public static void Start() { Draw_UI.Draw_Loading(); Console.Clear(); Draw_UI.Draw_UI_Method(); Character_FirstName(); }
public static void Equipment_Loadout_Main(Player player, string sentence01, string sentence02, string Input) { switch (Input) { case "1": Draw_UI.Draw_Inventory_Weapon_Loadout(player, sentence01, sentence02, Input); Equipment_Loadout_Physical(player, sentence01, sentence02); break; case "2": Draw_UI.Draw_Inventory_Weapon_Loadout(player, sentence01, sentence02, Input); Equipment_Loadout_Magic(player, sentence01, sentence02); break; } }
public static void Action_Handler(Player _player, Enemy _enemy, string _Sentence01, string _Sentence02) { while (_enemy.Enemy_Health > 0f && _player.Char_Health > 0f) { Console.Write("What do you do?: Attack [1] | Defend [2] | View Inventory [3] | Save [4] | Quit [5]"); string actionchoice = Console.ReadLine(); if (_enemy.Enemy_Health > 0 && _player.Char_Health > 0) { switch (actionchoice) { case "1": Give_Damage(_player, _enemy); break; case "2": Take_Damage(_player, _enemy); break; case "3": Draw_UI.Draw_Inventory_Main(_player, _Sentence01, _Sentence02); break; case "4": Save.Save_Character(_player); break; case "5": Exit.Exit_Main(); break; } } else { if (_enemy.Enemy_Health <= 0) { Console.WriteLine("Enemy is dead"); break; } else { Console.WriteLine("You are dead."); End.End_Method(); } } } }
public static void Forest_Start(Player _player) { string sentence01; string sentence02; Random Rand = new Random(); Enemy _enemy; Draw_UI.Draw_UI_Stat_start(_player); _enemy = Enemy.Hound_List[Rand.Next(0, 2)]; sentence01 = ("You wake up from a cold sleep, only to hear the howling screams "); sentence02 = ("of " + _enemy.Enemy_Name + " from behind a tree."); Console.WriteLine(sentence01); Console.WriteLine(sentence02); Base_Player_Actions.Action_Handler(_player, _enemy, sentence01, sentence02); Draw_UI.Draw_UI_Stat_start(_player); _enemy = Enemy.Other_Animal_List[1]; sentence01 = ("After Battling " + _enemy.Enemy_Name + " you manage to win however as you recover,"); sentence02 = ("you see standing in front of you a terrifying bear, preparing to attack."); Console.WriteLine(sentence01); Console.WriteLine(sentence02); Base_Player_Actions.Action_Handler(_player, _enemy, sentence01, sentence02); Friendly _Friendly = Friendly.Merchant_List[0]; Console.Clear(); Draw_UI.Draw_UI_Stat_start(_player); sentence01 = ("After battling with the bear, you manage to overcome it. You rest, but see on the dirt path ahead a figure."); sentence02 = ("He approaches you, you then realise that it is a shopkeeper selling his wares."); Console.WriteLine(sentence01); Console.WriteLine(sentence02); Shop.Shop_Handler(_player, _Friendly, sentence01, sentence02); Building building = Building.Easy_Buildings[Rand.Next(1, Building.Easy_Buildings.Count)]; sentence01 = "You see a nearby " + building.Building_Name + ", and night is approaching.Do you "; sentence02 = "want to search the " + building.Building_Name + "?"; Draw_UI.Draw_UI_Stats(_player, sentence01, sentence02); Base_Player_Actions.Search_Building(_player, building); Console.ReadKey(); }
public static void _Player(string Character_Name, string Character_Class) { Player _Player = new Player(); switch (Character_Class) { case "Mage": _Player.Char_Name = Character_Name; _Player.Char_Class = "Mage"; _Player.Char_Experience = 0; _Player.Char_Level = 1; _Player.Char_Gold = 25; _Player.Char_Inventory = (Item.Mage_List); _Player.Char_Equipped_Items = null; _Player.Char_Capacity = 100; _Player.Char_Health = 75; _Player.Char_Total_Health = 75; _Player.Char_Magicka = 200; _Player.Char_Total_Magicka = 200; _Player.Char_Stamina = 50; _Player.Char_Total_Stamina = 50; Add_Weight(_Player); break; case "Warrior": _Player.Char_Name = Character_Name; _Player.Char_Class = "Warrior"; _Player.Char_Capacity = 200; _Player.Char_Equipped_Items = null; _Player.Char_Experience = 0; _Player.Char_Level = 1; _Player.Char_Gold = 1000; _Player.Char_Health = 150; _Player.Char_Total_Health = 150; _Player.Char_Magicka = 75; _Player.Char_Total_Magicka = 75; _Player.Char_Stamina = 100; _Player.Char_Inventory = (Item.Warrior_List); Add_Weight(_Player); break; case "Thief": _Player.Char_Name = Character_Name; _Player.Char_Class = "Thief"; _Player.Char_Capacity = 150; _Player.Char_Equipped_Items = null; _Player.Char_Experience = 0; _Player.Char_Level = 1; _Player.Char_Gold = 25; _Player.Char_Health = 125; _Player.Char_Total_Health = 125; _Player.Char_Magicka = 50; _Player.Char_Total_Magicka = 50; _Player.Char_Stamina = 200; _Player.Char_Total_Stamina = 200; _Player.Char_Inventory = (Item.Thief_List); Add_Weight(_Player); break; } Draw_UI.Begin_Adventures(); Forest.Forest_Start(_Player); }