/// <summary> /// default constructor to create the console view objects /// </summary> public ConsoleView(Survivor gameSurvivor, WorldContents worldContents) { _gameSurvivor = gameSurvivor; _worldContents = worldContents; _viewStatus = ViewStatus.PlayingGame; InitializeDisplay(); }
public static List <string> StatusBox(Survivor survivor, WorldContents _worldContents) { List <string> statusBoxText = new List <string>(); statusBoxText.Add($"Experience Points: {survivor.Exp}\n"); statusBoxText.Add($"Health: {survivor.Health}\n"); return(statusBoxText); #endregion }
/// <summary> /// initialize the major game objects /// </summary> private void InitializeGame() { _gameSurvivor = new Survivor(); _worldContents = new WorldContents(); _gameConsoleView = new ConsoleView(_gameSurvivor, _worldContents); _gameConsoleView.DisplayStatusBox(); SurvivorObject survivorObject; Friendly friendly; _playingGame = true; //add event handler for adding/subtracting to/from inventory foreach (GameObject gameObject in _worldContents.GameObjects) { if (gameObject is SurvivorObject) { survivorObject = gameObject as SurvivorObject; survivorObject.ObjectAddedToInventory += HandleObjectAddedToInventory; } } //event handler for speaking with and unlocking room foreach (Npc npc in _worldContents.Npcs) { if (npc is Friendly) { friendly = npc as Friendly; friendly.FriendlyTalkedTo += HandleNpcTalkedTo; } } //add initial items to the survivor's inventory _gameSurvivor.Inventory.Add(_worldContents.GetGameOjbectById(5) as SurvivorObject); _gameSurvivor.Inventory.Add(_worldContents.GetGameOjbectById(6) as SurvivorObject); Console.CursorVisible = false; }