/// <summary> /// Method to setup new or existing player /// </summary> private void SetupPlayer() { if (_newPlayer) { _playerSetUpView = new PlayerStartupView(_player); _playerSetUpView.ShowDialog(); _player.ExperiencePoints = 0; _player.Health = 100; _player.Lives = 3; } else { _player = GameData.PlayerData(); } }
/// <summary> /// Method to setup new or existing player /// </summary> private void SetupPlayer() { if (_newPlayer) { _playerSetUpView = new PlayerStartupView(_player); _playerSetUpView.ShowDialog(); _player.ExperiencePoints += 0; _player.Health += 80; _player.Lives += 3; _player.EquippedArmor = GameData.GetGameItemById(0001); _player.EquippedWeapon = GameData.GetGameItemById(0002); } else { _player = GameData.PlayerData(); } }
/// <summary> /// Method to setup new or existing player /// </summary> private void SetupPlayer() { if (_newPlayer) { _playerSetUpView = new PlayerStartupView(_player); _playerSetUpView.ShowDialog(); _player.ExperiencePoints += 0; _player.Health += 80; _player.Lives += 3; _player.EquippedArmor = GameData.GetGameItemById(0001); _player.EquippedWeapon = GameData.GetGameItemById(0002); _player.Inventory = new ObservableCollection <GameItemQuantity> { new GameItemQuantity(GameData.GetGameItemById(1001), 3), new GameItemQuantity(GameData.GetGameItemById(1000), 1) }; } else { _player = GameData.PlayerData(); } }