// Fonction ChoiceGame : Lors creation nouvelle partie on créer le nouveau Player avec les parametres // choisi. Puis on lance le jeu public void ChoiceGame(string name, int pet, int weapon) { if (pet == 1 && weapon == 1) { P1 = new Player.Player(name, Player.Player.PocketMonster.Saicho, Player.Player.Objet.Pickle); inventaire[0] = new Object.ItemStart("Pickle", "Legendary Item : Full Health ", 1, Object.ItemStart.ItemType.Pickle); } else if (pet == 1 && weapon == 2) { P1 = new Player.Player(name, Player.Player.PocketMonster.Saicho, Player.Player.Objet.Viagra); inventaire[0] = new Object.ItemStart("Viagra", "Legendary Item : Level-Up Directly ", 1, Object.ItemStart.ItemType.Viagra); } else if (pet == 2 && weapon == 1) { P1 = new Player.Player(name, Player.Player.PocketMonster.Glouglou, Player.Player.Objet.Pickle); inventaire[0] = new Object.ItemStart("Pickle", "Legendary Item : Full Health ", 1, Object.ItemStart.ItemType.Pickle); } else if (pet == 2 && weapon == 2) { P1 = new Player.Player(name, Player.Player.PocketMonster.Glouglou, Player.Player.Objet.Viagra); inventaire[0] = new Object.ItemStart("Viagra", "Legendary Item : Level-Up Directly ", 1, Object.ItemStart.ItemType.Viagra); } Console.Clear(); // On lance le jeu story.StartMap(); story.Story1(); Histoire(); }
// Fonction SaveGame : Sauvegarde l'etat d'avancé du joueur dans le jeu au moment demandé public static void SaveGame(Player.Player p) { // On sauvegarde dans un fichier sur le bureau nommée save.txt string mydocpath = Environment.GetFolderPath(Environment.SpecialFolder.Desktop); using (StreamWriter s = new StreamWriter(mydocpath + @"/save.txt")) { // On rentre les informations du joueur s.WriteLine(p.Name + ";" + p.Pet + ";" + p.Item + ";" + p.Position + ";" + p.Level + ";" + p.PV); } // Puis on Quitte le jeu Console.Write("Press Enter to Quit ..."); Console.ReadLine(); Environment.Exit(0); }
// fonction Load Game // On recupère les informations provenant de Menu lors de la recuperation d'informations // Puis on relance la partie avec les informations recuperés public void LoadGame(string name, string pet, string weapon, int position, int level, int Pv) { if (pet == "Saicho" && weapon == "Pickle") { P1 = new Player.Player(name, Player.Player.PocketMonster.Saicho, Player.Player.Objet.Pickle); inventaire[0] = new Object.ItemStart("Pickle", "Legendary Item : Full Health ", 1, Object.ItemStart.ItemType.Pickle); P1.Position = position; P1.Level = level; P1.PV = Pv; } else if (pet == "Saicho" && weapon == "Viagra") { P1 = new Player.Player(name, Player.Player.PocketMonster.Saicho, Player.Player.Objet.Viagra); inventaire[0] = new Object.ItemStart("Viagra", "Legendary Item : Level-Up Directly ", 1, Object.ItemStart.ItemType.Viagra); P1.Position = position; P1.Level = level; P1.PV = Pv; } else if (pet == "Glouglou" && weapon == "Pickle") { P1 = new Player.Player(name, Player.Player.PocketMonster.Glouglou, Player.Player.Objet.Pickle); inventaire[0] = new Object.ItemStart("Pickle", "Legendary Item : Full Health ", 1, Object.ItemStart.ItemType.Pickle); P1.Position = position; P1.Level = level; P1.PV = Pv; } else if (pet == "Glouglou" && weapon == "Viagra") { P1 = new Player.Player(name, Player.Player.PocketMonster.Glouglou, Player.Player.Objet.Viagra); inventaire[0] = new Object.ItemStart("Viagra", "Legendary Item : Level-Up Directly ", 1, Object.ItemStart.ItemType.Viagra); P1.Position = position; P1.Level = level; P1.PV = Pv; } // On reprend l'histoire ou le joueur s'est arrete en relancant Histoire // Les variables de P1 étant mis a jour Histoire(); }