예제 #1
0
        //populating the attack item list.
        //Constructor for inventory
        public Inventory()
        {
            _weaponList[0] = new AttackItem("Dagger", 10, 3);
            _weaponList[1] = new AttackItem("Sword", 15, 7);
            _weaponList[2] = new AttackItem("Scepter", 8, 8);
            _weaponList[3] = new AttackItem("Bow", 22, 12);

            _armorList[0] = new DefenseItem("Leather", 25, 5);
            _armorList[1] = new DefenseItem("Chain Mail", 35, 15);
            _armorList[2] = new DefenseItem("Plate", 50, 25);
            _armorList[3] = new DefenseItem("Robes", 0, 1);
        }
예제 #2
0
 public void EquipWeapon(AttackItem newWeapon)
 {
     if (_weapon)
     {
         _currentWeight += newWeapon.weight;
         if (_currentWeight < _maxWeight)
         {
             _damage = newWeapon.Damage;
             Console.WriteLine("You have Equipped a " + newWeapon.name + ".");
             Console.WriteLine("Damage: " + newWeapon.Damage);
             Console.WriteLine("Weight: " + _currentWeight);
             _weapon        = true;
             _currentWeapon = newWeapon;
         }
         else
         {
             _currentWeight -= newWeapon.weight;
             Console.WriteLine("That item is too heavy.");
             _weapon = false;
         }
     }
     else
     {
         _currentWeight += newWeapon.weight;
         if (_currentWeight < _maxWeight)
         {
             _damage = newWeapon.Damage;
             Console.WriteLine("You have Equipped a " + newWeapon.name + ".");
             Console.WriteLine("Damage: " + newWeapon.Damage);
             Console.WriteLine("Weight: " + _currentWeight);
             _weapon        = true;
             _currentWeapon = newWeapon;
         }
         else
         {
             _currentWeight -= newWeapon.weight;
             Console.WriteLine("That item is too heavy.");
             _weapon = false;
         }
     }
 }
예제 #3
0
 public void UnequipWeapon(AttackItem weapon)
 {
     //You cannot unequip your hands;
     _damage         = 5;
     _currentWeight -= weapon.weight;
 }