/// <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) { currentMouseState = Mouse.GetState(); if (currentMouseState.LeftButton == ButtonState.Released && pastMouseState.LeftButton == ButtonState.Pressed && quitRectanglePosition.Contains(currentMouseState.X, currentMouseState.Y)) { Quit(); } if (currentMouseState.LeftButton == ButtonState.Released && pastMouseState.LeftButton == ButtonState.Pressed && nextTurnRectanglePosition.Contains(currentMouseState.X, currentMouseState.Y)) { int currentTurn = Turn.getCurrentTurn(); if (currentTurn == Turn.getLastTurn()) { //End Game Component this.Visible = false; //Score saved } else { Turn.setCurrentTurn(currentTurn + 1); Souls.endOfTurn(); NextTurn(); } } pastMouseState = currentMouseState; base.Update(gameTime); }
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; }