/// <summary>
        /// method to manage the application setup and game loop
        /// </summary>
        private void ManageGameLoop()
        {
            PlayerAction travelerActionChoice = PlayerAction.None;

            //
            // display splash screen
            //
            _playingGame = _gameConsoleView.DisplaySpashScreen();

            //
            // player chooses to quit
            //
            if (!_playingGame)
            {
                Environment.Exit(1);
            }

            //
            // display introductory message
            //
            _gameConsoleView.DisplayGamePlayScreen("Quest Intro", Text.QuestIntro(), ActionMenu.MissionIntro, "");
            _gameConsoleView.GetContinueKey();

            //
            // initialize the mission traveler
            //
            InitializeMission();

            //
            // prepare game play screen
            //
            _currentLocation = _gameUniverse.GetIslandLocationById(_gamePirate.IslandLocationId);
            _gameConsoleView.DisplayGamePlayScreen("Current Location", Text.CurrentLocationInfo(_currentLocation), ActionMenu.MainMenu, "");
            _gameConsoleView.DisplayColoredText("", PlayerAction.ReturnToMainMenu, _currentLocation);

            //
            // game loop
            //
            while (_playingGame)
            {
                Console.CursorVisible = false;


                //
                // update all game stats/info
                //
                UpdateGameStatus();

                //
                // get game action from player
                //
                if (ActionMenu.currentMenu == ActionMenu.CurrentMenu.MainMenu)
                {
                    travelerActionChoice = _gameConsoleView.GetActionMenuChoice(ActionMenu.MainMenu);
                }
                else if (ActionMenu.currentMenu == ActionMenu.CurrentMenu.AdminMenu)
                {
                    travelerActionChoice = _gameConsoleView.GetActionMenuChoice(ActionMenu.AdminMenu);
                }

                //
                // choose an action based on the user's menu choice
                //
                switch (travelerActionChoice)
                {
                case PlayerAction.None:
                    break;

                case PlayerAction.EditPlayerInfo:
                    _gameConsoleView.DisplayEditPirateInformation();

                    //
                    // display game play screen with current location info and coordiantes
                    //
                    _gameConsoleView.DisplayGamePlayScreen("Current Location", Text.CurrentLocationInfo(_currentLocation), ActionMenu.MainMenu, "");
                    _gameConsoleView.DisplayColoredText("", PlayerAction.LookAround, _currentLocation);
                    break;

                case PlayerAction.PlayerInfo:
                    _gameConsoleView.DisplayPirateInfo();
                    _gameConsoleView.DisplayColoredText("", travelerActionChoice, _currentLocation);
                    break;

                case PlayerAction.ListDestinations:
                    _gameConsoleView.DisplayListOfIslandLocations();
                    _gameConsoleView.DisplayColoredText("", travelerActionChoice, _currentLocation);
                    break;

                case PlayerAction.ListGameObjects:
                    _gameConsoleView.DisplayListOfAllGameObjects();
                    _gameConsoleView.DisplayColoredText("", travelerActionChoice, _currentLocation);
                    break;

                case PlayerAction.LookAround:
                    _gameConsoleView.DisplayLookAround();
                    _gameConsoleView.DisplayColoredText("", travelerActionChoice, _currentLocation);
                    break;

                case PlayerAction.LookAt:
                    LookAtAction();
                    break;

                case PlayerAction.Travel:
                    //
                    // determine if the player has a ship in order to travel
                    //
                    if (_gamePirate.Ship == Ship.ShipType.None)
                    {
                        _gamePirate.ShipOwner = false;
                        _gameConsoleView.DisplayInputErrorMessage("You currently do not own a ship needed to travel. Obtain a ship, and try again.");
                        break;
                    }
                    else
                    {
                        _gamePirate.ShipOwner = true;
                    }

                    //
                    // get new location choice and update current location
                    //
                    _gamePirate.IslandLocationId = _gameConsoleView.DisplayGetNextIslandLocation();
                    _currentLocation             = _gameUniverse.GetIslandLocationById(_gamePirate.IslandLocationId);

