static void Main(string[] args) { //new instance of the pet VirtualPet myPet = new VirtualPet(); //greet the user here Console.WriteLine("Hello, thank you for taking care of Ezra!"); Console.WriteLine(); int selectedOption; do { //these are the pet interactions Console.WriteLine(); Console.WriteLine("What would you like to do today?"); Console.WriteLine("1. Feed the pet"); //decreases hunger Console.WriteLine("2. Train the pet"); //increases intelligence Console.WriteLine("3. Give them water"); //decreases thirst Console.WriteLine("4. Play with them"); //decreases boredom Console.WriteLine("5. Tell the pet about your day"); //increases social need Console.WriteLine("6. Quit"); //ends the game Console.WriteLine(); selectedOption = int.Parse(Console.ReadLine()); myPet.MyPetStatus(); switch (selectedOption) { //when the user selects options, these switch cases change the stats case 1: myPet.HungerDecrease(); Console.WriteLine("Thank you for feeding Ezra!"); break; case 2: myPet.IntelIncrease(); Console.WriteLine("Ezra can now do new tricks!"); break; case 3: myPet.ThirstDecrease(); Console.WriteLine("Thank you for keeping Ezra hydrated!"); break; case 4: myPet.BoredomDecrease(); Console.WriteLine("Wow, Ezra sure is having fun!"); break; case 5: myPet.SocialIncrease(); Console.WriteLine("Ezra certainly found your day interesting!"); break; case 6: Console.WriteLine("Come back any time! (^_^)\"/\""); break; default: Console.WriteLine("Yikes! You chose to do nothing with that invalid option..."); break; } myPet.HungerIncrease(); myPet.SocialDecrease(); myPet.ThirstIncrease(); myPet.BoredomIncrease(); } while (selectedOption != 6); }