Esempio n. 1
0
//End of potion purchases ---------->>>>>>>



// to re-Open directions
        private void directionsBtn_Click(object sender, EventArgs e)
        {
            Directions directions = new Directions();

            directions.Show();
            directions.BringToFront();
        }
Esempio n. 2
0
        public Adventure()
        {
            InitializeComponent();
            // array of game locations
            gameMap[0, 0] = new Location(2, "Bed", "The bed where you sleep.");
            gameMap[0, 1] = new Location(1, "Home", "This is your home.");
            gameMap[0, 2] = new Location(3, "Window", "You see your field outside.");
            gameMap[1, 0] = new Location(6, "Well", "The well water is refreshing.");
            gameMap[1, 1] = new Location(4, "Field", "A field in front of your house.");
            gameMap[1, 2] = new Location(5, "Shed", "A place to keep your weapons.");
            gameMap[2, 0] = new Location(13, "Field", "Nothing this way.");
            gameMap[2, 1] = new Location(7, "Dungeon Entrance", "You can hear something coming from the cave.");
            gameMap[2, 2] = new Location(14, "Field", "Nothing this way.");
            gameMap[3, 0] = new Location(9, "Blocked Path", "There has been a cave in here.");
            gameMap[3, 1] = new Location(8, "Dungeon Room", "You can see the exit from here.");
            gameMap[3, 2] = new Location(10, "Locked Door", "A locked door");
            gameMap[4, 0] = new Location(12, "Wall", "Nothing this way.");
            gameMap[4, 1] = new Location(11, "Treasure Room", "There is a treasure box here.");
            gameMap[4, 2] = new Location(12, "Wall", "Nothing this way.");

            // set current location for game start
            currentLocation = gameMap[0, 1];

            // an array of monster images to display when monsters appear
            monsterImage[0] = TextAdventure_AllieBeckman.Properties.Resources.imp;
            monsterImage[1] = TextAdventure_AllieBeckman.Properties.Resources.goblin;
            monsterImage[2] = TextAdventure_AllieBeckman.Properties.Resources.troll;

            // set current array index ints
            x = 0;
            y = 1;
            selectionIndex = 0;

            // display current location to screen
            gameDisplay(currentLocation);

            // monster is not present right away
            isMonster = false;
            // monster isn't killed yet
            monstKilled = 0;

            // set players auto magic and weapon choice
            magic = new Magic("fire");

            // show directions
            directions.Show();

            // make the enter button on the keyboard click the enter button on my screen
            this.AcceptButton = enterButton;

            // first choice of char
            characterChoice();
        }
Esempio n. 3
0
        public Adventure()
        {
            InitializeComponent();
            // array of game locations
            gameMap[0, 0] = new Location(2, "Bed", "The bed where you sleep.", 0);
            gameMap[0, 1] = new Location(1, "Home", "This is your home.", 5);
            gameMap[0, 2] = new Location(3, "Window", "You see your field outside.", 6);
            gameMap[1, 0] = new Location(6, "Well", "The well water is refreshing.", 1);
            gameMap[1, 1] = new Location(4, "Field", "A field in front of your house.", 4);
            gameMap[1, 2] = new Location(5, "Shed", "A place to keep your weapons.", 0);
            gameMap[2, 0] = new Location(13, "Field", "Nothing this way.", 0);
            gameMap[2, 1] = new Location(7, "Dungeon Entrance", "You can hear something coming from the cave.", 0);
            gameMap[2, 2] = new Location(14, "Field", "Nothing this way.", 0);
            gameMap[3, 0] = new Location(9, "Blocked Path", "There has been a cave in here.", 0);
            gameMap[3, 1] = new Location(8, "Dungeon Room", "You can see the exit from here.", 0);
            gameMap[3, 2] = new Location(10, "Locked Door", "A locked door", 0);
            gameMap[3, 3] = new Location(15, "Dungeon Stairs", "Go down the stairs?", 0);
            gameMap[3, 4] = new Location(16, "Basement", "It's dark and cold here", 0);
            gameMap[3, 5] = new Location(17, "Basement Hall", "Theres a small light ahead,", 2);
            gameMap[3, 6] = new Location(18, "Dungeon Center", "There are so many hallways connecting here!", 0);
            gameMap[4, 0] = new Location(12, "Wall", "Nothing this way.", 0);
            gameMap[4, 1] = new Location(11, "Treasure Room", "There is a treasure box here.", 0);
            gameMap[4, 2] = new Location(12, "Wall", "Nothing this way.", 3);

            // set current location for game start
            currentLocation = gameMap[0, 1];

            // an array of monster images to display when monsters appear
            monsterImage[0] = TextAdventure_AllieBeckman.Properties.Resources.imp;
            monsterImage[1] = TextAdventure_AllieBeckman.Properties.Resources.goblin;
            monsterImage[2] = TextAdventure_AllieBeckman.Properties.Resources.troll;
            monsterImage[3] = TextAdventure_AllieBeckman.Properties.Resources.demon;

            // set currentLocation array index ints
            x = 0;
            y = 1;
            selectionIndex = 0;

            // an array of items for this game
            item[0] = new Item(1, "Health Potion", "A potion to restore health.");
            item[1] = new Item(2, "Mana Potion", "A potion to restore mana.");
            item[2] = new Item(3, "Key", "A metal object used to unlock doors.");
            item[3] = new Item(4, "Stone of Strength", "A small stone in the shape of a sword. You feel stronger when you hold it.");
            item[4] = new Item(5, "Stone of Magic", "A small blue stone. You feel magical energy flowing from it.");
            item[5] = new Item(6, "Stone of Protection", "A small stone with a shield carved into it. You feel more alive holding it.");

            // display current location to screen
            gameDisplay(currentLocation);

            // monster is not present right away
            isMonster = false;
            // monster isn't killed yet
            monstKilled = 0;
            //number of monsters killed
            monsterKillCount = 0;

            // set players auto magic and weapon choice
            magic = new Magic("fire");

            // show directions
            directions.Show();

            // make the enter button on the keyboard click the enter button on my screen
            this.AcceptButton = enterButton;

            // first choice of char
            characterChoice();

            // starting out you do not have a key
            hasKey     = false;
            doorIsOpen = false;
        }