public void DisplayLocationsVisisted() { //create a list of locations that survivor has been to List <WorldLocations> visitedLocations = new List <WorldLocations>(); foreach (int locationId in _gameSurvivor.LocationsVisited) { visitedLocations.Add(_worldContents.GetLocationById(locationId)); } DisplayGamePlayScreen("Locations you've been too", Text.VisitedLocations(visitedLocations), ActionMenu.SurvivorMenu, ""); }
/// <summary> /// method to manage the application setup and game loop /// </summary> private void ManageGameLoop() { SurvivorAction survivorActionChoice = SurvivorAction.None; // // display splash screen // _playingGame = _gameConsoleView.DisplaySpashScreen(); // // player chooses to quit // if (!_playingGame) { Environment.Exit(1); } // // display introductory message // _gameConsoleView.DisplayGamePlayScreen("Intro", Text.MissionIntro(), ActionMenu.MissionIntro, ""); _gameConsoleView.GetContinueKey(); // // initialize the mission traveler // InitializeMission(); // // prepare game play screen // _gameConsoleView.DisplayGamePlayScreen("Current Location", Text.CurrrentLocationInfo(), ActionMenu.MainMenu, ""); _currentLocation = _worldContents.GetLocationById(_gameSurvivor.LocationId); // // game loop // while (_playingGame) { UpdateGameStatus(); // _gameConsoleView.DisplayStatusBox(); //get next action choice survivorActionChoice = GetNextSurvivorAction(); // choose an action based on the user's menu choice switch (survivorActionChoice) { case SurvivorAction.None: break; case SurvivorAction.SurvivorInfo: _gameConsoleView.DisplaySurvivorInfo(); break; case SurvivorAction.ListLocations: _gameConsoleView.DisplayListOfLocations(); break; case SurvivorAction.LookAround: _gameConsoleView.DisplayLookAround(); break; case SurvivorAction.Travel: //get new location choice and update current location _gameSurvivor.LocationId = _gameConsoleView.GetNextLocation(); _currentLocation = _worldContents.GetLocationById(_gameSurvivor.LocationId); //set gameplayscreen as current location info _gameConsoleView.DisplayGamePlayScreen("Current Location", Text.CurrentLocationInfo(_currentLocation), ActionMenu.MainMenu, ""); break; case SurvivorAction.SurvivorLocationsVisited: _gameConsoleView.DisplayLocationsVisisted(); //_gameConsoleView.DisplayStatusBox(); break; case SurvivorAction.ListGameObjects: _gameConsoleView.DisplayListOfGameObjects(); // _gameConsoleView.DisplayStatusBox(); break; case SurvivorAction.DisplayNonPlayableCharacters: _gameConsoleView.DisplayListOfNpcObjects(); break; case SurvivorAction.LookAt: LookAtAction(); break; case SurvivorAction.PickUp: PickUpAction(); break; case SurvivorAction.PutDown: PutDownAction(); break; case SurvivorAction.TalkTo: TalkToAction(); break; case SurvivorAction.Inventory: _gameConsoleView.DisplayInventory(); break; case SurvivorAction.AdminMenu: ActionMenu.currentMenu = ActionMenu.CurrentMenu.AdminMenu; _gameConsoleView.DisplayGamePlayScreen("Admin Menu", "Select an option from the menu", ActionMenu.AdminMenu, ""); break; case SurvivorAction.ReturnToMainMenu: ActionMenu.currentMenu = ActionMenu.CurrentMenu.MainMenu; _gameConsoleView.DisplayGamePlayScreen("Current Location", Text.CurrentLocationInfo(_currentLocation), ActionMenu.MainMenu, ""); break; case SurvivorAction.ObjectMenu: ActionMenu.currentMenu = ActionMenu.CurrentMenu.ObjectMenu; _gameConsoleView.DisplayGamePlayScreen("Object Menu", "Select an action from the menu.", ActionMenu.ObjectMenu, ""); break; case SurvivorAction.SurvivorMenu: ActionMenu.currentMenu = ActionMenu.CurrentMenu.SurvivorMenu; _gameConsoleView.DisplayGamePlayScreen("Survivor Menu", "Select an option from the menu.", ActionMenu.SurvivorMenu, ""); break; case SurvivorAction.NonplayerCharacterMenu: ActionMenu.currentMenu = ActionMenu.CurrentMenu.NpcMenu; _gameConsoleView.DisplayGamePlayScreen("NPC Menu", "Select an option from the menu.", ActionMenu.NpcMenu, ""); break; case SurvivorAction.Exit: _playingGame = false; break; default: break; } } // // close the application // Environment.Exit(1); }