, EnemyBolt a_enemyBolt) { m_enemy = new List<Enemy>(); m_boltEnemy = new List<EnemyBolt>(); m_player = a_player; m_stateHandler = a_stateHandler; m_levels = a_levels; m_modelEnemy = a_enemy; m_modelEnemyBolt = a_enemyBolt; // m_view = new View.View(a_manager, a_contentLoader, a_graphics); m_save = new Save(m_player, m_stateHandler, m_levels, this); SetEnemies(); // m_view = a_view; }
public double GetMaxHealth(StateHandler.Difficulty a_difficulty) { double maxHealth = 0; switch (a_difficulty) { case StateHandler.Difficulty.EASY: maxHealth = 200; break; case StateHandler.Difficulty.MEDIUM: maxHealth = 100; break; case StateHandler.Difficulty.HARD: maxHealth = 50; break; } return maxHealth; }
internal void SetEnemyDamage(StateHandler.Difficulty a_difficulty) { switch (a_difficulty) { case StateHandler.Difficulty.EASY: enemyDamage = 50; break; case StateHandler.Difficulty.MEDIUM: enemyDamage = 75; break; case StateHandler.Difficulty.HARD: enemyDamage = 100; break; default: enemyDamage = 50; return; } }
public void GetLevelState(StateHandler.LevelState a_levelState) { m_levelState = a_levelState; }
//FUNCKTION SOM SÄTTER SPELARENS LIV BEOROENDE PÅ SVÅRIGHETSGRAD internal void SetDifficultyHealth(StateHandler.Difficulty a_difficulty) { m_gameMode = a_difficulty; switch (a_difficulty) { case StateHandler.Difficulty.EASY: m_lives = 200; break; case StateHandler.Difficulty.MEDIUM: m_lives = 100; break; case StateHandler.Difficulty.HARD: m_lives = 50; break; } }
//FUNCTION SOM SÄTTER SVÅRIGHETSGRADEN: internal void SetDifficulty(StateHandler.Difficulty difficulty) { m_player.SetDifficultyHealth(difficulty); m_modelEnemy.SetEnemyDamage(difficulty); m_modelEnemyBolt.SetEnemyDamage(difficulty); m_difficultyIsSet = true; }
internal void DoSave(Player a_player, StateHandler a_stateHandler, Levels a_levels, Model a_model, Save a_save) { a_save = new Save(m_player, a_stateHandler, a_levels, a_model); a_save.InitiateSave(); }