/// <summary>
        /// method to manage the application setup and game loop
        /// </summary>
        private void ManageGameLoop()
        {
            TravelerAction travelerActionChoice = TravelerAction.None;

            //
            // display splash screen
            //
            _playingGame = _gameConsoleView.DisplaySpashScreen();

            //
            // player chooses to quit
            //
            if (!_playingGame)
            {
                Environment.Exit(1);
            }

            //
            // display introductory message
            //
            _gameConsoleView.DisplayGamePlayScreen("Mission Intro", Text.MissionIntro(), ActionMenu.MissionIntro, "");
            _gameConsoleView.GetContinueKey();

            //
            // initialize the mission traveler
            //
            InitializeMission();

            //
            // prepare game play screen
            //
            _currentLocation = _gameUniverse.GetSpaceTimeLocationById(_gameTraveler.SpaceTimeLocationID);
            _gameConsoleView.DisplayGamePlayScreen("Current Location", Text.CurrentLocationInfo(_currentLocation), ActionMenu.MainMenu, "");

            //
            // game loop
            //
            while (_playingGame)
            {
                //
                // process all flags, events, and stats
                //
                UpdateGameStatus();

                //
                // get next game action from player
                //
                if (ActionMenu.currentMenu == ActionMenu.CurrentMenu.MainMenu)
                {
                    travelerActionChoice = _gameConsoleView.GetActionMenuChoice(ActionMenu.MainMenu);
                }
                else if (ActionMenu.currentMenu == ActionMenu.CurrentMenu.AdminMenu)
                {
                    travelerActionChoice = _gameConsoleView.GetActionMenuChoice(ActionMenu.AdminMenu);
                }


                //
                // choose an action based on the player's menu choice
                //
                switch (travelerActionChoice)
                {
                case TravelerAction.None:
                    break;

                case TravelerAction.TravelerInfo:
                    _gameConsoleView.DisplayTravelerInfo();
                    break;

                case TravelerAction.LookAround:
                    _gameConsoleView.DisplayLookAround();
                    break;

                case TravelerAction.Travel:
                    TravelAction();
                    break;

                case TravelerAction.TravelerLocationsVisited:
                    _gameConsoleView.DisplayLocationsVisited();
                    break;

                case TravelerAction.LookAt:
                    LookAtAction();
                    break;

                case TravelerAction.PickUp:
                    PickUpAction();
                    break;

                case TravelerAction.PutDown:
                    PutDownAction();
                    break;

                case TravelerAction.Inventory:
                    _gameConsoleView.DisplayInventory();
                    break;

                case TravelerAction.ListSpaceTimeLocations:
                    _gameConsoleView.DisplayListOfSpaceTimeLocations();
                    break;

                case TravelerAction.ListGameObjects:
                    _gameConsoleView.DisplayListOfAllGameObjects();
                    break;

                case TravelerAction.AdminMenu:
                    ActionMenu.currentMenu = ActionMenu.CurrentMenu.AdminMenu;
                    _gameConsoleView.DisplayGamePlayScreen("Admin Menu", "Select an operation from the menu.", ActionMenu.AdminMenu, "");
                    break;

                case TravelerAction.ReturnToMainMenu:
                    ActionMenu.currentMenu = ActionMenu.CurrentMenu.MainMenu;
                    _gameConsoleView.DisplayGamePlayScreen("Current Location", Text.CurrentLocationInfo(_currentLocation), ActionMenu.MainMenu, "");
                    break;

                case TravelerAction.Exit:
                    _playingGame = false;
                    break;

                default:
                    break;
                }
            }

            //
            // close the application
            //
            Environment.Exit(1);
        }
        /// <summary>
        /// method to manage the application setup and game loop
        /// </summary>
        private void ManageGameLoop()
        {
            TravelerAction travelerActionChoice = TravelerAction.None;

            //
            // display splash screen
            //
            _playingGame = _gameConsoleView.DisplaySpashScreen();