                    //
                    // display game play screen with current location info and coordiantes
                    //
                    _gameConsoleView.DisplayGamePlayScreen("Current Location", Text.CurrentLocationInfo(_currentLocation), ActionMenu.MainMenu, "");
                    _gameConsoleView.DisplayColoredText("", PlayerAction.ReturnToMainMenu, _currentLocation);
                    break;

                case PlayerAction.PirateLocationsVisited:
                    _gameConsoleView.DisplayLocationsVisited();
                    _gameConsoleView.DisplayColoredText("", travelerActionChoice, _currentLocation);
                    break;

                case PlayerAction.AdminMenu:
                    ActionMenu.currentMenu = ActionMenu.CurrentMenu.AdminMenu;

                    _gameConsoleView.DisplayGamePlayScreen("Admin Menu", "Select an operation from the menu.", ActionMenu.AdminMenu, "");;
                    break;

                case PlayerAction.ReturnToMainMenu:
                    ActionMenu.currentMenu = ActionMenu.CurrentMenu.MainMenu;

                    _gameConsoleView.DisplayGamePlayScreen("Current Location", Text.CurrentLocationInfo(_currentLocation), ActionMenu.MainMenu, "");
                    _gameConsoleView.DisplayColoredText("", travelerActionChoice, _currentLocation);
                    break;

                case PlayerAction.Inventory:
                    _gameConsoleView.DisplayInventory();
                    break;

                case PlayerAction.TreasureInventory:
                    _gameConsoleView.DisplayTreasureInventory();
                    break;

                case PlayerAction.PickUp:
                    PickUpAction();
                    break;

                case PlayerAction.PutDown:
                    PutDownAction();
                    break;

                case PlayerAction.Exit:
                    _gameConsoleView.DisplayClosingScreen();
                    _playingGame = false;
                    break;

                default:
                    break;
                }
            }

            //
            // close the application
            //
            Environment.Exit(1);
        }
예제 #2
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        /// <summary>
        /// method to manage the application setup and game loop
        /// </summary>
        private void ManageGameLoop()
        {
            PlayerAction travelerActionChoice = PlayerAction.None;

            //
            // display splash screen
            //
            _playingGame = _gameConsoleView.DisplaySpashScreen();

            //
            // player chooses to quit
            //
            if (!_playingGame)
            {
                Environment.Exit(1);
            }

            //
            // display introductory message
            //
            _gameConsoleView.DisplayGamePlayScreen("Quest Intro", Text.QuestIntro(), ActionMenu.MissionIntro, "");
            _gameConsoleView.GetContinueKey();

            //
            // initialize the mission traveler
            //
            InitializeMission();

            //
            // prepare game play screen
            //
            _currentLocation = _gameUniverse.GetIslandLocationById(_gamePirate.IslandLocationId);
            _gameConsoleView.DisplayGamePlayScreen("Current Location", Text.CurrentLocationInfo(_currentLocation), ActionMenu.MainMenu, "");
            _gameConsoleView.DisplayColoredText("", PlayerAction.ReturnToMainMenu, _currentLocation);

            //
            // game loop
            //
            while (_playingGame)
            {
                Console.CursorVisible = false;


                //
                // update all game stats/info
                //
                UpdateGameStatus();

                //
                // get game action from player
                //
                travelerActionChoice = GetNextPlayerAction();

                //
                // choose an action based on the user's menu choice
                //
                switch (travelerActionChoice)
                {
                case PlayerAction.None:
                    break;

                case PlayerAction.PlayerMenu:
                    ActionMenu.currentMenu = ActionMenu.CurrentMenu.PlayerMenu;
                    _gameConsoleView.DisplayGamePlayScreen("Player Menu", "Select an operation from the menu.", ActionMenu.PlayerMenu, "");
                    break;

                case PlayerAction.ObjectMenu:
                    ActionMenu.currentMenu = ActionMenu.CurrentMenu.ObjectMenu;
                    _gameConsoleView.DisplayGamePlayScreen("Object Menu", "Select an operation from the menu.", ActionMenu.ObjectMenu, "");
                    break;

                case PlayerAction.NpcMenu:
                    ActionMenu.currentMenu = ActionMenu.CurrentMenu.NpcMenu;
                    _gameConsoleView.DisplayGamePlayScreen("NPC Menu", "Select an operation from the menu.", ActionMenu.NpcMenu, "");
                    break;

                case PlayerAction.EditPlayerInfo:
                    _gameConsoleView.DisplayEditPirateInformation();

