public override bool processSelectedItem(string selection, Player playerObject) { string Name = selection.Substring(0, selection.IndexOf("-") - 1); bool success = false; if (Name == "Drug Dealers") { success = playerObject.unlockNPC(Player.NPCType.drug); } else if (Name == "Gun Runners") { success = playerObject.unlockNPC(Player.NPCType.guns); } else if (Name == "Muscle") { success = playerObject.unlockNPC(Player.NPCType.muscle); } else if (Name == "Specialists") { success = playerObject.unlockNPC(Player.NPCType.specialists); } else if (Name == "Hookers") { success = playerObject.unlockNPC(Player.NPCType.hookers); } else if (Name == "Job Seeker") { success = playerObject.unlockNPC(Player.NPCType.jobs); } updateMenuOptions(playerObject.getNPCs()); return success; }
public override bool processSelectedItem(string selection, Player playerObject) { if (displayingJobs) { displayingJobs = false; foreach(job currJob in selectedJobs) { if(currJob.missionText == selection) { menuText = selection + "\n"; menuText += "Mission reward: $" + currJob.moneyValue + "\n"; menuText += "Control reward: " + currJob.controlValue + "\n"; menuText += "Number of required Muscle: " + currJob.muscleRequired + "\n"; menuText += "Number of required bodyguards: " + currJob.bodyguardsRequired + "\n"; menuText += "Number of required hitmen: " + currJob.hitmenRequired + "\n"; menuOptions.Clear(); menuOptions.Add("Accept"); menuOptions.Add("Decline"); displayedJob = currJob; break; } } return false; } else { if (selection == "Accept") { //need some way of adding this job to a queue back on game. Also only want one job accepted at a time, also need to check that the job is doable. if (playerObject.haveRequiredNumberOfBodyguards(displayedJob.bodyguardsRequired) && playerObject.haveRequiredNumberOfHitmen(displayedJob.hitmenRequired) && playerObject.haveRequiredNumberOfMuscle(displayedJob.muscleRequired)) { playerObject.assignJob(displayedJob); menuText = "Sorry Boss, we can only support one job at a time, come back tomorrow"; menuOptions.Clear(); menuOptions.Add("Ok"); return true; } else { return false; } } else { displayingJobs = true; menuText = originalMenuText; updateMenuOptions(); return false; } } }
public override bool processSelectedItem(string selection, Player playerObject) { string Name = selection.Substring(0, selection.IndexOf("-") - 1); if (Name == pimp.name) { if (playerObject.spendMoney(pimp.initialCost)) { pimp.currentNumber++; updateMenuOptions(); return true; } } else if (Name == hitman.name) { if (playerObject.spendMoney(hitman.initialCost)) { hitman.currentNumber++; updateMenuOptions(); return true; } } else if (Name == bodyguard.name) { if (playerObject.spendMoney(bodyguard.initialCost)) { bodyguard.currentNumber++; updateMenuOptions(); return true; } } else if (Name == policeBriber.name) { if (playerObject.spendMoney(policeBriber.initialCost)) { policeBriber.currentNumber++; updateMenuOptions(); return true; } } return false; }
public virtual bool processSelectedItem(string selection, Player playerObject) { string Name = selection.Substring(0, selection.IndexOf("-") - 1); int i = 0; foreach (recruit currRecruit in recruitTypes) { if (currRecruit.name == Name) { if (playerObject.spendMoney(currRecruit.initialCost)) { recruit incrementDealer = (recruit)recruitTypes[i]; incrementDealer.currentNumber++; recruitTypes[i] = incrementDealer; updateMenuOptions(); return true; } } i++; } return false; }
public RandomGameEvents(Player playerIn) { playerObject = playerIn; //randomNumberGenerater = new Random(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); device = graphics.GraphicsDevice; officeTexture = Content.Load<Texture2D>("OfficeTemplate"); playerTexture = Content.Load<Texture2D>("You"); NPCTexture = Content.Load<Texture2D>("NPC"); font = Content.Load<SpriteFont>("Georgia"); menuTexture = CreateRectangle(400, 400); screenWidth = device.PresentationParameters.BackBufferWidth; screenHeight = device.PresentationParameters.BackBufferHeight; gameOverTexture = CreateRectangle(screenWidth, screenHeight); alertTexture = CreateRectangle(screenWidth / 2, screenHeight / 2); playerObject = new Player(playerTexture, officeTexture); level = new Map(officeTexture, screenWidth, screenHeight, playerObject.getLocation()); menu = new GameMenu(); gameEvents = new RandomGameEvents(playerObject); }