static void Main(string[] args) { int Location = 0; bool close = false; bool loadNew = true; ShortCuts sC = new ShortCuts(); Helpers h = new Helpers(); Locations l = new Locations(); Weapons w = new Weapons(); //Loads the weapons from the .csv file. w.ArsenalInstantiation(); //Checks to see if there is a previous save file, if there isn't it creates a blank one. try { w.PreviousSaveCheck(); } catch { StreamWriter sW = new StreamWriter("PlayerInv.csv"); sW.Close(); } //Loads the previous inventory(if it exists) w.InventoryInstantiation(); sC.TB("Sunset Showdown"); Console.WriteLine("Press Enter to begin..."); sC.RL(""); while (loadNew) { Console.WriteLine("Would You Like to [L]oad a Save or Start a [N]ew Adventure?"); char LN = sC.RK(' '); if (LN == 'n') { p = h.NewCharacter(); Location = 0; loadNew = false; } else if (LN == 'l') { try { p.LoadSave(); Location = p.Location; loadNew = false; } catch { Console.WriteLine("Invalid data! please create a new character."); } } else { Console.WriteLine("Invalid Command."); } } while (!close)//The real main game loop. { //The player is able to move around and access other locations while //they are alive. while (!p.isDead) { if (Location == 0) { l.TownEntrance(); Location = 1; } if (Location == 1) { l.TownSquare(); char temp = sC.RK(' '); if (temp == 'l') { Console.Clear(); p.Location = Location = 2; } else if (temp == 'r') { Console.Clear(); p.Location = Location = 3; } else if (temp == 'f') { Console.Clear(); p.Location = Location = 4; } else { p.Location = 1; } } if (Location == 2) { l.Saloon(); p.Location = Location = 1; } if (Location == 3) { l.Shop(); p.Location = Location = 1; } if (Location == 4) { l.Hideout(); p.Location = Location = 1; } //This may seem redundant since this is in a while(!p.isDead) loop, but otherwise this will run anyways //since it is between where the player can die and where where it actually checks to see if they're dead. if (!p.isDead) { Console.WriteLine("Type [C] to check your stats, or [V] to view your last save"); char tempchar = sC.RK(' '); Console.Clear(); if (tempchar == 'v') { bool savestate = true; Console.WriteLine($"Current Stats:"); p.CheckStats(); Console.WriteLine("\nPrevious Save:"); try { p.CheckSave(); } catch { Console.WriteLine("No Existing Previous Save."); } Console.WriteLine("\nPress [L] to load your pervious save, or [S] to overwrite it.\n\nPress [E] to Exit\n"); while (savestate) { tempchar = sC.RK(' '); if (tempchar == 's') { p.SaveStats(); savestate = false; } else if (tempchar == 'l') { try { p.LoadSave(); Location = p.Location; loadNew = false; } catch { Console.WriteLine("Save data is invalid or corrupt. Please make a new save file."); } } else if (tempchar == 'e') { Console.Clear(); savestate = false; } else { Console.WriteLine("Invalid command"); } } } else if (tempchar == 'c') { p.CheckStats(); } else if (tempchar == 'q') { close = true; } else { Console.WriteLine("Invalid Command"); } } } //If the player were to die, they would be forced to either load their previous save or quit. while (p.isDead) { Console.WriteLine(""); char tempchar = sC.RK(' '); if (tempchar == 'l') { bool savestate = true; Console.WriteLine($"Current Stats: [DEAD]"); p.CheckStats(); Console.WriteLine("\nPrevious Save:"); try { p.CheckSave(); } catch { Console.WriteLine("No Existing Previous Save."); } Console.WriteLine("\nPress [L] to Load your pervious save.\n\nPress [Q] to Quit\n"); while (savestate) { tempchar = sC.RK(' '); if (tempchar == 'l') { try { p.LoadSave(); Location = p.Location; p.isDead = false; loadNew = false; break; } catch { Console.WriteLine("Save data is Non-existant or invalid."); } } else if (tempchar == 'e') { Console.Clear(); savestate = false; break; } else { Console.WriteLine("Invalid command"); } } } } } }