public GameOptions(GameDifficulty gameDifficulty, GameSurvivor gameSurvivor, Boolean autoReload, Boolean weaponsUnlocked) { this.GameDifficulty = gameDifficulty; this.GameSurvivor = gameSurvivor; this.AutoReload = autoReload; this.WeaponsUnlocked = weaponsUnlocked; }
private void StartPlayingNewGame(GameDifficulty gameDifficulty, GameSurvivor gameSurvivor, Boolean autoReload, Boolean weaponsUnlocked) { this.Options = new GameOptions(gameDifficulty, gameSurvivor, autoReload, weaponsUnlocked); this.StartPlayingGame(); // Create Entities SurvivorSubsystem.AddPlayerOneSurvivorSprite(new SurvivorSprite(this, new Location(new Vector2(100.0f, 100.0f), 1.0f, 0.0f))); // Unlock Weapons if Option Selected if (Options.WeaponsUnlocked) { SurvivorSubsystem.PlayerOneSurvivorSprite.EnableWeapon(SurvivorSprite.CROWBAR_WEAPON_INDEX); SurvivorSubsystem.PlayerOneSurvivorSprite.EnableWeapon(SurvivorSprite.CHAINSAW_WEAPON_INDEX); SurvivorSubsystem.PlayerOneSurvivorSprite.EnableWeapon(SurvivorSprite.PISTOL_WEAPON_INDEX); SurvivorSubsystem.PlayerOneSurvivorSprite.EnableWeapon(SurvivorSprite.SHOTGUN_WEAPON_INDEX); } // Reset Stats this.Results = new GameResults(); this.GamePaused = false; }
public void BeginPlayingNewGame(GameDifficulty gameDifficulty, GameSurvivor gameSurvivor, Boolean autoReload, Boolean weaponsUnlocked) { this.GameState = GameState.Playing; this.StartPlayingNewGame(gameDifficulty, gameSurvivor, autoReload, weaponsUnlocked); }