static void Main(string[] args) { Console.WriteLine("Kunle like(s) McDonald's"); Human bill = new Human("Bill", 5, 5, 5, 150); Human joe = new Human("Joe"); Wizard Harry = new Wizard("Harry"); Ninja Choi = new Ninja("Choi"); Samurai Jim = new Samurai("Jim"); Samurai Alex = new Samurai("Alex"); bill.Attack(Jim); Harry.Attack(Jim); Alex.Meditate(Jim); Choi.Steal(Jim); }
static void Main(string[] args) { Human vlad = new Human("Vlad"); Human dima = new Human("Dima", 20, 30, 40, 3000); Wizard wiz = new Wizard("Torlol"); Ninja ninja = new Ninja("Lala"); Samurai samurai = new Samurai("zebbie"); samurai.Attack(vlad); wiz.Attack(vlad); ninja.Attack(vlad); wiz.Heal(vlad); ninja.Steal(wiz); Console.WriteLine(wiz.Strength); }
static void Main(string[] args) { Human bob = new Human("Bobby", 3, 3, 3, 100); Wizard tam = new Wizard("Tammi"); Ninja henry = new Ninja("Henry"); Samurai kim = new Samurai("Kim"); tam.Attack(bob); tam.Heal(bob); henry.Attack(bob); henry.Steal(bob); kim.Attack(bob); kim.Meditate(); // Ninja kevin = new Ninja("Kevin"); // Samurai jesus = new Samurai("Jesus"); }
// Ninja should have a steal method, which when invoked, attacks an object and increases the Ninjas health by 10 public void Steal(object target) { Human human_victim = target as Human; Wizard wizard_victim = target as Wizard; Samurai samurai_victim = target as Samurai; Ninja ninja_victim = target as Ninja; if (target == wizard_victim || target == human_victim || target == samurai_victim || target == ninja_victim) { attack(target); health += 10; } else { Console.WriteLine("Failed Attack"); } }
static void Main(string[] args) { Wizard wiz = new Wizard("Teng"); Wizard wiz2 = new Wizard("Kian", 5, 5, 4, 99); Ninja nin1 = new Ninja("Angelo"); Samurai sam = new Samurai("Sam"); Samurai sam2 = new Samurai("Alex", 10); System.Console.WriteLine($"Wizard's Name: {wiz.Name} Strength: {wiz.Strength} Intelligence: {wiz.Intelligence} Health: {wiz.Health}"); System.Console.WriteLine($"Samurai's Name: {sam.Name} Strength: {sam.Strength} Intelligence: {sam.Intelligence} Health: {sam.Health}"); wiz.Attack(sam); System.Console.WriteLine($"Sam's heath: {sam.Health}"); System.Console.WriteLine($"Ninja's Name: {nin1.Name}"); nin1.Attack(wiz); sam2.Attack(wiz2); wiz.Heal(wiz2); }
static void Main(string[] args) { string InputLine = Console.ReadLine(); Console.WriteLine(InputLine); Human kazuma = new Human("Kazuma"); Ninja chris = new Ninja("Chris"); Samurai darkness = new Samurai("Darkness"); Wizard megumin = new Wizard("Megumin"); chris.Steal(kazuma); chris.GetAway(); darkness.Attack(darkness); darkness.Meditate(); darkness.HowMany(); megumin.Explosion(kazuma); }
public static void Main(string[] args) { Human human1 = new Human("Bob"); Wizard wizard1 = new Wizard("Gandalf"); Ninja ninja1 = new Ninja("Raphael"); Samurai samurai1 = new Samurai("Angel"); // System.Console.WriteLine("---------------- Attack Testing ------------------"); // System.Console.WriteLine(" ********** Before the Attack **********"); // Console.WriteLine("{0} has a health of {1}", ninja1.name, ninja1.health); // Console.WriteLine("{0} has a health of {1}", wizard1.name, wizard1.health); // wizard1.attack(ninja1); // System.Console.WriteLine(" ********** After the Attack **********"); // Console.WriteLine("{0} has a health of {1}", ninja1.name, ninja1.health); // Console.WriteLine("{0} decreases health of {1}", wizard1.name, wizard1.health); // System.Console.WriteLine("---------------- Steal Testing ------------------"); // Console.WriteLine("{0} has a health of {1}", human1.name, human1.health); // Console.WriteLine("{0} has a health of {1}", ninja1.name, ninja1.health); // ninja1.Steal(human1); // System.Console.WriteLine(" ********** After the Steal **********"); // Console.WriteLine("{0} has a health of {1}", human1.name, human1.health); // Console.WriteLine("{0} has a health of {1}", ninja1.name, ninja1.health); // System.Console.WriteLine("---------------- Fireball Testing ------------------"); // Console.WriteLine("{0} has a health of {1}", wizard1.name, wizard1.health); // Console.WriteLine("{0} has a health of {1}", samurai1.name, samurai1.health); // wizard1.Fireball(samurai1); // System.Console.WriteLine(" ********** After the Fireball **********"); // Console.WriteLine("{0} has a health of {1}", wizard1.name, wizard1.health); // Console.WriteLine("{0} has a health of {1}", samurai1.name, samurai1.health); Console.WriteLine("{0} has a health of {1}", wizard1.name, wizard1.health); Console.WriteLine("{0} has a health of {1}", samurai1.name, samurai1.health); samurai1.death_blow(wizard1); // need to modify this, it will not work Console.WriteLine("{0} has a health of {1}", wizard1.name, wizard1.health); Console.WriteLine("{0} has a health of {1}", samurai1.name, samurai1.health); // samurai1.death_blow(wizard1); // Console.WriteLine("{0} has a health of {1}", wizard1.name, wizard1.health); // Console.WriteLine("{0} has a health of {1}", samurai1.name, samurai1.health); }
static void Main(string[] args) { Wizard wiz = new Wizard("Dima"); Samurai sam1 = new Samurai("Eric"); Samurai sam2 = new Samurai("Quon"); Ninja ninja = new Ninja("Craig"); Samurai.HowMany(); wiz.Heal(); wiz.Fireball(sam1); wiz.Attack(sam2); sam1.Meditate(); sam2.Meditate(); sam2.DeathBlow(wiz); ninja.Steal(sam2); sam2.Attack(ninja); wiz.Fireball(ninja); ninja.GetAway(); sam1.DeathBlow(ninja); }
static void Main(string[] args) { Console.WriteLine("Hello World!"); human newHuman = new human("Adam"); System.Console.WriteLine($"a new human has been added! They are named {newHuman.Name} and have Strength: {newHuman.Strength}, Intelligence: {newHuman.Intelligence}, Dexterity: {newHuman.Dexterity}, Health: {newHuman.health} "); human secondHuman = new human("Jim", 2, 2, 2, 50); System.Console.WriteLine($"a new human has been added! They are named {secondHuman.Name} and have Strength: {secondHuman.Strength}, Intelligence: {secondHuman.Intelligence}, Dexterity: {secondHuman.Dexterity}, Health: {secondHuman.health} "); newHuman.Attack(secondHuman); Ninja aNinja = new Ninja("NInjaman"); System.Console.WriteLine($"a new Ninja has been added! They are named {aNinja.Name} and have Strength: {aNinja.Strength}, Intelligence: {aNinja.Intelligence}, Dexterity: {aNinja.Dexterity}, Health: {aNinja.health} "); Wizard aWizard = new Wizard("Gandolf"); System.Console.WriteLine($"a new Wizard has been added! They are named {aWizard.Name} and have Strength: {aWizard.Strength}, Intelligence: {aWizard.Intelligence}, Dexterity: {aWizard.Dexterity}, Health: {aWizard.health} "); Console.WriteLine(aNinja.health); aWizard.Attack(aNinja); Console.WriteLine(aNinja.health); }
static void Main(string[] args) { Human Ricky = new Human("Ricky"); Human Jonte = new Human("jonte", 20, 30, 40, 50); // Console.WriteLine(Ricky.Health); // Console.WriteLine(Jonte.Attack(Ricky)); Wizard Novi = new Wizard("Novi"); // Console.WriteLine(Novi.Health); // Console.WriteLine(Novi.Attack(Ricky)); // Console.WriteLine(Novi.Health); Ninja Dave = new Ninja("dave"); // Console.WriteLine(Dave.Health); // Console.WriteLine(Dave.Dexterity); Samuri Juma = new Samuri("Juma"); // Console.WriteLine(Juma.Attack(Novi)); // Console.WriteLine(Novi.Health); // Console.WriteLine(Novi.Heal(Ricky)); // Console.WriteLine(Dave.Attack(Juma)); Console.WriteLine(Dave.Steal(Juma)); }
// Samurai should have a method called death_blow, which when invoked should attack an object and decreases its health to 0 if it has less than 50 health public void death_blow(object target) { Human human_victim = target as Human; Wizard wizard_victim = target as Wizard; Samurai samurai_victim = target as Samurai; Ninja ninja_victim = target as Ninja; if (target == wizard_victim || target == human_victim || target == samurai_victim || target == ninja_victim) { attack(target); // if(human_victim.health < 50) // { // human_victim.health = 0; // } // if(human_victim.health < 50) // { // human_victim.health = 0; // } } }
