/// <summary> /// initialize the major game objects /// </summary> private void InitializeGame() { _gamePlayer = new Player(); _gameUniverse = new Universe(); _gameConsoleView = new ConsoleView(_gamePlayer, _gameUniverse); PlayerObject playerObject; _playingGame = true; // // add the event handler for adding/subtracting to/from inventory // foreach (GameObject gameObject in _gameUniverse.GameObjects) { if (gameObject is PlayerObject) { playerObject = gameObject as PlayerObject; playerObject.ObjectAddedToInventory += HandleObjectAddedToInventory; } } // // add initial items to the player's inventory // PlayerObject playerObject1 = _gameUniverse.GetGameObjectById(2) as PlayerObject; PlayerObject playerObject2 = _gameUniverse.GetGameObjectById(3) as PlayerObject; PlayerObject playerObject3 = _gameUniverse.GetGameObjectById(4) as PlayerObject; playerObject1.SpaceTimeLocationId = 0; playerObject2.SpaceTimeLocationId = 0; playerObject3.SpaceTimeLocationId = 0; Console.CursorVisible = false; }
/// <summary> /// show the game objects /// </summary> private void LookAtAction() { // // display a list of player objects in location and get a player choice // int gameObjectToLookAtId = _gameConsoleView.DisplayGetGameObjectToLookAt(); // // display game object info // if (gameObjectToLookAtId != 0) { // // get the game object from the universe // if (gameObjectToLookAtId != 0) { // // get the game object from the universe // GameObject gameObject = _gameUniverse.GetGameObjectById(gameObjectToLookAtId); // // display infomation for the object chosen // _gameConsoleView.DisplayGameObjectInfo(gameObject); } } }
/// <summary> /// initialize the major game objects /// </summary> private void InitializeGame() { _gameSurvivor = new Survivor(); _gameUniverse = new Universe(); _gameConsoleView = new ConsoleView(_gameSurvivor, _gameUniverse); _playingGame = true; // // add initial items to the traveler's inventory // _gameSurvivor.Inventory.Add(_gameUniverse.GetGameObjectById(1) as SurvivorObject); _gameSurvivor.Inventory.Add(_gameUniverse.GetGameObjectById(2) as SurvivorObject); Console.CursorVisible = false; }
public int DisplayGetSurvivorObjectToPickUp() { int gameObjectId = 0; bool validGameObjectId = false; // // get a list of survivor objects in the current island location // List <SurvivorObject> survivorObjectsInIslandLocation = _gameUniverse.GetSurvivorObjectsByIslandLocationId(_gameSurvivor.IslandLocationID); if (survivorObjectsInIslandLocation.Count > 0) { DisplayGamePlayScreen("Pick Up Game Object", Text.GameObjectsChooseList(survivorObjectsInIslandLocation), ActionMenu.ObjectMenu, ""); while (!validGameObjectId) { // // get an integer from the player // GetInteger($"Enter the Id number of the object you wish to add to your inventory: ", 0, 0, out gameObjectId); // // validate integer as a valid game object id and in current location // if (_gameUniverse.IsValidSurvivorObjectByLocationId(gameObjectId, _gameSurvivor.IslandLocationID)) { SurvivorObject survivorObject = _gameUniverse.GetGameObjectById(gameObjectId) as SurvivorObject; if (survivorObject.CanInventory) { validGameObjectId = true; } else { ClearInputBox(); DisplayInputErrorMessage("It appears you may not inventory that object. Please try again."); } } else { ClearInputBox(); DisplayInputErrorMessage("It appears that you entered an invalid game object id. Please try again."); } } } else { DisplayGamePlayScreen("Pick Up Game Object", "It appears there are no game objects here.", ActionMenu.ObjectMenu, ""); } return(gameObjectId); }
/// <summary> /// initialize the major game objects /// </summary> private void InitializeGame() { _gamePlayer = new Prospector(); _gameUniverse = new Universe(); _gameConsoleView = new ConsoleView(_gamePlayer, _gameUniverse); _playingGame = true; ProspectorObject prospectorObject; foreach (GameObject gameObject in _gameUniverse.GameObjects) { if (gameObject is ProspectorObject) { prospectorObject = gameObject as ProspectorObject; prospectorObject.objectAddedToInventory += HandleObjectAddedToInventory; } } // //add initial items to the travelers inventory // _gamePlayer.Inventory.Add(_gameUniverse.GetGameObjectById(1) as ProspectorObject); Console.CursorVisible = false; }