            //
            // player chooses to quit
            //
            if (!_playingGame)
            {
                Environment.Exit(1);
            }

            //
            // display introductory message
            //
            _gameConsoleView.DisplayGamePlayScreen("Mission Intro", Text.MissionIntro(), ActionMenu.MissionIntro, "");
            _gameConsoleView.GetContinueKey();

            //
            // initialize the mission traveler
            //
            InitializeMission();

            //
            // prepare game play screen
            //
            _currentLocation = _gameUniverse.GetSpaceTimeLocationById(_gameTraveler.SpaceTimeLocationID);
            _gameConsoleView.DisplayGamePlayScreen("Current Location", Text.CurrrentLocationInfo(), ActionMenu.MainMenu, "");

            //
            // game loop
            //
            while (_playingGame)
            {
                //
                // process all flags, events, and stats
                //
                UpdateGameStatus();

                //
                // get next game action from player
                //
                travelerActionChoice = _gameConsoleView.GetActionMenuChoice(ActionMenu.MainMenu);

                //
                // choose an action based on the player's menu choice
                //
                switch (travelerActionChoice)
                {
                case TravelerAction.None:
                    break;

                case TravelerAction.TravelerInfo:
                    _gameConsoleView.DisplayTravelerInfo();
                    break;

                case TravelerAction.ListSpaceTimeLocations:
                    _gameConsoleView.DisplayListOfSpaceTimeLocations();
                    break;

                case TravelerAction.LookAround:
                    _gameConsoleView.DisplayLookAround();
                    break;

                case TravelerAction.Travel:
                    int requestedSpaceTimeLocationID;
                    SpaceTimeLocation requestedLocation;
                    do
                    {
                        requestedSpaceTimeLocationID = _gameConsoleView.DisplayGetNextSpaceTimeLocation();
                        requestedLocation            = _gameUniverse.GetSpaceTimeLocationById(requestedSpaceTimeLocationID);
                    } while (_gameTraveler.ExperiencePoints < requestedLocation.ReqExperiencePoints);


                    _gameTraveler.SpaceTimeLocationID = requestedSpaceTimeLocationID;
                    _currentLocation = requestedLocation;

                    _gameConsoleView.DisplayGamePlayScreen("Current Location", Text.CurrentLocationInfo(_currentLocation), ActionMenu.MainMenu, "");
                    break;

                case TravelerAction.TravelerLocationsVisited:
                    _gameConsoleView.DisplayLocationsVisited();
                    break;

                case TravelerAction.Exit:
                    _playingGame = false;
                    break;

                default:
                    break;
                }
            }

            //
            // close the application
            //
            Environment.Exit(1);
        }
        /// <summary>
        /// method to manage the application setup and game loop
        /// </summary>
        private void ManageGameLoop()
        {
            TravelerAction travelerActionChoice = TravelerAction.None;

            //
            // display splash screen
            //
            _playingGame = _gameConsoleView.DisplaySpashScreen();

            //
            // player chooses to quit
            //
            if (!_playingGame)
            {
                Environment.Exit(1);
            }

            //
            // display introductory message
            //

            _gameConsoleView.DisplayGamePlayScreen("Mission Intro", Text.MissionIntro(), ActionMenu.MissionIntro, "");
            _gameConsoleView.GetContinueKey();

            //
            // initialize the mission traveler
            //
            InitializeMission();

            //
            // store initial map layout in 2D array
            //
            // string[,] gameMapArray = _gameMap.drawMap();
            _gameMap.MapLayout = _gameMap.drawMap();

            //
            // convert initial map array to string
            //
            string gameMapString = _gameMap.convertMapToString(_gameMap.MapLayout);

            //
            // create array to hold player row and col coords
            // then get initial player position
            int[] currentPlayerMapPosition = new int[2];
            currentPlayerMapPosition = _gameMap.getCurrentPosition(_gameMap.MapLayout);

            MapLocation currentPlayerRoom;

            //
            // print the map
            //
            //
            _gameConsoleView.DisplayGamePlayScreen("Current Location", gameMapString, ActionMenu.MapMenu, "");


