private static void PopulateLocations() { // Create each location Location home = new Location(1, "Home", "Your house. You really need to clean up the place."); Location townSquare = new Location(2, "Town square", "You see a fountain."); // Link the locations together home.LocationToNorth = townSquare; townSquare.LocationToSouth = home; // Add the locations to the static list Locations.Add(home); Locations.Add(townSquare); }
public Gameplay() { InitializeComponent(); using (SoundPlayer player = new SoundPlayer(@"..\..\Audio\theme.wav")) { player.Play(); } List<InventoryItem> pInventory = new List<InventoryItem>(); List<PlayerQuest> pQuest = new List<PlayerQuest>(); pInventory.Add(new InventoryItem(new Longsword(1), 1)); _player = new Player("Sorrow Woodentears"); lblHitPoints.Content = _player.CurrentHitPoints.ToString(); lblGold.Content = _player.Gold.ToString(); lblExperience.Content = _player.ExperiencePoints.ToString(); lblLevel.Content = _player.Level.ToString(); lblName.Content = _player.Name; // Map Examples... we need to code this better. Inherit a baselocation, and have several .cs files with locations? // Also have random areas, where it takes X number of travels to get by. Location home = new Location(1, "Your house", "You really need to clean up the place."); Location townSquare = new Location(2, "Town square", "You see a fountain."); Location wilderness = new Location(3, "The Wilderness", "Nothing to be seen anywhere."); Location oldForest = new Location(4, "Old Forest", "This place is dark and creepy..."); Location theTemple = new Location(5, "Dark Temple", "An eerie sound comes from the temple."); Location smallLake = new Location(6, "A Lake", "You feel like you are being watched."); // Link the locations together home.LocationToNorth = townSquare; townSquare.LocationToSouth = home; townSquare.LocationToNorth = wilderness; townSquare.LocationToWest = oldForest; wilderness.LocationToSouth = townSquare; oldForest.LocationToEast = townSquare; oldForest.LocationToNorth = theTemple; oldForest.LocationToWest = smallLake; theTemple.LocationToSouth = oldForest; smallLake.LocationToEast = oldForest; MoveTo(home); _player.CurrentLocation = home; _player.Inventory = pInventory; }
public static DisplayLocationViewModel BindToLocation(Model.Location location, List <ResourceType> allResourceTypes) { if (location == null) { return(null); } var model = new DisplayLocationViewModel(); model.ID = location.ID; model.Name = location.Name; model.Description = location.Description; model.Lat = (float)location.Lat; model.Lng = (float)location.Lng; if (location.LocationDisplaySetting != null) { model.DisplayName = location.LocationDisplaySetting.Name; model.Zoom = location.LocationDisplaySetting.Zoom; model.MapType = location.LocationDisplaySetting.MapType; model.RenderControls = location.LocationDisplaySetting.RenderControls; } else { model.DisplayName = location.LocationTypeObject.LocationDisplaySetting.Name; model.Zoom = location.LocationTypeObject.LocationDisplaySetting.Zoom; model.MapType = location.LocationTypeObject.LocationDisplaySetting.MapType; model.RenderControls = location.LocationTypeObject.LocationDisplaySetting.RenderControls; } model.Icon = location.LocationTypeObject.Icon; model.TypeName = location.LocationTypeObject.TypeName; model.TypeDescription = location.LocationTypeObject.TypeDescription; model.TypeColor = location.LocationTypeObject.Color; // Bind the resources to the View Model model.AllResourceTypes = BindResources(allResourceTypes, location.ID); return(model); }
/// <summary> /// Saves the match. /// </summary> /// <param name="inputLocation">The input location.</param> /// <param name="gazetteerLocation">The gazetteer location.</param> public void SaveMatch(Location inputLocation, Location gazetteerLocation) { matchedNames.SaveMatch(inputLocation, gazetteerLocation, gazetteerNames); MatchSaved = true; }
/// <summary> /// Adds the geo codes for the given location /// </summary> /// <param name="location">The location.</param> /// <returns>Location with codes added where found.</returns> public CodedLocation AddLocationCodes(Location location) { return coder.GetCodes(location); }
private void MoveTo(Location newLocation) { _player.CurrentLocation = newLocation; // Show / Hide Movement buttons if (newLocation.LocationToNorth != null) btnNorth.Visibility = Visibility.Visible; else btnNorth.Visibility = Visibility.Hidden; if (newLocation.LocationToEast != null) btnEast.Visibility = Visibility.Visible; else btnEast.Visibility = Visibility.Hidden; if (newLocation.LocationToSouth != null) btnSouth.Visibility = Visibility.Visible; else btnSouth.Visibility = Visibility.Hidden; if (newLocation.LocationToWest != null) btnWest.Visibility = Visibility.Visible; else btnWest.Visibility = Visibility.Hidden; rtbLocation.Document.Blocks.Clear(); rtbLocation.AppendText(newLocation.Name + "\r"); rtbInformation.Document.Blocks.Clear(); rtbInformation.AppendText(newLocation.Description); }