private void UpdateGameStatus(bool _playingGame) { if (!_gameSurvivor.HasVisited(_currentLocation.IslandLocationID)) { // // add new location to the list of visited locations if this is a first visit // _gameSurvivor.IslandLocationsVisisted.Add(_currentLocation.IslandLocationID); // // update experience points for visiting locations // _gameSurvivor.ExperiencePoints += _currentLocation.ExperiencePoints; } // // if they have both parts of the radio, they win the game // if (_gameSurvivor.Inventory.Contains(_gameUniverse.GetGameObjectById(75)) && _gameSurvivor.Inventory.Contains(_gameUniverse.GetGameObjectById(79))) { _gameConsoleView.DisplayGameWon(); _playingGame = false; Environment.Exit(1); } // // update location accessiblity // if (_currentLocation.IslandLocationID == 1) { _gameUniverse.GetIslandLocationById(1).Accessible = true; _gameUniverse.GetIslandLocationById(2).Accessible = true; _gameUniverse.GetIslandLocationById(3).Accessible = false; _gameUniverse.GetIslandLocationById(4).Accessible = false; _gameUniverse.GetIslandLocationById(5).Accessible = false; _gameUniverse.GetIslandLocationById(6).Accessible = false; _gameUniverse.GetIslandLocationById(7).Accessible = false; } else if (_currentLocation.IslandLocationID == 2) { _gameUniverse.GetIslandLocationById(1).Accessible = true; _gameUniverse.GetIslandLocationById(2).Accessible = true; _gameUniverse.GetIslandLocationById(3).Accessible = true; _gameUniverse.GetIslandLocationById(4).Accessible = true; _gameUniverse.GetIslandLocationById(5).Accessible = false; _gameUniverse.GetIslandLocationById(6).Accessible = false; _gameUniverse.GetIslandLocationById(7).Accessible = false; } else if (_currentLocation.IslandLocationID == 3) { _gameUniverse.GetIslandLocationById(1).Accessible = false; _gameUniverse.GetIslandLocationById(2).Accessible = true; _gameUniverse.GetIslandLocationById(3).Accessible = true; _gameUniverse.GetIslandLocationById(4).Accessible = false; _gameUniverse.GetIslandLocationById(5).Accessible = true; _gameUniverse.GetIslandLocationById(6).Accessible = false; _gameUniverse.GetIslandLocationById(7).Accessible = false; } else if (_currentLocation.IslandLocationID == 4) { _gameUniverse.GetIslandLocationById(1).Accessible = false; _gameUniverse.GetIslandLocationById(2).Accessible = true; _gameUniverse.GetIslandLocationById(3).Accessible = false; _gameUniverse.GetIslandLocationById(4).Accessible = true; _gameUniverse.GetIslandLocationById(5).Accessible = false; _gameUniverse.GetIslandLocationById(6).Accessible = false; _gameUniverse.GetIslandLocationById(7).Accessible = false; } else if (_currentLocation.IslandLocationID == 5) { _gameUniverse.GetIslandLocationById(1).Accessible = false; _gameUniverse.GetIslandLocationById(2).Accessible = false; _gameUniverse.GetIslandLocationById(3).Accessible = true; _gameUniverse.GetIslandLocationById(4).Accessible = false; _gameUniverse.GetIslandLocationById(5).Accessible = true; _gameUniverse.GetIslandLocationById(6).Accessible = true; _gameUniverse.GetIslandLocationById(7).Accessible = false; } else if (_currentLocation.IslandLocationID == 6) { _gameUniverse.GetIslandLocationById(1).Accessible = false; _gameUniverse.GetIslandLocationById(2).Accessible = false; _gameUniverse.GetIslandLocationById(3).Accessible = false; _gameUniverse.GetIslandLocationById(4).Accessible = false; _gameUniverse.GetIslandLocationById(5).Accessible = true; _gameUniverse.GetIslandLocationById(6).Accessible = true; _gameUniverse.GetIslandLocationById(7).Accessible = true; } else if (_currentLocation.IslandLocationID == 7) { _gameUniverse.GetIslandLocationById(1).Accessible = false; _gameUniverse.GetIslandLocationById(2).Accessible = false; _gameUniverse.GetIslandLocationById(3).Accessible = false; _gameUniverse.GetIslandLocationById(4).Accessible = false; _gameUniverse.GetIslandLocationById(5).Accessible = false; _gameUniverse.GetIslandLocationById(6).Accessible = true; _gameUniverse.GetIslandLocationById(7).Accessible = true; } }