            _gameTimer.Start();
            //
            // game loop
            //
            while (_playingGame)
            {
                // player controls
                ConsoleKeyInfo keyInfo;
                keyInfo = Console.ReadKey(true);

                // validate keys
                // if not valid key - error message

                // check for player movement key TODO -> validate and make sure player isn't in menu
                if ((keyInfo.Key == ConsoleKey.UpArrow) || (keyInfo.Key == ConsoleKey.DownArrow) || (keyInfo.Key == ConsoleKey.LeftArrow) || (keyInfo.Key == ConsoleKey.RightArrow))
                {
                    // get the players current position
                    currentPlayerMapPosition = _gameMap.getCurrentPosition(_gameMap.MapLayout);
                    currentPlayerRoom        = _gameMap.getCurrentRoom(currentPlayerMapPosition);

                    // check if the player has entered a certain room and then modify a metric
                    bool hasVisited = _gameConsoleView.checkPlayerVisited("Engine Room 2");



                    if (currentPlayerRoom.Name == "Engine Room 2")
                    {
                        if (!hasVisited)
                        {
                            timeRemaining -= 10;
                            _gameConsoleView.DisplayMessage("The alien heard you! 10 Less seconds to escape!! Press any key to continue...");
                            Console.ReadKey();
                        }
                    }

                    // get the icon for the desired tile
                    int [] nextTile = _gameMap.getTile(_gameMap.MapLayout, currentPlayerMapPosition, keyInfo.Key);

                    // check if player has reached end of game tile
                    if ((nextTile[0]) == 18 && (nextTile[1] == 44))
                    {
                        _gameTimer.Stop();
                        _gameConsoleView.DisplayGameSuccessScreen(timeRemaining);
                    }

                    // refactor update map to check if desired position is available or if there is an NPC or item etc.
                    // refactor update map to return bool
                    //bool validTile = _gameMap.validateCellType(_gameMap.MapLayout, currentPlayerMapPosition, keyInfo.Key);

                    //
                    // determine object in cell type
                    //
                    if (_gameMap.MapLayout[nextTile[0], nextTile[1]] == "#")
                    {
                        _gameConsoleView.DisplayInputErrorMessage("That's a wall! You can't go that way!");
                    }
                    else if (_gameMap.MapLayout[nextTile[0], nextTile[1]] == "-")
                    {
                        // check if new location and update locations visited list if so
                        MapLocation currentMapRoom = _gameMap.getCurrentRoom(currentPlayerMapPosition);
                        if (!_gameTraveler.LocationsVisited.Contains(currentMapRoom))
                        {
                            _gameTraveler.LocationsVisited.Add(currentMapRoom);
                        }


                        // update the game map array
                        _gameMap.MapLayout = _gameMap.updateMap(_gameMap.MapLayout, currentPlayerMapPosition, keyInfo.Key);

                        // update the game map string
                        gameMapString = _gameMap.convertMapToString(_gameMap.MapLayout);

                        // display updated map
                        _gameConsoleView.DisplayRedrawMap("Current Location", gameMapString, ActionMenu.MapMenu, "");
                    }
                    else if ((_gameMap.MapLayout[nextTile[0], nextTile[1]] == "|") || (_gameMap.MapLayout[nextTile[0], nextTile[1]] == "_"))
                    {
                        int[] doorCoords = new int[2];
                        doorCoords[0] = nextTile[0];
                        doorCoords[1] = nextTile[1];
                        bool hasKey = false;

                        foreach (TravelerObject travelerObject in _gameTraveler.Inventory)
                        {
                            if (travelerObject.Type == TravelerObjectType.Key)
                            {
                                foreach (MapObject door in UniverseObjects.mapObjects)
                                {
                                    // check if the door coordinates correspond to the coordinates of the next tile
                                    if ((door.Coords[0] == doorCoords[0]) && (door.Coords[1] == doorCoords[1]))
                                    {
                                        //
                                        // check if the key unlocks id matches the door id
                                        if (travelerObject.UnlocksId == door.Id)
                                        {
                                            hasKey = true;
                                            //Console.WriteLine("asdf asd aSD");
                                            // player has key to open door

