public GameOptions(GameDifficulty gameDifficulty, GameSurvivor gameSurvivor, Boolean autoReload, Boolean weaponsUnlocked)
 {
     this.GameDifficulty  = gameDifficulty;
     this.GameSurvivor    = gameSurvivor;
     this.AutoReload      = autoReload;
     this.WeaponsUnlocked = weaponsUnlocked;
 }
 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);
 }
        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;
        }
示例#6
0
 public void BeginPlayingNewGame(GameDifficulty gameDifficulty, GameSurvivor gameSurvivor, Boolean autoReload, Boolean weaponsUnlocked)
 {
     this.GameState = GameState.Playing;
     this.StartPlayingNewGame(gameDifficulty, gameSurvivor, autoReload, weaponsUnlocked);
 }