//print the buffer with no prompt: public static void prompt() { Console.Clear(); Console.Write(Game_Utilities.wrap(output_buffer, Console.WindowWidth)); Console.Write(">"); output_buffer = ""; // clear the buffer when done. }
// print the buffer public static void print() { Console.Clear(); //wrap the text to fit onto the screen correctly Console.Write(Game_Utilities.wrap(output_buffer, Console.WindowWidth)); Console.WriteLine("What would you like to do?"); Console.Write(">"); output_buffer = ""; // clear the buffer when done. }
public static void end_game(string endText) { Program.quit = true; Console.Clear(); Console.WriteLine(Game_Utilities.wrap(endText, Console.WindowWidth)); //force to close window after game ends... Console.WriteLine("You may now close this window."); Console.CursorVisible = false; //infanite loop so no action can be taken... while (true) { Console.ReadKey(true); } }
//Welcone Screen public static void title_screen() { Console.Clear(); Console.WriteLine(); Console.WriteLine(Game_Utilities.wrap("*** Welcome to Generic Adventure Time!" + " A gaming experiment by Jeff Heytow, novice programmer. ***", Console.WindowWidth)); Console.WriteLine(Game_Utilities.wrap("\n\nPlease note that you can type 'help' " + "at any time to see a list of available commands.", Console.WindowWidth)); Console.WriteLine("\nPress any key to begin..."); Console.CursorVisible = false; //get rid of the cursor Console.ReadKey(); Console.CursorVisible = true; // bring cursor back this.room_enemies Keyword 'this' is not valid in a static property, static method, or static field initializer Console.Clear(); }
// determine what action to take based // on the user input public static void process(string input) { // get the first half and trim it to one easy to read command string command = Game_Utilities.extract_command(input.Trim().Trim().ToLower()); // get the second half and trim it to one easy to read command string action = Game_Utilities.extract_action(input.Trim().Trim().ToLower()); string direction = Game_Manager.enemy.npc_direction(); // now take action based on the input given: /* * user commands are: * ~ move - moves the player * ~ look - describes the current area * ~ take - takes an object from the area * ~ stats - displays the Player's current stats * ~ drop - drops an object from the area * ~ inventory - lists the player's inventory items * ~ help - displays the list of user commands * ~ quit - exits the game */ switch (command) { case "move": Player.move(action); Text_Buffer.Add("\nYou are located at [ " + Player._Player._X_Position + ", " + Player._Player._Y_Position + " ]"); break; case "battlecry": Player._Player.BattleCry(); break; case "look": Player.get_room().describe(); break; case "take": Player.pickup_item(action); break; case "drop": Player.drop_item(action); break; case "stats": Player.stats(); break; case "inventory": Player.print_inventory(); break; case "help": help_screen(); break; case "quit": Program.quit = true; return; } process_enemy(direction); Game_Manager.check_game_rules(); Text_Buffer.print(); }