                                            _gameMap.MapLayout[nextTile[0], nextTile[1]] = "@";

                                            // update the game map array
                                            _gameMap.MapLayout = _gameMap.updateMap(_gameMap.MapLayout, currentPlayerMapPosition, keyInfo.Key);

                                            // update the game map string
                                            gameMapString = _gameMap.convertMapToString(_gameMap.MapLayout);

                                            _gameConsoleView.DisplayRedrawMap("Current Location", gameMapString, ActionMenu.MapMenu, "");
                                        }
                                    }
                                }
                            }
                        }
                        if (!hasKey)
                        {
                            _gameConsoleView.DisplayInputErrorMessage("You need a key to unlock this door!");
                        }

                        // check if object is key

                        //command.Parameters.AddWithValue(kvp.Key, kvp.Value);
                    }
                    else if (_gameMap.MapLayout[nextTile[0], nextTile[1]] == "K")
                    {
                        int[] keyCoords = new int[2];
                        keyCoords[0] = nextTile[0];
                        keyCoords[1] = nextTile[1];
                        foreach (TravelerObject key in UniverseObjects.gameObjects)
                        {
                            if (key.Coords != null)
                            {
                                if ((key.Coords[0] == keyCoords[0]) && (key.Coords[1] == keyCoords[1]))
                                {
                                    _gameConsoleView.DisplayGameObjectInfo(key, nextTile, _gameMap.MapLayout);
                                }
                            }
                            else
                            {
                                return;
                            }
                        }
                    }
                    else
                    {
                        int[] npcCoords = new int[2];
                        npcCoords[0] = nextTile[0];
                        npcCoords[1] = nextTile[1];
                        // display the NPC menu
                        foreach (NPC npc in _gameUniverse.Npcs)
                        {
                            // check if the coordinates match
                            if ((npc.Coords[0] == npcCoords[0]) && (npc.Coords[1] == npcCoords[1]))
                            {
                                if (npc.Icon == _gameMap.MapLayout[nextTile[0], nextTile[1]])
                                {
                                    if (npc is ISpeak)
                                    {
                                        // display greeting
                                        _gameConsoleView.DisplayTalkTo(npc);
                                    }
                                    if (npc is IGiveItem)
                                    {
                                        _gameConsoleView.DisplayItemReceived(npc);
                                    }
                                    if (npc is IModifyMap)
                                    {
                                        _gameConsoleView.DisplayNpcModifyMap(npc, _gameMap.MapLayout);
                                    }
                                    ActionMenu.currentMenu = ActionMenu.CurrentMenu.MapMenu;
                                    _gameConsoleView.DisplayRedrawMap("Current Location", gameMapString, ActionMenu.MapMenu, "");

                                    //
                                    // call function to handle NPC interaction
                                    // npcInteraction(npc);
                                    //
                                }
                            }
                        }
                    }
                }

                else
                {
                    if (ActionMenu.currentMenu == ActionMenu.CurrentMenu.MapMenu)
                    {
                        travelerActionChoice = _gameConsoleView.GetActionMenuChoice(ActionMenu.MapMenu, keyInfo, gameMapString);
                    }
                    else if (ActionMenu.currentMenu == ActionMenu.CurrentMenu.MainMenu)
                    {
                        travelerActionChoice = _gameConsoleView.GetActionMenuChoice(ActionMenu.MainMenu, keyInfo, gameMapString);
                    }
                    else if (ActionMenu.currentMenu == ActionMenu.CurrentMenu.NPCMenu)
                    {
                        travelerActionChoice = _gameConsoleView.GetActionMenuChoice(ActionMenu.NpcMenu, keyInfo, gameMapString);
                    }
                    else if (ActionMenu.currentMenu == ActionMenu.CurrentMenu.AdminMenu)
                    {
                        travelerActionChoice = _gameConsoleView.GetActionMenuChoice(ActionMenu.AdminMenu, keyInfo, gameMapString);
                    }

