//Creating necessary PictureBox array and the inventory list for creating Inventory public Inventory(MainMethods givenMainMethod, MainVariables givenMainVariables, GameStart givenGameStart) { InitializeComponent(); inventoryPicbArray = new PictureBox[] { picBItemOne, picBItemTwo, picBItemThree, picBItemFour, picBItemFive, picBItemSix, picBItemSeven, picBItemEight, picBItemNine, picBItemTen, picBItemEleven, picBItemTwelve, picBItemThirteen, picBItemFourteen, picBItemFifteen, picBItemSixteen }; inventoryNameList = new List <string>(); mainMethods = givenMainMethod; mainVariables = givenMainVariables; gameStart = givenGameStart; mainMethods.Fill_PictureBox(picBInventoryClose, mainVariables.UserInterface_InventoryClose); mainMethods.Form_Background_Change(this, mainVariables.UserInterface_InventoryBackground); //Filling the inventory slots by going through each item possible, checking if the countvalue is above 0, inventory name list is necessary for the on click //event of each picture box, item count not used yet but if i want to put a label or something on health potions, this might come in handy int picBWalker = 0; for (int i = 0; i < mainVariables.Items_List.Count; i++) { string[] stringBreaker = mainVariables.Items_List[i].Split('_'); if (mainMethods.Check_Item_Above_0(i)) { int itemcount = Int32.Parse(stringBreaker[1]); mainMethods.Fill_PictureBox(inventoryPicbArray[picBWalker], mainVariables.Items_Bitmap_List[i]); inventoryNameList.Add(stringBreaker[0]); picBWalker++; } } }
//Initializing mainframe, depending on whether it was called before or not public MainFrame() { InitializeComponent(); mainVariables = new MainVariables(); mainMethods = new MainMethods(mainVariables); mainVariables.Music_Soundplayer.Play(); Initialize_MainMenu(); }
public Main_Dialog(MainVariables givenMainVariables, MainMethods givenMainMethods, string givenName, GameStart GivenGameStart, MainFrame givenMainFrame, int optionCall) { InitializeComponent(); gameStart = GivenGameStart; mainFrame = givenMainFrame; name = givenName; mainVariables = givenMainVariables; mainMethods = givenMainMethods; mainMethods.Form_Background_Change(this, mainVariables.UserInterface_DialogboxBackground); mainMethods.Fill_PictureBox(picBNextDialog, mainVariables.UserInterface_DialogForward); mainMethods.Dialog_Progression(name, optionCall, this, gameStart, mainFrame); }
//Constructor to use the given variables and store the references, filling the pictureboxes etc. public IngameMenu(MainVariables givenMainVariables, MainMethods givenMainMethods, GameStart givenGameStart, MainFrame givenMainFrame) { //Initializing the ingame Menu InitializeComponent(); mainVariables = givenMainVariables; mainMethods = givenMainMethods; gamestart = givenGameStart; mainFrame = givenMainFrame; mainMethods.Fill_PictureBox(picBBackToGame, mainVariables.UserInterface_BackToGame); mainMethods.Fill_PictureBox(picBSaveGame, mainVariables.UserInterface_SaveGame); mainMethods.Fill_PictureBox(picBLoadGame, mainVariables.MainMenu_LoadGame); mainMethods.Fill_PictureBox(picBLeaveGame, mainVariables.UserInterface_BackToMainMenu); mainMethods.Form_Background_Change(this, mainVariables.UserInterface_IngameMenuBackground); }
