private void button1_Click(object sender, EventArgs e) { if (nameBox.Text.Equals(string.Empty)) { MessageBox.Show("You must enter a name before continuing."); } else { Player p = new Player { Name = nameBox.Text, Set = new ArmorSet { Armor = new Armor[6] }, Inventory = new List <Armor>(), Tier = 1, Turns = 8, DellenCoin = 10 }; p.Items = new FillerQuest.Item[10]; // start with 5 potions p.Items[0] = new FillerQuest.Item { Name = "Potion", ItemType = 0, Quantity = 5 }; for (int i = 1; i < p.Items.Length; i++) { p.Items[i] = new FillerQuest.Item { Name = $"{SkillManager.ElementToString(i - 1)} Elixer", ItemType = i, Quantity = 0 }; } var r = new Random(); for (int i = 0; i < p.Set.Armor.Length; i++) { p.Set.Armor[i] = ArmorManager.GetRandomArmorPiece(p.Tier, i, r); } Visible = false; CharacterSelect cs = new CharacterSelect(p); cs.StartPosition = FormStartPosition.Manual; cs.Location = Location; cs.ShowDialog(); Close(); } }
private void MasterForm_Load(object sender, EventArgs e) { Visible = false; var state = new FormState(); state.Location = Location; state.Type = FTypes.WELCOME_SCREEN; state.Random = new Random(); state.Music = new MusicManager(); state.Save = new SaveManager(); state.SManager = new SkillManager(); state.AManager = new ArmorManager(); Form current = new Form(); while (state.Type != FTypes.CLOSE) { switch (state.Type) { case FTypes.WELCOME_SCREEN: current = new WelcomeScreen(state); break; case FTypes.CHARACTER_SELECT: current = new CharacterSelect(state); break; case FTypes.LOAD_SCREEN: current = new LoadScreen(state); break; case FTypes.MOVE: current = new MoveGUI(state); break; case FTypes.INVENTORY: current = new Inventory(state); break; case FTypes.SHOP_ROOM: current = new ShopRoom(state); break; case FTypes.CRAFTING_ARMOR: current = new CraftArmorGUI(state); break; case FTypes.SELECT_DUNGEON: current = new SelectDungeon(state); break; case FTypes.DUNGEON_GUI: current = new DungeonGUI(state); break; case FTypes.DUNGEON_BOSS: current = new DungeonGUIBoss(state); break; case FTypes.UPGRADE_SKILLS: current = new UpgradeGUI(state); break; case FTypes.MELD: current = new MeldGUI(state); break; case FTypes.EXCHANGE: current = new MatExchangeGUI(state); break; case FTypes.MINIONS: current = new MinionGUI(state); break; } try { ShowForm(current, state); } catch (StackOverflowException) { } } Close(); }