static void Main(string[] args) { Human Wizard = new Human("Wizard"); Human Knight = new Human("Knight"); Knight.Attack(Wizard); Knight.Attack(Wizard); Ninja myNinja = new Ninja("Jim"); Console.WriteLine(myNinja.Dexterity); Wizard myWizard = new Wizard("Tim"); Console.WriteLine(myWizard.Health); Console.WriteLine(myWizard.Intelligence); Samurai mySamurai = new Samurai("Kim"); Console.WriteLine(mySamurai.Health); myWizard.Attack(myNinja); myNinja.Attack(myWizard); mySamurai.Attack(myWizard); myWizard.Heal(myWizard); }
static void Main(string[] args) { var ninjaFactory = new NinjaFactory(); Samurai brittany = new Samurai("Brittany"); Ninja morgan = ninjaFactory.CreateNinja("Morgan"); Ninja cat = ninjaFactory.CreateNinja("TacoCat"); Wizard gandalf = new Wizard("Gandalf"); brittany.Attack(morgan); brittany.Attack(morgan); brittany.Attack(morgan); brittany.Attack(morgan); brittany.DeathBlow(morgan); cat.Attack(brittany); gandalf.FireBall(cat); Console.WriteLine(brittany); Console.WriteLine(morgan); Console.WriteLine(cat); Console.WriteLine(gandalf); ninjaFactory.HowMany(); }
static void Main(string[] args) { Console.WriteLine("Hello World!"); Human Jonathon = new Human("Jonathon"); Human AfroSamurai = new Human("Afro"); Jonathon.Attack(AfroSamurai); Console.WriteLine(Jonathon.Name); Console.WriteLine(AfroSamurai.Name); Console.WriteLine(AfroSamurai.showHealth()); Wizard mickyMouse = new Wizard("Micky Mouse"); Samurai jack = new Samurai("Samurai Jack"); Ninja ryzu = new Ninja("Ryzu"); Console.WriteLine(mickyMouse.Attack(jack)); Console.WriteLine(ryzu.Attack(mickyMouse)); Console.WriteLine(jack.Attack(mickyMouse)); Console.WriteLine(ryzu.Attack(jack)); Console.WriteLine(jack.Meditate()); Console.WriteLine(mickyMouse.Heal(jack)); Console.WriteLine(ryzu.Steal(jack)); Console.WriteLine(jack.health); }
public void Encounter(Human[] allies, Monster[] enemies) { Random rand = new Random(); Console.WriteLine("Random encounter! Enemies appeared!"); int totallength = allies.Length + enemies.Length; object[] turns = new object[totallength]; int i = 0; foreach (Human ally in allies) { turns[i] = ally; i++; } foreach (Monster enemy in enemies) { turns[i] = enemy; i++; } foreach (Monster enemy in enemies) { Console.WriteLine(enemy.name); } int turncount = 0; while (true) { Boolean allieswin = true; Boolean enemieswin = true; foreach (Monster enemy in enemies) { if (enemy.health > 0) { allieswin = false; } } foreach (Human ally in allies) { if (ally.health > 0) { enemieswin = false; } } if (allieswin == true) { Console.WriteLine("You win! Commence victory theme!"); break; } if (enemieswin == true) { Console.WriteLine("The allied party has died. Now the sacred crystals will never be collected, and darkness will forever rule throughout the land. Game Over."); break; } int myturn = turncount % totallength; //Console.WriteLine(myturn); if (turns[myturn] is Monster) { Monster currenemy = turns[myturn] as Monster; if (currenemy.health == 0) { turncount += 1; continue; } Console.WriteLine("{0}'s turn!", currenemy.name); int mytarget = 0; while (true) { mytarget = rand.Next(0, allies.Length); if (allies[mytarget].health > 0) { currenemy.Attack(allies[mytarget]); break; } } turns[myturn] = currenemy; } else if (turns[myturn] is Human) { string command = "default"; string target = "default"; Monster mytarget = enemies[0]; if (turns[myturn] is Samurai) { Samurai turnplayer = turns[myturn] as Samurai; if (turnplayer.health == 0) { turncount += 1; continue; } while (true) { Boolean found = false; Console.WriteLine("What will {0} do?", turnplayer.name); command = Console.ReadLine(); if (command != "attack" && command != "deathblow" && command != "meditate") { Console.WriteLine("Invalid