private void TryToRest(GameSystem game) { game.PopView(); string msg; if (game.Player.Inventory.Gold < Cost) { msg = "You do not have that much gold!"; } else { game.Player.Inventory.Gold -= Cost; game.Player.Damageable.Heal(HealAmount); msg = "You feel rested!"; } game.PushView(new ViewMessageInfo(game, game.Renderer, msg, () => { })); }
public void Interact(GameSystem game) { string text; if (AlreadyMet) { text = "Hello again {0}! Do you want to make a deal?"; } else { text = "Hello stranger. My name is {1}. Have a look at my wares!"; } AlreadyMet = true; text = string.Format(text, game.Player.Name, Name); var view = new ViewTrade(game, game.Renderer, text, this); game.PushView(view); }
public void Interact(GameSystem game) { var options = new List <MenuOption>(); options.Add(new MenuOption { Text = "Yes", Callback = () => TryToRest(game) }); options.Add(new MenuOption { Text = "No", Callback = () => game.PopView() }); var view = new ViewMessage(game, game.Renderer, $"Do you want to rest? ({Cost} gold)", options); game.PushView(view); }
public void Interact(GameSystem game) { var view = new ViewMessageInfo(game, game.Renderer, "I do not have any quests for you... Go away vagrant!", () => {}); game.PushView(view); }