private void InitializeDataSet() { _player = GameData.PlayerData(); _messages = GameData.InitialMessages(); _gameMap = GameData.GameMap(); _initialLocationCoordinates = GameData.InitialGameMapLocation(); }
public GameViewModel(Player player, Map gameMap, GameMapCoordinates currentLocationCoordinates) { Player = player; _gameMap = gameMap; _gameMap.CurrentLocationCoordinates = currentLocationCoordinates; _currentLocation = _gameMap.CurrentLocation; MessageBox.Show($"Welcome to the game {player.Name} you are currently in {CurrentLocation.Name}"); UpdateAvailableTravelPoints(); }
public GameSessionViewModel(Player player, Map gameMap, GameMapCoordinates currentLocationCoordinates) { _player = player; _gameMap = gameMap; _gameMap.CurrentLocationCoordinates = currentLocationCoordinates; _currentLocation = _gameMap.CurrentLocation; InitializeView(); }
public GameSessionViewModel(Player player, List <string> initialMessages, Map gameMap, GameMapCoordinates currentLocationCoordinates) { _gameMap = gameMap; _gameMap.CurrentLocationCoordinates = currentLocationCoordinates; _currentLocation = gameMap.CurrentLocation; _player = player; _messages = initialMessages; }
public GameSessionViewModel(Player player, string initialMessages, Map gameMap, GameMapCoordinates currentLocationCoordinates ) { _player = player; _gameMap = gameMap; _gameMap.CurrentLocationCoordinates = currentLocationCoordinates; _currentlocation = _gameMap.CurrentLocation; GameMessage = initialMessages; InitializeView(); }
public GameSessionViewModel( Player player, Map gameMap, GameMapCoordinates currentLocationCoordinates) { _player = player; _gameMap = gameMap; _gameMap.CurrentLocationCoordinates = currentLocationCoordinates; _currentLocation = _gameMap.CurrentLocation; _fastTravelLocations = _player.FastTravelLocations; _player.CalculateWealth(); InitializeView(); //GameTimer(); }
public GameSessionViewModel(Player player, List <string> initialMessages, Location[,] gameMap, GameMapCoordinates currentLocationCoordinates) { _player = player; _messages = initialMessages; _gameMap = gameMap; _maxRows = _gameMap.GetLength(0); _maxColumns = _gameMap.GetLength(1); _currentLocationCoordinates = currentLocationCoordinates; _currentLocation = _gameMap[_currentLocationCoordinates.Row, _currentLocationCoordinates.Column]; }
public GameSessionViewModel(Player player, string initialMessages, Map gameMap, GameMapCoordinates currentLocationCoordinates ) { _player = player; _gameMap = gameMap; _gameMap.CurrentLocationCoordinates = currentLocationCoordinates; _currentlocation = _gameMap.CurrentLocation; GameMessage = initialMessages; _currentLocationInformation = CurretLocation.description; UpdateAvailableTravelPoints(); }
public GameViewModel( Player player, Enemy enemy, List <string> initialMessages, Map gameMap, GameMapCoordinates currentLocationCoordinates) { _player = player; _enemy = enemy; _messages = initialMessages; _gameMap = gameMap; _gameMap.CurrentLocationCoordinates = currentLocationCoordinates; _currentLocation = _gameMap.CurrentLocation; InitializeView(); }
/// <summary> /// initialize data set /// </summary> private void InitializeDataSet() { _gameMap = GameData.GameMap(); _initialLocationCoordinates = GameData.InitialGameMapLocation(); }
// // Constructor used for setting the current properties values // public GameSessionViewModel(Player player, List <string> initialMessages, Map gameMap, GameMapCoordinates currentLocationCoordinates, ObservableCollection <Enemy> currentEnemies) { // sets the player's shield _playerShield = player.Shield; // sets the player's health _playerHealth = player.Health; // Player's XP _playerXP = player.XP; // Max Player XP _maxPlayerXP = player.MaxLevelXPRange; // Player's Level _playerLevel = player.Level; // Player's Gold _playerGold = player.Gold; // Player's Base Attack _playerBaseAttack = player.BasicAttack; // Player's Skill One _playerSkillOne = player.SkillOneAttack; // Player's Skill Two _playerSkillTwo = player.SkillTwoAttack; // Player's Skill Three _playerSkillThree = player.SkillThreeAttack; // Player's Third Eye _playerThirdEye = player.ThirdEyeAttack; // Setting player class string //_playerClassToString = Player.ClassTypeProp.ToString(); if (player.currentlyAttacking != null) { // EnemyHealth _enemyHealth = player.currentlyAttacking.Health; // EnemyName _enemyName = player.currentlyAttacking.Name; // EnemyDamage _enemyDamage = player.currentlyAttacking.BaseAttack; // EnemyLevel _enemyLevel = player.currentlyAttacking.Level; } else { // EnemyHealth _enemyHealth = 0; // EnemyName _enemyName = "Currently Not Fighting"; // EnemyDamage _enemyDamage = 0; // EnemyLevel _enemyLevel = 0; } // gets currentEnemyID from gameData, and sets the currentEnemyID variable in the view model to equal that currentEnemyID = _gameData.currentEnemyID; // gets the current enemies list that is passed and sets _currentEnemies in the view model to equal that _currentEnemies = currentEnemies; // sets the player _player = player; // sets the messages property _messages = initialMessages; // sets the current gameMap _gameMap = gameMap; // sets the player's currentLocationCoordinates in the view model _gameMap.CurrentLocationCoordinates = currentLocationCoordinates; // sets the currentLocation to equal the gameMap's passed currentLocation _currentLocation = _gameMap.CurrentLocation; // sets the current locationWarningImage to the gameMap's currentLocation's warning Image _locationWarningImages = _gameMap.CurrentLocation.LocationWarningImage; }
public GameSessionViewModel(Player player, Map gameMap, GameMapCoordinates initialLocationCoordinates) : this(player) { _gameMap = gameMap; _initialLocationCoordinates = initialLocationCoordinates; }