command."); continue; } if (command != "meditate") { Console.WriteLine("Targeting what?"); target = Console.ReadLine(); foreach (Monster enemy in enemies) { if (target == enemy.name) { mytarget = enemy; found = true; break; } } if (found == false) { Console.WriteLine("Invalid target."); continue; } } if (command == "attack") { turnplayer.Attack(mytarget); if (turnplayer.poisoned > 0) { turnplayer.health -= 5; turnplayer.poisoned--; } break; } else if (command == "deathblow") { turnplayer.Death_blow(mytarget); if (turnplayer.poisoned > 0) { turnplayer.health -= 5; turnplayer.poisoned--; } break; } else if (command == "meditate") { turnplayer.Meditate(); if (turnplayer.poisoned > 0) { turnplayer.health -= 5; turnplayer.poisoned--; } break; } } } else if (turns[myturn] is Wizard) { Wizard turnplayer = turns[myturn] as Wizard; if (turnplayer.health == 0) { turncount += 1; continue; } while (true) { Boolean found = false; Console.WriteLine("What will {0} do?", turnplayer.name); command = Console.ReadLine(); if (command != "attack" && command != "fireball" && command != "heal") { Console.WriteLine("Invalid command."); continue; } if (command != "heal") { Console.WriteLine("Targeting what?"); target = Console.ReadLine(); foreach (Monster enemy in enemies) { if (target == enemy.name) { mytarget = enemy; found = true; break; } } if (found == false) { Console.WriteLine("Invalid target."); continue; } } if (command == "attack") { turnplayer.Attack(mytarget); break; } else if (command == "fireball") { turnplayer.Fireball(mytarget); break; } else if (command == "heal") { turnplayer.Heal(); break; } } } else if (turns[myturn] is Ninja) { Ninja turnplayer = turns[myturn] as Ninja; if (turnplayer.health == 0) { turncount += 1; continue; } while (true) { Boolean found = false; Console.WriteLine("What will {0} do?", turnplayer.name); command = Console.ReadLine(); if (command != "attack" && command != "steal" && command != "getaway") { Console.WriteLine("Invalid command."); continue; } if (command != "getaway") { Console.WriteLine("Targeting what?"); target = Console.ReadLine(); } foreach (Monster enemy in enemies) { if (target == enemy.name) { mytarget = enemy; found = true; break; } } if (found == false) { Console.WriteLine("Invalid target."); continue; } if (command == "attack") { turnplayer.Attack(mytarget); break; } else if (command == "steal") { turnplayer.Steal(mytarget); break; } else if (command == "getaway") { turnplayer.Get_away(); Console.WriteLine("{} couldn't get away!", turnplayer.name); break; } } } else { Human turnplayer = turns[myturn] as Human; if (turnplayer.health == 0) { turncount += 1; continue; } while (true) { Boolean found = false; Console.WriteLine("What will {0} do?", turnplayer.name); command = Console.ReadLine(); if (command != "attack") { Console.WriteLine("Invalid command."); continue; } foreach (Monster enemy in enemies) { if (target == enemy.name) { mytarget = enemy; found = true; break; } } if (found == false) { Console.WriteLine("Invalid target."); continue; } if (command == "attack") { turnplayer.Attack(mytarget); break; } } } } turncount += 1; } }
static void Main(string[] args) { // Create new players Human me = new Human("Maki"); me.Health = 200; Human Lola = new Human("Lola"); Wizard Wanda = new Wizard("Wanda"); Ninja Nick = new Ninja("Nick"); Samurai Sam = new Samurai("Sam"); Samurai Ducky = new Samurai("Ducky"); // Show stats of players at beginning of game System.Console.WriteLine("\n=====Before Attacking======"); System.Console.WriteLine("\n---------Player 1----------"); me.ShowStatus(); System.Console.WriteLine("\n---------Player 2----------"); Lola.ShowStatus(); System.Console.WriteLine("\n---------Player 3----------"); Wanda.ShowStatus(); System.Console.WriteLine("\n---------Player 4----------"); Nick.ShowStatus(); System.Console.WriteLine("\n---------Player 5----------"); Sam.ShowStatus(); // Attack