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(); }
//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>(); }
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; }