                    //
                    // display game play screen with current location info and coordiantes
                    //
                    _gameConsoleView.DisplayGamePlayScreen("Current Location", Text.CurrentLocationInfo(_currentLocation), ActionMenu.MainMenu, "");
                    _gameConsoleView.DisplayColoredText("", PlayerAction.ReturnToMainMenu, _currentLocation);
                    break;

                case PlayerAction.PlayerInfo:
                    _gameConsoleView.DisplayPirateInfo();
                    _gameConsoleView.DisplayColoredText("", travelerActionChoice, _currentLocation);
                    break;

                case PlayerAction.ListDestinations:
                    _gameConsoleView.DisplayListOfIslandLocations();
                    _gameConsoleView.DisplayColoredText("", travelerActionChoice, _currentLocation);
                    break;

                case PlayerAction.ListGameObjects:
                    _gameConsoleView.DisplayListOfAllGameObjects();
                    _gameConsoleView.DisplayColoredObjects(travelerActionChoice, 0);
                    break;

                case PlayerAction.ListNpcs:
                    _gameConsoleView.DisplayListOfAllNpcs();
                    _gameConsoleView.DisplayColoredNpcs(travelerActionChoice);
                    break;

                case PlayerAction.LookAround:
                    _gameConsoleView.DisplayLookAround();
                    _gameConsoleView.DisplayColoredText("", travelerActionChoice, _currentLocation);
                    _gameConsoleView.DisplayColoredObjects(travelerActionChoice, 0);
                    _gameConsoleView.DisplayColoredNpcs(travelerActionChoice);
                    break;

                case PlayerAction.LookAt:
                    LookAtAction();
                    _gameConsoleView.DisplayColoredObjects(travelerActionChoice, _gamePirate.IndividualGameObject);
                    break;

                case PlayerAction.Travel:

                    //
                    // get new location choice and update current location
                    //
                    _gamePirate.IslandLocationId = _gameConsoleView.DisplayGetNextIslandLocation();
                    _currentLocation             = _gameUniverse.GetIslandLocationById(_gamePirate.IslandLocationId);

                    //
                    // display game play screen with current location info and coordiantes
                    //
                    _gameConsoleView.DisplayGamePlayScreen("Current Location", Text.CurrentLocationInfo(_currentLocation), ActionMenu.MainMenu, "");
                    _gameConsoleView.DisplayColoredText("", PlayerAction.ReturnToMainMenu, _currentLocation);
                    break;

                case PlayerAction.PirateLocationsVisited:
                    _gameConsoleView.DisplayLocationsVisited();
                    _gameConsoleView.DisplayColoredText("", travelerActionChoice, _currentLocation);
                    break;

                case PlayerAction.AdminMenu:
                    ActionMenu.currentMenu = ActionMenu.CurrentMenu.AdminMenu;

                    _gameConsoleView.DisplayGamePlayScreen("Admin Menu", "Select an operation from the menu.", ActionMenu.AdminMenu, "");;
                    break;

                case PlayerAction.ReturnToMainMenu:
                    ActionMenu.currentMenu = ActionMenu.CurrentMenu.MainMenu;

                    _gameConsoleView.DisplayGamePlayScreen("Current Location", Text.CurrentLocationInfo(_currentLocation), ActionMenu.MainMenu, "");
                    _gameConsoleView.DisplayColoredText("", travelerActionChoice, _currentLocation);
                    break;

                case PlayerAction.Inventory:
                    _gameConsoleView.DisplayInventory();
                    break;

                case PlayerAction.TreasureInventory:
                    _gameConsoleView.DisplayTreasureInventory();
                    _gameConsoleView.DisplayColoredObjects(travelerActionChoice, 0);
                    break;

                case PlayerAction.PickUp:
                    PickUpAction();
                    break;

                case PlayerAction.PutDown:
                    PutDownAction();
                    break;

                case PlayerAction.TalkTo:
                    TalkToAction();
                    break;

                case PlayerAction.TradeWith:
                    TradeWithAction();
                    break;

                case PlayerAction.Exit:
                    _gameConsoleView.DisplayClosingScreen();
                    _playingGame = false;
                    break;

                default:
                    break;
                }
            }

            //
            // close the application
            //
            Environment.Exit(1);
        }