                    switch (travelerActionChoice)
                    {
                    case TravelerAction.None:
                        break;

                    case TravelerAction.TalkTo:
                        //_gameConsoleView.DisplayTalkTo(npc);
                        break;

                    case TravelerAction.ReturnToMap:
                        ActionMenu.currentMenu = ActionMenu.CurrentMenu.MapMenu;
                        _gameConsoleView.DisplayRedrawMap("Current Location", gameMapString, ActionMenu.MapMenu, "");
                        break;

                    case TravelerAction.TravelerInfo:
                        _gameConsoleView.DisplayTravelerInfo();
                        ActionMenu.currentMenu = ActionMenu.CurrentMenu.MainMenu;
                        break;

                    case TravelerAction.LookAround:
                        _gameConsoleView.DisplayLookAround(_gameMap.MapLayout);
                        ActionMenu.currentMenu = ActionMenu.CurrentMenu.MainMenu;
                        break;

                    case TravelerAction.AdminMenu:
                        ActionMenu.currentMenu = ActionMenu.CurrentMenu.AdminMenu;
                        _gameConsoleView.DisplayGamePlayScreen("Admin Menu", "Select an operation from the menu.", ActionMenu.AdminMenu, "");
                        break;

                    case TravelerAction.Inventory:
                        _gameConsoleView.DisplayInventory();
                        ActionMenu.currentMenu = ActionMenu.CurrentMenu.MainMenu;
                        break;

                    case TravelerAction.ListAllNpcs:
                        _gameConsoleView.DisplayListOfNPCs();
                        ActionMenu.currentMenu = ActionMenu.CurrentMenu.AdminMenu;
                        break;

                    case TravelerAction.ListGameObjects:
                        _gameConsoleView.DisplayListAllGameObjects();
                        ActionMenu.currentMenu = ActionMenu.CurrentMenu.AdminMenu;
                        break;

                    case TravelerAction.ListLocationsVisited:
                        _gameConsoleView.DisplayLocationsVisited();
                        ActionMenu.currentMenu = ActionMenu.CurrentMenu.AdminMenu;
                        break;

                    case TravelerAction.ListAllLocations:
                        _gameConsoleView.DisplayListAllMapLocations();
                        ActionMenu.currentMenu = ActionMenu.CurrentMenu.AdminMenu;
                        break;

                    case TravelerAction.Exit:
                        _playingGame = false;
                        break;

                    default:
                        break;
                    }
                }
            }
            //
            // close the application
            //
            Environment.Exit(1);
        }
Beispiel #4
0
        /// <summary>
        /// method to manage the application setup and game loop
        /// </summary>
        private void ManageGameLoop()
        {
            TravelerAction travelerActionChoice = TravelerAction.None;

            //
            // display splash screen
            //
            _playingGame = _gameConsoleView.DisplaySpashScreen();

            //
            // player chooses to quit
            //
            if (!_playingGame)
            {
                Environment.Exit(1);
            }

            //
            // display introductory message
            //
            _gameConsoleView.DisplayGamePlayScreen("Mission Intro", Text.MissionIntro(), ActionMenu.MissionIntro, "");
            _gameConsoleView.GetContinueKey();

            //
            // initialize the mission traveler
            //
            InitializeMission();

            //
            // prepare game play screen
            //
            _gameConsoleView.DisplayGamePlayScreen("Current Location", Text.CurrrentLocationInfo(), ActionMenu.MainMenu, "");

            //
            // game loop
            //
            while (_playingGame)
            {
                //
                // get next game action from player
                //
                travelerActionChoice = _gameConsoleView.GetActionMenuChoice(ActionMenu.MainMenu);

