public void CreateWeekWeather() { Weather initialWeather = new Weather(); initialWeather.GenerateWeather(); actualConditionsGame = initialWeather.actualConditions; forecastConditionsGame = initialWeather.forecastConditions; actualTemperatureListGame = initialWeather.actualTemperatureList; forecastTemperatureListGame = initialWeather.forecastTemperatureList; }
public void Playgame() { Start.DisplayRules(); weather.GenerateWeather(random); weather.GenerateTemp(random); store.DisplayInventoryRules(); for (int i = 0; i < 7; i++) { store.PurchaseInventory(); recipe.ChooseRecipe(); day.MakeCustomer(weather, random); day.StartDay(); day.CustomerTransaction(inventory, player); } Environment.Exit(0); }
public void RunGame() { GameRules(); int numberOfDays = ChooseDays(); for (int i = 0; i < numberOfDays; i++) { IngredientPrices(player.bank); player.GetIngredients(store); player.RecipeDecision(); weather.GenerateWeather(); player.CostOfLemonade(); int sales = customer.PotentialCustomers(weather, player).Count; day.DailyLemonadesPurchased(sales); day.DisplayDailyProfits(); player.inventory.CurrentInventory(); } }
public void GamePlayLoop(Day day, Weather weather, Player player, Store store) { while (gameLength != 0) { weather.GenerateWeather(); MainMenu.CallMenu(day, weather, player, store); GenerateTraffic(weather, player); player.lemonadeStand.ServeCustomers(player); Console.Clear(); Messages.DisplayDailyProfit(player); day.CycleDay(); gameLength--; CheckLoseCondition(player); } if (loseCondition) { Console.WriteLine("I'm sorry " + player.name + "your lemonade stand has closed shop for good.\n" + "Better luck next time."); } else { } }