//Fills the character Creator with pics and initializes the forms he needs access to public CharacterCreation(MainFrame givenMainFrame, MainMethods givenMainMethods, MainVariables givenMainVariabes) { InitializeComponent(); mainVariables = givenMainVariabes; mainMethods = givenMainMethods; mainFrame = givenMainFrame; mainMethods.Reset_Story_Variables(); mainMethods.Fill_PictureBox(picBCCStrPlus, mainVariables.CharacterCreation_AttributeUp); mainMethods.Fill_PictureBox(picBCCAgiPlus, mainVariables.CharacterCreation_AttributeUp); mainMethods.Fill_PictureBox(picBCCIntPlus, mainVariables.CharacterCreation_AttributeUp); mainMethods.Fill_PictureBox(picBCCStrMinus, mainVariables.CharacterCreation_AttributeDown); mainMethods.Fill_PictureBox(picBCCAgiMinus, mainVariables.CharacterCreation_AttributeDown); mainMethods.Fill_PictureBox(picBCCIntMinus, mainVariables.CharacterCreation_AttributeDown); mainMethods.Fill_PictureBox(picBCCSend, mainVariables.CharacterCreation_Start); mainMethods.Fill_PictureBox(picBCCBack, mainVariables.CharacterCreation_Cancel); mainMethods.Fill_PictureBox(picBCCCharPrevious, mainVariables.CharacterCreation_PicPrevious); mainMethods.Fill_PictureBox(picBCCCharNext, mainVariables.CharacterCreation_PicNext); mainMethods.Fill_PictureBox(picBCharacterCreation, mainVariables.MainCharacter_OnePic); mainMethods.Form_Background_Change(this, mainVariables.CharacterCreation_Background); }
private void Initializing_Gamestart(MainMethods givenMainMethods, MainVariables givenMainVariables, MainFrame givenMainFrame) { mainMethods = givenMainMethods; mainVariables = givenMainVariables; mainFrame = givenMainFrame; inGameMenu = new IngameMenu(mainVariables, mainMethods, this, mainFrame); oneSecondTimer = new Timer(); lblUiMana.Text = mainVariables.Character_Crystals.ToString(); try { mainVariables.Music_Soundplayer.Stop(); } catch (Exception ex) { } //What is loaded depends on the place, case 1 is starting area switch (mainVariables.StoryLine_Progress) { case 1: mainMethods.Form_Background_Change(this, mainVariables.FirstScreen_Background); mainMethods.Character_PictureBox(mainVariables.Character_Picture, picBMainHero); mainMethods.Fill_PictureBox(picBSideCharOne, mainVariables.Characters_Maria_Bitmap); picBSideCharOne.Visible = true; if (mainVariables.Characters_Maria_Progression != 10) { mainMethods.Fill_PictureBox(PicBGoFront, mainVariables.UserInterface_TowardsForest); mainMethods.Fill_PictureBox(PicBFlower1, mainVariables.Items_SingleFlowerBM); PicBFlower1.Visible = true; mainMethods.Fill_PictureBox(PicBFlower2, mainVariables.Items_SingleFlowerBM); PicBFlower2.Visible = true; mainMethods.Fill_PictureBox(PicBFlower3, mainVariables.Items_SingleFlowerBM); PicBFlower3.Visible = true; mainMethods.Fill_PictureBox(PicBFlower4, mainVariables.Items_SingleFlowerBM); PicBFlower4.Visible = true; mainMethods.Fill_PictureBox(PicBFlower5, mainVariables.Items_SingleFlowerBM); PicBFlower5.Visible = true; mainMethods.Fill_PictureBox(PicBFlower6, mainVariables.Items_SingleFlowerBM); PicBFlower6.Visible = true; mainMethods.Fill_PictureBox(PicBFlower7, mainVariables.Items_SingleFlowerBM); PicBFlower7.Visible = true; mainMethods.Fill_PictureBox(PicBFlower8, mainVariables.Items_SingleFlowerBM); PicBFlower8.Visible = true; mainMethods.Fill_PictureBox(PicBFlower9, mainVariables.Items_SingleFlowerBM); PicBFlower9.Visible = true; mainMethods.Fill_PictureBox(PicBFlower10, mainVariables.Items_SingleFlowerBM); PicBFlower10.Visible = true; } break; //case 2 is forest case 2: mainVariables.UserInterface_DialogboxActive = true; mainMethods.Form_Background_Change(this, mainVariables.Background_Forest); mainMethods.Fill_PictureBox(picBGoblin, mainVariables.Characters_GoblinBM); picBGoblin.Visible = true; picBGoblin.Visible = true; main_Dialog = new Main_Dialog(mainVariables, mainMethods, "Goblin", this, mainFrame); main_Dialog.Show(); break; //case 3 is village case 3: mainMethods.Form_Background_Change(this, mainVariables.Background_City); mainMethods.Fill_PictureBox(picBJack, mainVariables.Characters_JackBM); if (!mainVariables.Characters_KittenClicked) { mainMethods.Fill_PictureBox(picBKitten, mainVariables.Characters_KittenBM); } if (!mainVariables.Characters_JacksKittenSaved) { mainMethods.Fill_PictureBox(picBStuckKitten, mainVariables.Characters_StuckKittenBM); } mainMethods.Fill_PictureBox(picBJorn, mainVariables.Characters_JornBM); picBJorn.Location = new Point(438, 263); picBJack.Location = new Point(88, 175); mainMethods.Fill_PictureBox(PicBLea, mainVariables.Characters_LeaBM); mainMethods.Fill_PictureBox(picBLeaWood, mainVariables.Characters_Lea_Wood); if (!mainVariables.Characters_Vendor_TestBought) { mainMethods.Fill_PictureBox(picBVendorTest, mainVariables.Items_FinishedTestBM); } if (!mainVariables.Characters_Vendor_RopeBought) { mainMethods.Fill_PictureBox(picBVendorRope, mainVariables.Items_RopeBM); } mainMethods.Fill_PictureBox(picBVendor, mainVariables.Characters_VendorBM); mainMethods.Fill_PictureBox(picBValeria, mainVariables.Characters_Valeria); mainMethods.Fill_PictureBox(PicBGoFront, mainVariables.Icon_CityGoTemple); break; //case 4 is the ending //<5 //>= 5 && < 9 // 8< case 4: mainMethods.Fill_PictureBox(picBGoddess, mainVariables.Characters_Goddess); mainMethods.Form_Background_Change(this, mainVariables.Backgrounds_Black); if (mainVariables.Character_Honor < 5) { main_Dialog = new Main_Dialog(mainVariables, mainMethods, "Goddess", this, mainFrame, 11); main_Dialog.Show(); mainVariables.UserInterface_DialogboxActive = true; } else if (mainVariables.Character_Honor > 8) { main_Dialog = new Main_Dialog(mainVariables, mainMethods, "Goddess", this, mainFrame, 13); main_Dialog.Show(); mainVariables.UserInterface_DialogboxActive = true; } else { main_Dialog = new Main_Dialog(mainVariables, mainMethods, "Goddess", this, mainFrame, 12); main_Dialog.Show(); mainVariables.UserInterface_DialogboxActive = true; } main_Dialog.Location = new Point(1000, 300); picBGoddess.Location = new Point(171, 115); break; } // 0) Flowercircle 1) Health potion 2) Sword 3) Finished test 4) Rope 5) Super axe 6) Chicken leg 7) Mirror 8) Giant nut 9) Single flower //Adding items to the itemlist and adding bitmaps for those item in a second List mainVariables.Items_List.Add(mainVariables.Items_FlowerCircle); mainVariables.Items_List.Add(mainVariables.Items_HealthPotion); mainVariables.Items_List.Add(mainVariables.Items_Sword); mainVariables.Items_List.Add(mainVariables.Items_FinishedTest); mainVariables.Items_List.Add(mainVariables.Items_Rope); mainVariables.Items_List.Add(mainVariables.Items_SuperAxe); mainVariables.Items_List.Add(mainVariables.Items_ChickenLeg); mainVariables.Items_List.Add(mainVariables.Items_Mirror); mainVariables.Items_List.Add(mainVariables.Items_GiantNut); mainVariables.Items_List.Add(mainVariables.Items_SingleFlower); //-- mainVariables.Items_Bitmap_List.Add(mainVariables.Items_FlowerCircleBM); mainVariables.Items_Bitmap_List.Add(mainVariables.Items_HealthPotionBM); mainVariables.Items_Bitmap_List.Add(mainVariables.Items_SwordBM); mainVariables.Items_Bitmap_List.Add(mainVariables.Items_FinishedTestBM); mainVariables.Items_Bitmap_List.Add(mainVariables.Items_RopeBM); mainVariables.Items_Bitmap_List.Add(mainVariables.Items_SuperAxeBM); mainVariables.Items_Bitmap_List.Add(mainVariables.Items_ChickenLegBM); mainVariables.Items_Bitmap_List.Add(mainVariables.Items_MirrorBM); mainVariables.Items_Bitmap_List.Add(mainVariables.Items_GiantNutBm); mainVariables.Items_Bitmap_List.Add(mainVariables.Items_SingleFlowerBM); if (mainVariables.StoryLine_Progress == 1 || mainVariables.StoryLine_Progress == 2 || mainVariables.StoryLine_Progress == 3) { Main_UI(); } }
//default start when game is loaded via start new game public GameStart(MainMethods givenMainMethods, MainVariables givenMainVariables, MainFrame givenMainFrame) { InitializeComponent(); Initializing_Gamestart(givenMainMethods, givenMainVariables, givenMainFrame); }