public static void StartRoom(Player player, int floor) { Console.Clear(); MenuDoes.DrawMenu(); CharacterInfo.ShortAttributes(player); MenuDoes.CommandToggle(0, player.zToggle, player); SceneSocial.DrawScene(player); SceneSocial.DrawInput(new string[] { "//Continue" }, 0); int x = 5; int y = 8; string[] dialogue = SRString(floor); player.CreateSkill(floor); Console.ForegroundColor = ConsoleColor.Cyan; Console.SetCursorPosition(7, 8); Console.Write("Plutchik's Soul"); Console.ForegroundColor = ConsoleColor.White; Console.Write(": It's time to continue your journey."); SceneSocial.DrawInput(new string[] { "//Continue" }, 0); SceneBattle.PressEnter(); Console.SetCursorPosition(7, 9); Console.ForegroundColor = ConsoleColor.Green; Console.Write("!You have been fully restored!"); SceneSocial.DrawInput(new string[] { "//Leave Room" }, 0); player.Life = player.FindLife(); player.Resource = player.ResourceAttribute != Attributes.Intuition ? player.FindResource() : 0; SceneBattle.PressEnter(); }
public static void Initialize(Player player, Map map) { Console.Clear(); MenuDoes.DrawMenu(); CharacterInfo.ShortSheet(player); MenuDoes.CommandClear(); MenuDoes.CommandToggle(0, player.zToggle, player); SceneMap.DrawMap(player, map); }
public static Player Loop(Player player, Map map) { //insert finished switch here. being able to call this will allow for cutscenes. -__o don't count on it anytime soon //bools Console.CursorVisible = false; bool menuOn = false; bool floorOn = true; bool refresh = true; //ints //Refresh(int info, int command, int scene) int xRef = -1; int yRef = -1; int zRef = -1; int toggleSelector = -1; int toggleInfo = 0; int toggleCommand = 0; int toggleScene = 0; //NPC npc = map.CurrentRoom.Character; //Main Loop do { if (refresh) { Console.CursorVisible = false; toggleSelector = -1; Initialize(player, map); refresh = false; } Console.SetCursorPosition(109, 2); switch (Console.ReadKey(true).Key) { //Opens Map (if menu is on) when Subtract (NumPad) or G is pressed case ConsoleKey.Subtract: case ConsoleKey.G: #region Open Map if (toggleScene == 0) { if (menuOn == true) { menuOn = false; MenuDoes.SceneClear(); SceneMap.DrawMap(player, map); } } #endregion break; //Current location set to up (if possible) when NumPad8 or W is pressed case ConsoleKey.W: case ConsoleKey.NumPad8: #region Move Up if (toggleScene == 0) //Map is scene { if (menuOn == false) { if (map.CurrentRoom.IsExit[0]) { toggleSelector = 0; xRef = map.CurrentRoom.MapX; yRef = map.CurrentRoom.MapY - 1; zRef = 2; SceneMap.FillMap(player, map); SceneMap.DrawRoom(map.CurrentRoom.MapX, map.CurrentRoom.MapY, 'o'); SceneMap.PreviewMove(xRef, yRef); SceneMap.UpdateInput(player, map, 0); } } } #endregion break; //Current location set to right (if possible) when NumPad6 or D is pressed case ConsoleKey.D: case ConsoleKey.NumPad6: #region Move Right if (toggleScene == 0) //Map is scene { if (menuOn == false) { if (map.CurrentRoom.IsExit[1]) { toggleSelector = 0; xRef = map.CurrentRoom.MapX + 1; yRef = map.CurrentRoom.MapY; zRef = 3; SceneMap.FillMap(player, map); SceneMap.DrawRoom(map.CurrentRoom.MapX, map.CurrentRoom.MapY, 'o'); SceneMap.PreviewMove(xRef, yRef); SceneMap.UpdateInput(player, map, 1); } } } #endregion break; //Current location set to down (if possible) when NumPad2 or S is pressed case ConsoleKey.S: case ConsoleKey.NumPad2: #region Move Down if (toggleScene == 0) //Map is scene { if (menuOn == false) { if (map.CurrentRoom.IsExit[2]) { toggleSelector = 0; xRef = map.CurrentRoom.MapX; yRef = map.CurrentRoom.MapY + 1; zRef = 0; SceneMap.FillMap(player, map); SceneMap.DrawRoom(map.CurrentRoom.MapX, map.CurrentRoom.MapY, 'o'); SceneMap.PreviewMove(xRef, yRef); SceneMap.UpdateInput(player, map, 2); } } } #endregion break; //Current location set to left (if possible) when NumPad4 or A is pressed case ConsoleKey.A: case ConsoleKey.NumPad4: #region Move Left if (toggleScene == 0) //Map is scene { if (menuOn == false) { if (map.CurrentRoom.IsExit[3]) { toggleSelector = 0; xRef = map.CurrentRoom.MapX - 1; yRef = map.CurrentRoom.MapY; zRef = 1; SceneMap.FillMap(player, map); SceneMap.DrawRoom(map.CurrentRoom.MapX, map.CurrentRoom.MapY, 