コード例 #1
0
ファイル: Engine.cs プロジェクト: KaurSamuel/Dungeon-crawler
        //Calls user options
        private bool Options()
        {
            string userInput;

            while (true)
            {
                Console.ForegroundColor = ConsoleColor.Yellow;
                Console.WriteLine("1. Fight");
                Console.WriteLine("2. Inventory");
                Console.WriteLine("3. Move");
                Console.WriteLine("4. Inspect room");
                Console.WriteLine("5. Suicide");



                userInput = Console.ReadLine();

                if (userInput == "")
                {
                    return(false);
                }

                if (userInput == "1")
                {
                    return(Fight());
                }

                else if (userInput == "2")
                {
                    return(Player_Inventory.Inventory_start());
                }

                else if (userInput == "3")
                {
                    return(dungeon.DrawMove());
                }

                else if (userInput == "4")
                {
                    return(dungeon.InspectRoom());
                }

                else if (userInput == "5")
                {
                    return(Suicide());
                }

                else
                {
                    Console.WriteLine("Unknown input");
                    return(false);
                }
            }
        }
コード例 #2
0
        public static bool Combat_start(string ID)
        {
            Console.ForegroundColor   = ConsoleColor.Red;
            Currently_fighting_enemys = ID.Split(' ');

            int enemynb = 1;

            Console.WriteLine("Which enemy would you like to fight?");
            foreach (var item in Currently_fighting_enemys)
            {
                Console.WriteLine(enemynb + ". " + Convertor.export_mon(Currently_fighting_enemys[enemynb - 1], "mob_Name"));
                enemynb++;
            }

            string userInput = "";

            while (true)
            {
                userInput = Console.ReadLine();

                if (int.Parse(userInput) > 0)
                {
                    if (int.Parse(userInput) < Currently_fighting_enemys.Count() + 1)
                    {
                        break;
                    }

                    else
                    {
                        Console.WriteLine("Incorrect input");
                    }
                }
            }

            Currently_fighting_enemy_ID = Currently_fighting_enemys[int.Parse(userInput) - 1];
            current_enemy_HP            = int.Parse(Convertor.export_mon(Currently_fighting_enemy_ID, "mob_hp"));

            while (true)
            {
                if (!Turn_start())
                {
                    break;
                }
                Console.WriteLine();
                Enemy_turn();
            }

            if (Dropped_item != "")
            {
                Console.Write("The enemy dropped a ");
                if (shield_or_nah == false)
                {
                    Player_Inventory.Add_to_inventory("weapon", Dropped_item);
                    Console.WriteLine(Convertor.exporter_wep(Dropped_item, "wep_name"));
                }
                else
                {
                    Player_Inventory.Add_to_inventory("shield", Dropped_item);
                    Console.WriteLine(Convertor.exporter_shield(Dropped_item, "shield_name"));
                }
            }

            Dungeon.CurRoom = Dungeon.RemoveMob(Currently_fighting_enemy_ID, Dungeon.CurRoom);

            for (int i = 0; i < Dungeon.MapArray.Count; i++)
            {
                if (Dungeon.MapArray[i].pos == Dungeon.CurRoom.pos)
                {
                    Dungeon.MapArray[i] = Dungeon.CurRoom;
                }
            }

            Console.ReadLine();

            return(true);
        }
コード例 #3
0
ファイル: Engine.cs プロジェクト: KaurSamuel/Dungeon-crawler
 //Calls inventory scene
 private bool Inventory()
 {
     Player_Inventory.Equip_weapon();
     return(false);
 }