round System.Console.WriteLine("\n======While Attacking======"); Wanda.Fireball(me); System.Console.WriteLine("\n1. Wanda fireballs me."); me.Attack(Lola); System.Console.WriteLine("\n2. I attack Lola."); Lola.Attack(Wanda); System.Console.WriteLine("\n3. Lola attacks Wanda."); Sam.Death_Blow(Wanda); System.Console.WriteLine("\n4. Sam death blows Wanda. (Suck it Wanda!)"); Nick.Steal(Sam); System.Console.WriteLine("\n5. Nick steals from Sam."); // Show stats of players after attacking System.Console.WriteLine("\n======After Attacking======"); System.Console.WriteLine("\n---------Player 1----------"); me.ShowStatus(); System.Console.WriteLine("\n---------Player 2----------"); Lola.ShowStatus(); System.Console.WriteLine("\n---------Player 3----------"); Wanda.ShowStatus(); System.Console.WriteLine("\n---------Player 4----------"); Nick.ShowStatus(); System.Console.WriteLine("\n---------Player 5----------"); Sam.ShowStatus(); // Heal round System.Console.WriteLine("\n=======While Healing======="); Wanda.Heal(); System.Console.WriteLine("\n1. Wanda uses heal on herself."); Sam.Meditate(); System.Console.WriteLine("\n2. Sam uses meditate on himself."); System.Console.WriteLine("\n=======After Healing======="); System.Console.WriteLine("\n---------Player 3----------"); Wanda.ShowStatus(); System.Console.WriteLine("\n---------Player 5----------"); Sam.ShowStatus(); System.Console.WriteLine("\n"); Samurai.How_Many(); }
static void Main(string[] args) { Dictionary <string, Human> alliance = new Dictionary <string, Human>(); Dictionary <string, Enemy> enemy = new Dictionary <string, Enemy>(); Console.WriteLine("Start a new game ?"); string input = Console.ReadLine(); if (input == "yes") { Wizard w1 = new Wizard(); Ninja n1 = new Ninja(); Samurai s1 = new Samurai(); Zombie z1 = new Zombie("z1"); Zombie z2 = new Zombie("z2"); Spider sp1 = new Spider("spider1", 2, 150); alliance.Add("w1", w1); alliance.Add("n1", n1); alliance.Add("s1", s1); enemy.Add("z1", z1); enemy.Add("z2", z2); enemy.Add("spider1", sp1); Console.WriteLine("Game start !\n Alliance: 1 Wizard: w1 \t 1 Ninja: n1 \t 1 Samurai: s1\n Enemy: 2 Zombies: z1,z2 \t 1 Spider spider1\nPlease input ally"); string ally = Console.ReadLine(); Console.WriteLine("please input ability"); string ability = Console.ReadLine(); Console.WriteLine("Please input target"); string target = Console.ReadLine(); if (ally == "w1") // Wizard abilities: { if (ability == "heal") { if (alliance.ContainsKey(target) == true) { switch (target) { case "w1": w1.Heal(w1); break; case "n1": w1.Heal(n1); break; case "s1": w1.Heal(s1); break; } } else { Console.WriteLine("This ability can only be used to ally !"); } } else if (ability == "fireball") { if (enemy.ContainsKey(target) == true) { switch (target) { case "z1": w1.Fireball(z1); break; case "z2": w1.Fireball(z2); break; case "spider1": w1.Fireball(sp1); break; } } else { Console.WriteLine("This ability can only be used to enemy!"); } } } else if (ally == "n1") //Ninja abilities: { if (ability == "steal") { if (enemy.ContainsKey(target) == true) { switch (target) { case "z1": n1.Steal(z1); break; case "z2": n1.Steal(z2); break; case "spider1": n1.Steal(sp1); break; } } else { Console.WriteLine("This ability can only be used to enemy !"); } } else if (ability == "get_away") { if (target == "n1") { n1.Get_away(); } else { Console.WriteLine("This ability can only be used to self !"); } } } else if (ally == "s1") { if (ability == "death_blow") { if (alliance.ContainsKey(target) == true) { switch (target) { case "w1": s1.Death_blow(w1); break; case "n1": s1.Death_blow(n1); break; case "s1": s1.Death_blow(s1); break; } } else { Console.WriteLine("This ability can only be used to ally !"); } } else if (ability == "meditate") { if (target == "s1") { s1.Meditate(); } else { Console.WriteLine("This ability can only be used to self !"); } } } } }