Пример #1
0
        public static void endOfTurn()
        {
            int points   = PointAndCurency.GetPoints();
            int multiple = 15;

            foreach (var soul in souls)
            {
                if (soul.soulName == "alive")
                {
                    soul.age = soul.age + (1 * multiple);
                    if (soul.age >= soul.maxAge)
                    {
                        soul.soulName = "dead";
                    }
                    else
                    {
                        soul.goodLevel = soul.goodLevel + needCalculation();
                    }
                }
            }
            resourceMangement();
            babySoul();
            points = (int)(points * 1.2);
            PointAndCurency.SetPoints(points);
        }
Пример #2
0
        public static void endOfGame()
        {
            int currentGold   = PointAndCurency.GetGold();
            int currentPoints = PointAndCurency.GetPoints();

            if (currentGold >= 80)
            {
                currentGold   = currentGold / 80;
                currentPoints = currentPoints + currentGold;
            }
            foreach (var soul in souls)
            {
                if (soul.soulName == "alive")
                {
                    currentPoints = currentPoints + (soul.goodLevel - (soul.maxAge - soul.age));
                    PointAndCurency.SetPoints(currentPoints);
                }
                else if (soul.soulName == "currency")
                {
                    currentPoints = PointAndCurency.GetPoints();
                    currentPoints = currentPoints + (soul.goodLevel / 2);
                    PointAndCurency.SetPoints(currentPoints);
                }
            }
        }
Пример #3
0
        /// <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)
        {
            goldAmount  = PointAndCurency.GetGold().ToString();
            soulAmount  = PointAndCurency.GetSouls().ToString();
            pointAmount = PointAndCurency.GetPoints().ToString();

            base.Update(gameTime);
        }
        public override void Update(GameTime gameTime)
        {
            //Get the current keyboard state and keys that are pressed
            keyboardState = Keyboard.GetState();
            Keys[] keys = keyboardState.GetPressedKeys();

            foreach (Keys key in keys)
            {
                if (key == Keys.Back)
                {
                    if (prevKeyboardState.IsKeyUp(key) && keyboardState.IsKeyDown(key))// && keyboardState.IsKeyDown(key))
                    {
                        if (name.Length > 0)
                        {
                            name = name.Remove(name.Length - 1);
                        }
                    }
                }
                else
                {
                    if (prevKeyboardState.IsKeyUp(key) && keyboardState.IsKeyDown(key))// && keyboardState.IsKeyDown(key))
                    {
                        if (key == Keys.A || key == Keys.B || key == Keys.C || key == Keys.D || key == Keys.E || key == Keys.F || key == Keys.G || key == Keys.H || key == Keys.I || key == Keys.J || key == Keys.K || key == Keys.L || key == Keys.M || key == Keys.N || key == Keys.O || key == Keys.P || key == Keys.Q || key == Keys.R || key == Keys.S || key == Keys.T || key == Keys.U || key == Keys.V || key == Keys.W || key == Keys.X || key == Keys.Y || key == Keys.Z)
                        {
                            if (name.Length < 7)
                            {
                                name = name + key;
                            }
                        }
                    }
                }
            }
            prevKeyboardState = keyboardState;

            currentMouseState = Mouse.GetState();
            if (currentMouseState.LeftButton == ButtonState.Released && pastMouseState.LeftButton == ButtonState.Pressed && submitButtonRectanglePosition.Contains(currentMouseState.X, currentMouseState.Y))
            {
                saveHighScore(name, PointAndCurency.GetPoints()); //this must pull out the info from elsewhere.
                ResetGameStats();
                name         = "";
                this.Visible = false;
                this.Enabled = false;
            }
            pastMouseState = currentMouseState;

            base.Update(gameTime);
        }
Пример #5
0
        public static void scoreSoul(int numSouls)
        {
            int currentPoints = PointAndCurency.GetPoints();
            int currentSouls  = PointAndCurency.GetSouls();
            int selling       = 0;

            foreach (var soul in souls)
            {
                if (soul.soulName == "currency" && selling < numSouls)
                {
                    currentPoints = (currentPoints + soul.goodLevel);
                    //currentSouls = currentSouls - 1;
                    selling++;
                    soul.soulName = "point";
                    PointAndCurency.SetSouls(currentSouls);
                    PointAndCurency.SetPoints(currentPoints);
                }
            }
        }
Пример #6
0
        protected override void LoadContent()
        {
            //values for strings
            pointAndCurency = new PointAndCurency();
            goldAmount      = PointAndCurency.GetGold().ToString();
            soulAmount      = PointAndCurency.GetSouls().ToString();
            pointAmount     = PointAndCurency.GetPoints().ToString();

            //setting position of strings holding currency values
            goldStringPosition  = new Vector2(330, 17);
            soulStringPosition  = new Vector2(440, 17);
            pointStringPosition = new Vector2(620, 17);

            spriteBatch = new SpriteBatch(GraphicsDevice);
            //Loading textures
            goldCurrencyTexture       = Game.Content.Load <Texture2D>(@"sprites\goldCurrency");
            soulCurrencyTexture       = Game.Content.Load <Texture2D>(@"sprites\soulCurrency");
            pointCurrencyTexture      = Game.Content.Load <Texture2D>(@"sprites\pointCurrency");
            currencyContainterTexture = Game.Content.Load <Texture2D>(@"sprites\currencyContainer");

            //loading Fonts
            spriteFont = Game.Content.Load <SpriteFont>(@"fonts\CourierNew");

            currencyContainerDrawableRectangle = new Rectangle(0, 0, currencyContainterTexture.Bounds.Width, currencyContainterTexture.Bounds.Height);
            goldCurrencyDrawableRectangle      = new Rectangle(0, 0, goldCurrencyTexture.Bounds.Width, goldCurrencyTexture.Bounds.Height);
            soulCurrencyDrawableRectangle      = new Rectangle(0, 0, soulCurrencyTexture.Bounds.Width, soulCurrencyTexture.Bounds.Height);
            pointCurrencyDrawableRectangle     = new Rectangle(0, 0, pointCurrencyTexture.Bounds.Width, pointCurrencyTexture.Bounds.Height);

            //+200 is sending the whole component to the right
            currencyContainerPositionRectangle = new Rectangle(0 + 250, 0, currencyContainterTexture.Bounds.Width / 2, currencyContainterTexture.Bounds.Height / 2);
            goldCurrencyPositionRectangle      = new Rectangle(10 + 250, 10, goldCurrencyTexture.Bounds.Width / 2, goldCurrencyTexture.Bounds.Height / 2);
            soulCurrencyPositionRectangle      = new Rectangle(130 + 250, 10, soulCurrencyTexture.Bounds.Width / 2, soulCurrencyTexture.Bounds.Height / 2);
            pointCurrencyPositionRectangle     = new Rectangle(250 + 250, 15, pointCurrencyTexture.Bounds.Width / 2, pointCurrencyTexture.Bounds.Height / 2);

            //Loading Fonts


            base.LoadContent();
        }
Пример #7
0
        public override void Draw(GameTime gameTime)
        {
            spriteBatch.Begin();
            spriteBatch.Draw(resultscreen, resultRectanglePosition, resultRectangle, Color.White);
            spriteBatch.DrawString(spriteFont1, "Congratulations you're done the game, your final score is: " + PointAndCurency.GetPoints(), new Vector2(65, 450), Color.White);

            spriteBatch.End();
            base.Draw(gameTime);
        }