示例#1
0
        public static void returnSoul(Zone zone)
        {
            int numSouls    = Convert.ToInt32(zone.getNumberOfSouls());
            int soulsOnHand = PointAndCurency.GetSouls();

            if (zone.GetZoneType() >= 2)
            {
                zone.setNumberOfSouls(numSouls + 1);
                PointAndCurency.SetSouls(soulsOnHand - 1);
            }



            /*foreach (var soul in souls)
             * {
             *  if (soul.soulName == "currency")
             *  {
             *      soul.soulName = "alive";
             *      soul.age = 0;
             *      soul.maxAge = random.Next(30, 140);
             *      soul.goodLevel = soul.goodLevel - 2;
             *
             *  }
             * }*/
        }
        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>();
        }
示例#3
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);
                }
            }
        }
示例#4
0
        public override void Update(GameTime gameTime)
        {
            // TODO: Add your update code here
            currentMouseState = Mouse.GetState();

            if (currentMouseState.LeftButton == ButtonState.Released && pastMouseState.LeftButton == ButtonState.Pressed && easybuttonbuttonrectanglepos.Contains(currentMouseState.X, currentMouseState.Y))
            {
                PointAndCurency.SetGold(10000);
                for (int x = 0; x < 20; x++)
                {
                    Souls.createSoul();
                }
                PointAndCurency.SetSouls(Souls.souls.Count);
                Turn.setDifficulty("easy");
                StartNewGame();
            }
            if (currentMouseState.LeftButton == ButtonState.Released && pastMouseState.LeftButton == ButtonState.Pressed && normalbuttonrectanglepos.Contains(currentMouseState.X, currentMouseState.Y))
            {
                PointAndCurency.SetGold(5000);
                for (int x = 0; x < 15; x++)
                {
                    Souls.createSoul();
                }
                PointAndCurency.SetSouls(Souls.souls.Count);
                Turn.setDifficulty("normal");
                StartNewGame();
            }
            if (currentMouseState.LeftButton == ButtonState.Released && pastMouseState.LeftButton == ButtonState.Pressed && expertbuttonrectanglepos.Contains(currentMouseState.X, currentMouseState.Y))
            {
                PointAndCurency.SetGold(3000);
                for (int x = 0; x < 10; x++)
                {
                    Souls.createSoul();
                }
                PointAndCurency.SetSouls(Souls.souls.Count);
                Turn.setDifficulty("hard");
                StartNewGame();
            }
            pastMouseState = currentMouseState;
            base.Update(gameTime);
        }
示例#5
0
        public static void sellSoul()
        {
            int currentGold  = PointAndCurency.GetGold();
            int currentSouls = PointAndCurency.GetSouls();
            int selling      = 0;
            int soulID       = 0;

            foreach (var soul in souls)
            {
                if (soul.soulName == "currency" && selling == 0)
                {
                    currentSouls = currentSouls - 1;
                    currentGold  = currentGold + 75;
                    selling++;
                    soul.soulName = "sold";
                    PointAndCurency.SetSouls(currentSouls);
                    PointAndCurency.SetGold(currentGold);
                    soul.soulNumber = soulID;
                }
            }
        }
示例#6
0
        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;
        }
示例#7
0
        public static void buySoul()
        {
            int currentGold  = PointAndCurency.GetGold();
            int currentSouls = PointAndCurency.GetSouls();

            if (currentGold >= 100)
            {
                currentGold  = currentGold - 100;
                currentSouls = currentSouls + 1;
                PointAndCurency.SetSouls(currentSouls);
                PointAndCurency.SetGold(currentGold);
                allSoul++;
                souls.Add(new Soul
                {
                    soulNumber = allSoul,
                    soulName   = "currency",
                    age        = 0,
                    maxAge     = random.Next(30, 140),
                    goodLevel  = random.Next(-10, 35),
                    tileID     = 0
                });
            }
        }