'o'); SceneMap.PreviewMove(xRef, yRef); SceneMap.UpdateInput(player, map, 3); } } } #endregion break; //Open Character Info Menu when NumPad0 or Z is pressed case ConsoleKey.Z: case ConsoleKey.NumPad0: #region Open Character Info Scene.InputClear(); MenuDoes.SceneClear(); if (toggleInfo != 0) { toggleInfo = 0; CharacterInfo.ClearArea(); MenuDoes.CommandClear(); CharacterInfo.ShortSheet(player); MenuDoes.CommandToggle(toggleCommand, player.zToggle, player); } CharacterInfo.LongSheet(player, toggleInfo, -1); menuOn = true; #endregion break; //Open Attributes Menu when NumPad1 or X is pressed case ConsoleKey.X: case ConsoleKey.NumPad1: #region Open Attributes Info Scene.InputClear(); MenuDoes.SceneClear(); if (toggleInfo != 1) { toggleInfo = 1; CharacterInfo.ClearArea(); MenuDoes.CommandClear(); CharacterInfo.ShortAttributes(player); MenuDoes.CommandToggle(toggleCommand, player.zToggle, player); } CharacterInfo.LongSheet(player, toggleInfo, -1); menuOn = true; #endregion break; //Open Equipment Menu when NumPad3 or C is pressed case ConsoleKey.C: case ConsoleKey.NumPad3: #region Open Equipment Info Scene.InputClear(); MenuDoes.SceneClear(); if (toggleInfo != 2) { toggleInfo = 2; CharacterInfo.ClearArea(); MenuDoes.CommandClear(); CharacterInfo.ShortEquipment(player); MenuDoes.CommandToggle(toggleCommand, toggleInfo, player); } CharacterInfo.LongSheet(player, toggleInfo, -1); menuOn = true; #endregion break; //Toggle Top/Menu view case ConsoleKey.Tab: case ConsoleKey.Add: #region Toggle Info at Top of Screen //Check InfoToggled //Switch between shortsheet, shortattributes, short equipment switch (toggleInfo) { case 0: CharacterInfo.ClearArea(); CharacterInfo.ShortAttributes(player); toggleInfo++; if (toggleCommand == 0) { MenuDoes.CommandClear(); MenuDoes.CommandToggle(toggleCommand, toggleInfo, player); } if (menuOn) { MenuDoes.SceneClear(); CharacterInfo.LongSheet(player, toggleInfo, -1); } break; case 1: CharacterInfo.ClearArea(); CharacterInfo.ShortEquipment(player); toggleInfo++; if (toggleCommand == 0) { MenuDoes.CommandClear(); MenuDoes.CommandToggle(toggleCommand, toggleInfo, player); } if (menuOn) { MenuDoes.SceneClear(); CharacterInfo.LongSheet(player, toggleInfo, -1); } break; case 2: CharacterInfo.ClearArea(); CharacterInfo.ShortSheet(player); toggleInfo = 0; if (toggleCommand == 0) { MenuDoes.CommandClear(); MenuDoes.CommandToggle(toggleCommand, toggleInfo, player); } if (menuOn) { MenuDoes.SceneClear(); CharacterInfo.LongSheet(player, toggleInfo, -1); } break; } #endregion break; case ConsoleKey.Delete: player.zToggle = player.zToggle == 0 ? 1 : 0; MenuDoes.CommandClear(); MenuDoes.CommandToggle(toggleCommand, player.zToggle, player); break; //Confirm selection when NumPad5 or F (or enter) is pressed case ConsoleKey.Enter: case ConsoleKey.F: case ConsoleKey.NumPad5: #region Confirm if (!menuOn) { if (toggleSelector != -1) { //Check Scene switch (toggleScene) { case 0: if (map.MapRooms[yRef, xRef] == 'u') //Make new room if "unexplored" { map.CreateRoom(xRef, yRef, zRef, map.StartRoom.FloorOn); } else //Find old room if "explored" { foreach (Room room in map.Rooms) { if (room.MapX == xRef & room.MapY == yRef) { map.CurrentRoom = room; map.CurrentRoom.HasBeenIn = true; } } } //SCENE SCENE SCENE!!!!! //Scene.Room, might need to toggleScene before? floorOn = Scene.Room(map.CurrentRoom, player); toggleScene = 0; toggleInfo = 0; toggleCommand = 0; if (floorOn == true) { map.CurrentRoom.HasBeenIn = true; toggleSelector = -1; refresh = true; } break; case 1: break; case 2: break; } } } #endregion break; //Toggle Command Menu when Backspace of V is pressed case ConsoleKey.Backspace: case ConsoleKey.V: #region Toggle Commands switch (toggleCommand) { case 0: MenuDoes.CommandClear(); MenuDoes.CommandToggle(1, player.zToggle, player); toggleCommand++; break; case 1: MenuDoes.CommandClear(); MenuDoes.CommandToggle(0, player.zToggle, player); toggleCommand--; break; //case 2: //Antiquated // MenuDoes.CommandClear(); // MenuDoes.CommandToggle(0, toggleInfo, player); // toggleCommand = 0; // break; } #endregion break; //Refresh (debug) case ConsoleKey.Escape: #region Exit Menu menuOn = false; refresh = true; #endregion break; } } while (floorOn); return(player); }