public Game() { inventory = new List<Item>(); Console.WriteLine("Welcome adventurer, prepare yourself for a fantastical journey into the unknown."); // build the "map" // add locations and items // currently items must only be one word, spaces will break them Location l1_a1 = new Location("The Car", "You are at the end of a long alleyway, behind the car is a sheer drop, best not go that way.");// crashed car Key l1_screwDriver = new Key("Screw Driver", "This might come in handy.", false); l1_a1.addItem(l1_screwDriver); Location l1_a2 = new Location("The Alleyway", "A dark alleyway leading north to a gate and south to the car."); Key l1_brokenPipe = new Key("Broken Pipe", "A piece of steel piping, it looks like it broke off of the piping above.", true); l1_a2.addItem(l1_brokenPipe); Location l2_a1 = new Location("End of the alleyway", "There is a Metal gate standing North of you,\nblocking the exit from the alleyway.\nA Rusted chain with a Damaged Lock on it.\nIt looks like it could be easily broken with something...");// gate at end locking the exit Location l3_a1 = new Location("Barricaded Street", "A wide street with barricades not far east and west blocking the roads.\nThe street is surrounded by tall buildings."); l1_a1.addExit(new Exit(Exit.Directions.North, l1_a2)); l1_a2.addExit(new Exit(Exit.Directions.South, l1_a1)); l1_a2.addExit(new Exit(Exit.Directions.North, l2_a1)); l2_a1.addExit(new Exit(Exit.Directions.South, l1_a2)); l2_a1.addExit(new Exit(Exit.Directions.North, l3_a1, l1_brokenPipe)); l3_a1.addExit(new Exit(Exit.Directions.South, l2_a1)); currentLocation = l1_a1; showLocation(false); }
public Exit(Directions _direction, Location newLeadsTo, Key _key) { direction = _direction; leadsTo = newLeadsTo; key = _key; }
public Exit(Directions _direction, Location newLeadsTo) { direction = _direction; leadsTo = newLeadsTo; key = null; }
public Exit() { direction = Directions.Undefined; leadsTo = null; key = null; }