                //
                // choose an action based on the player's menu choice
                //
                switch (travelerActionChoice)
                {
                case TravelerAction.None:
                    break;

                case TravelerAction.TravelerInfo:
                    _gameConsoleView.DisplayTravelerInfo();
                    break;

                case TravelerAction.Exit:
                    _playingGame = false;
                    break;

                default:
                    break;
                }
            }

            //
            // close the application
            //
            Environment.Exit(1);
        }
Beispiel #5
0
        /// <summary>
        /// method to manage the application setup and game loop
        /// </summary>
        private void ManageGameLoop()
        {
            PlayerAction travelerActionChoice = PlayerAction.None;

            //
            // display splash screen
            //
            _playingGame = _gameConsoleView.DisplaySplashScreen();

            //
            // player chooses to quit
            //
            if (!_playingGame)
            {
                Environment.Exit(1);
            }

            //
            // display introductory message
            //

            _gameConsoleView.DisplayGamePlayScreen("Game Introduction", Text.CharacterCreation(), ActionMenu.MissionIntro, "");
            _gameConsoleView.GetContinueKey();
            _playerCharacter.LocationValue  = TheZlandProject.Models.Area.Sanctuary;
            _playerCharacter.HealthValue    = 10;
            _playerCharacter.MaxHealthValue = 10;
            _playerCharacter.AttackValue    = 2;

            //
            // initialize the mission traveler
            //
            InitializeMission();
            List <GameLocation> _listOfLocation = new List <GameLocation>();
            ListOfLocations     Instantiate     = new ListOfLocations();
            List <Character>    ListOfNPC       = ListOfAllNPC.InstantiateNPCLIst();

            _listOfLocation = Instantiate.IntitializeGameLocationList();
            List <TheZlandProject.GameObject> listOfAllGameObjects = new List <TheZlandProject.GameObject>();

            listOfAllGameObjects       = ListOfGameObjects.IntitializeGameObjectList();
            _playerCharacter.Inventory = listOfAllGameObjects;
            List <Area> ListOfPlacesVisited = new List <Area>();

            //
            // prepare game play screen
            //
            _gameConsoleView.DisplayGamePlayScreen("Current Location: " + _playerCharacter.LocationValue, Text.CurrrentLocationInfo(_playerCharacter), ActionMenu.MainMenu, "");

            //
            // game loop
            //

            travelerActionChoice = _gameConsoleView.GetActionMenuChoice(ActionMenu.MainMenu);

            Random playerRandomEncounter = new Random();

            while (_playingGame)
            {
                //
                // get next game action from player
                int randomBattle = 0;
                randomBattle = playerRandomEncounter.Next(1, 101);
                int probOfEncounter = 90;
                //
                // choose an action based on the player's menu choice
                //
                switch (travelerActionChoice)
                {
                case PlayerAction.None:
                    travelerActionChoice = _gameConsoleView.GetActionMenuChoice(ActionMenu.MainMenu);
                    break;

                case PlayerAction.Heal:
                    _gameConsoleView.Heal(_playerCharacter);
                    travelerActionChoice = PlayerAction.Return;
                    break;

                case PlayerAction.Act:
                    _gameConsoleView.DisplayGamePlayScreen("Current Location: " + _playerCharacter.LocationValue, Text.CurrrentLocationInfo(_playerCharacter), ActionMenu.Act, "");
                    travelerActionChoice = _gameConsoleView.GetActionMenuChoice(ActionMenu.Act);
                    break;

                case PlayerAction.Options:
                    _gameConsoleView.DisplayGamePlayScreen("Current Location: " + _playerCharacter.LocationValue, Text.CurrrentLocationInfo(_playerCharacter), ActionMenu.OptionMenu, "");
                    travelerActionChoice = _gameConsoleView.GetActionMenuChoice(ActionMenu.OptionMenu);
                    break;

                case PlayerAction.Travel:
                    if (randomBattle >= probOfEncounter)
                    {
                        _gameConsoleView.Battle(_playerCharacter);
                        travelerActionChoice = PlayerAction.Return;
                    }
                    else
                    {
                        _playerCharacter     = _gameConsoleView.DisplayTravelMenu(_playerCharacter, _listOfLocation, ListOfPlacesVisited, listOfAllGameObjects);
                        travelerActionChoice = PlayerAction.Return;
                    }
                    break;

