public static void Show() { if (Program.showWelcome) { TextOnScreen.PrintStart(); InputRequest.PrintInputRequest(ConsoleKey.Enter); } }
/// <summary> /// Displays the 'Choose Monster' screen /// <remarks>...and handles the user input.</remarks> /// </summary> public static void Show() { // Display "Choose"-Screen with dancing monster; Timer[] timer = TextOnScreen.PrintText("TextFiles/Choose.txt", "", true); // Request the key input; // create the List of excepted keys; List <ConsoleKey> keys = new List <ConsoleKey> { ConsoleKey.G, ConsoleKey.A, ConsoleKey.F , ConsoleKey.Spacebar // keep this for random gameplay }; // ...and request the input Game.choosenPlayer = InputRequest.PrintInputRequest("", timer, keys); // Start Player mod menue switch (Game.choosenPlayer) { case ConsoleKey.A: TextOnScreen.PrintText("TextFiles/theAngro.txt"); break; case ConsoleKey.F: TextOnScreen.PrintText("TextFiles/theFrodo.txt"); break; case ConsoleKey.G: TextOnScreen.PrintText("TextFiles/theGoble.txt"); break; default: TextOnScreen.PrintText("TextFiles/RandomGame.txt"); Thread.Sleep(4000); break; } if (Game.isNotRandom) { keys = new List <ConsoleKey> { ConsoleKey.M, ConsoleKey.D }; Game.modInput = InputRequest.PrintInputRequest("[M] - Mod the player, [D] - Use Default values", keys); if (Game.modInput == ConsoleKey.M) { // Use the input values Game.modifications.SetAttack(); Game.modifications.SetDefense(); Game.modifications.SetSpeed(); // tell the game we have modifications Game.isModyfied = true; } } }
public static void Show() { TextOnScreen.PrintText("TextFiles/Icon.txt"); Player player1 = new Player(Game.frodo, "Frodo"); Player player2 = new Player(Game.angry, "Frodo"); Player player3 = new Player(Game.goble, "Frodo"); player1.PrintMonster(40, 12); player2.PrintMonster(44, 15); player3.PrintMonster(39, 17); InputRequest.PrintInputRequest(ConsoleKey.Enter); }