                case PlayerAction.TalkTo:
                    _gameConsoleView.DisplayTalkTo(_playerCharacter, ListOfNPC);
                    travelerActionChoice = PlayerAction.Return;
                    break;

                case PlayerAction.PlayerInfo:
                    _gameConsoleView.DisplayPlayerInformation();
                    travelerActionChoice = _gameConsoleView.GetActionMenuChoice(ActionMenu.PlayerInformation);
                    break;

                case PlayerAction.EditPlayer:
                    _playerCharacter     = _gameConsoleView.DisplayEditPlayer(_playerCharacter);
                    travelerActionChoice = _gameConsoleView.GetActionMenuChoice(ActionMenu.MainMenu);
                    break;

                case PlayerAction.LookAround:
                    _playerCharacter     = _gameConsoleView.LookAround(_playerCharacter, listOfAllGameObjects);
                    travelerActionChoice = _gameConsoleView.GetActionMenuChoice(ActionMenu.LookAround);
                    break;

                case PlayerAction.LookAt:
                    _gameConsoleView.LookAt(_playerCharacter, listOfAllGameObjects);
                    travelerActionChoice = _gameConsoleView.GetActionMenuChoice(ActionMenu.ReturnOnly);
                    break;

                case PlayerAction.PickUpItem:
                    _playerCharacter     = _gameConsoleView.PickUpItem(_playerCharacter, listOfAllGameObjects);
                    travelerActionChoice = PlayerAction.Return;
                    break;

                case PlayerAction.PutDownItem:
                    _playerCharacter     = _gameConsoleView.PutDownItem(_playerCharacter, listOfAllGameObjects);
                    travelerActionChoice = PlayerAction.Return;
                    break;

                case PlayerAction.AdminMenu:
                    _gameConsoleView.DisplayAdminMenu();
                    travelerActionChoice = _gameConsoleView.GetActionMenuChoice(ActionMenu.AdminMenu);
                    break;

                case PlayerAction.DisplayAllObjects:
                    _gameConsoleView.DisplayAllGameObjects(listOfAllGameObjects);
                    travelerActionChoice = _gameConsoleView.GetActionMenuChoice(ActionMenu.ReturnOnly);
                    break;

                case PlayerAction.DisplayAllNPC:
                    _gameConsoleView.DisplayAllNPC(ListOfNPC);
                    travelerActionChoice = _gameConsoleView.GetActionMenuChoice(ActionMenu.ReturnOnly);
                    break;

                case PlayerAction.DisplayPlayerInventory:
                    _gameConsoleView.DisplayPlayerInventory(_playerCharacter);
                    travelerActionChoice = _gameConsoleView.GetActionMenuChoice(ActionMenu.ReturnOnly);
                    break;

                case PlayerAction.DisplayLocationsVisited:
                    _gameConsoleView.DisplayAllPlacesVisited(ListOfPlacesVisited);
                    travelerActionChoice = _gameConsoleView.GetActionMenuChoice(ActionMenu.ReturnOnly);
                    break;

                case PlayerAction.DisplayAllLocations:
                    _gameConsoleView.DisplayAllLocations(_listOfLocation);
                    travelerActionChoice = _gameConsoleView.GetActionMenuChoice(ActionMenu.ReturnOnly);
                    break;

                case PlayerAction.Return:
                    _gameConsoleView.DisplayCurrentLocation(_playerCharacter);
                    travelerActionChoice = _gameConsoleView.GetActionMenuChoice(ActionMenu.MainMenu);
                    break;

                case PlayerAction.Exit:
                    _playingGame = false;
                    break;

                default:
                    break;
                }
            }

            //
            // close the application
            //
            _gameConsoleView.DisplayClosingScreen();
            Environment.Exit(1);
        }