static void Main(string[] args) { Sword sword = new Sword("Sword of Destiny"); sword.Equip(); sword.TakeDamage(20); sword.Sell(); Console.WriteLine("--------------------------------------------------------------"); Axe axe = new Axe("Fury Axe"); axe.Equip(); axe.TakeDamage(10); axe.Sell(); Console.WriteLine(); //create an inventory IItem[] inventory = new IItem[2]; inventory[0] = sword; inventory[1] = axe; //loop trough and turn in all quest items for (int i = 0; i < inventory.Length; i++) { IPartOfQuest questItem = inventory[i] as IPartOfQuest; if (questItem != null) { questItem.TurnIn(); } } Console.ReadKey(); }
static void Main(string[] args) { Sword sword = new Sword("Almighty Sword"); sword.Equip(); sword.TakeDamage(20); sword.Sell(); Console.WriteLine(); Axe axe = new Axe("Axe of Doom"); axe.Equip(); axe.TakeDamage(10); axe.Sell(); Console.WriteLine(); //Create an inventory IItem[] inventory = new IItem[2]; inventory[0] = sword; inventory[1] = axe; // Loop through and turn in all quest items for (int i = 0; i < inventory.Length; i++) { IPartOfQuest questItem = inventory[i] as IPartOfQuest; if (questItem != null) { questItem.TurnIn(); } } StayAlive(); }
static void Main(string[] args) { Sword mySword = new Sword("Big Golden Sword"); mySword.Equip(); mySword.TakeDamage(5); mySword.Sell(); Axe myAxe = new Axe("Small Silver Axe"); myAxe.Equip(); IItem[] inventory = new IItem[2]; inventory[0] = mySword; inventory[1] = myAxe; for (int i = 0; i < inventory.Length; i++) { IPartOfQuest questItem = inventory[i] as IPartOfQuest; if (questItem != null) { questItem.TurnIn(); } } Console.ReadKey(); }
static void Main(string[] args) { Sword sword = new Sword("Sword of Destiny"); sword.Equip(); sword.TakeDamage(20); sword.Sell(); Axe axe = new Axe("Plain Axe"); axe.Equip(); axe.TakeDamage(15); axe.Sell(); //Create an inventory IItem[] inventory = new IItem[2]; inventory[0] = sword; inventory[1] = axe; //Loop througn and turn in all quest items for (int i = 0; i < inventory.Length; i++) { IPartOfQuest questItem = inventory[i] as IPartOfQuest; if (questItem != null) { questItem.TurnIn(); } } }
public static void Main(string[] args) { // Create a golden sword and name it Sword goldSword = new Sword("Golden Sword"); goldSword.Equip(); goldSword.TakeDamage(20); goldSword.Sell(); Console.WriteLine("\n------------------------\n"); // Create a steal sword and name it Sword steelSword = new Sword("Steel Sword"); steelSword.Equip(); steelSword.Sell(); Console.WriteLine("\n------------------------\n"); // Create an Axe Axe axeOfAwesome = new Axe("Axe of Awesome"); axeOfAwesome.Equip(); axeOfAwesome.TakeDamage(10); axeOfAwesome.Sell(); // Create an Inventory Console.WriteLine("\n\n------------INVENTORY------------\n"); IItem[] inventory = new IItem[3]; inventory[0] = goldSword; inventory[1] = axeOfAwesome; inventory[2] = steelSword; // Loop through and turn in all eligible quest items for (int i = 0; i < inventory.Length; i++) { // Store the quest item as an IPartOfQuest if it is possible, if it isn't, it will be null IPartOfQuest questItem = inventory[i] as IPartOfQuest; if (questItem != null) { questItem.TurnIn(); } else { Console.WriteLine("Not turned in because item isn't a quest item."); } } }
static void Main(string[] args) { //create an instance of the sword class Sword sword = new Sword("Sword of Destiny"); //equip the sword sword.Equip(); //sell the sword sword.Sell(); //durability takes damage of 20 sword.Damage(20); Console.WriteLine(); //create an instance of the axe class Axe axe = new Axe("Axe of Wonders"); //equip the axe axe.Equip(); //sell the axe axe.Sell(); //durability takes damage of 10 axe.Damage(10); Console.WriteLine(); //create an Inventory so that you turn in items //this is an "array" of items Iitem[] inventory = new Iitem[2]; inventory[0] = sword; inventory[1] = axe; //loop through and turn in all quest items //create an index and set it to 0 which is less than the number of items in the inventory and increment the index for (int index = 0; index < inventory.Length; index++) { //check items to turn in from the inventory IPartOfQuest Items = inventory[index] as IPartOfQuest; //make sure the inventory is not empty and has an item in it. if (Items != null) { Items.TurnIn(); } } //await user input Console.ReadKey(); }
static void Main(string[] args) { Sword sword = new Sword("Sword of Destiny"); sword.Equip(); sword.TakeDamage(20); sword.Sell(); sword.TurnIn(); Console.WriteLine(); Axe axe = new Axe("Axe of fury"); axe.Equip(); axe.TakeDamage(10); axe.Sell(); //Create an Inventory IItem[] inventory = new IItem[2]; inventory[0] = sword; inventory[1] = axe; Console.WriteLine(); //Loop through and turn in all quest items //You have to case IPartOfQuest using the "as" keyword for (int i = 0; i < inventory.Length; i++) { IPartOfQuest questItem = inventory[i] as IPartOfQuest; if (questItem != null) { questItem.TurnIn(); } } Console.ReadKey(); }
static void Main(string[] args) { // Change to your number of menuitems. const int maxMenuItems = 3; int selector = 0; bool good = false; while (selector != maxMenuItems) { Console.Clear(); DrawTitle(); DrawMenu(maxMenuItems); good = int.TryParse(Console.ReadLine(), out selector); if (good) { switch (selector) { case 1: HeroClass heroClass = new HeroClass("Choose your class then choose your path...."); heroClass.ClassPick(); break; case 2: HeroBag heroBag = new HeroBag("See the spoils of war!!!.."); Sword sword = new Sword("Sword of Destiny"); sword.Equip(); sword.TakeDamage(20); sword.Sell(); sword.TurnIn(); Console.WriteLine(); Axe axe = new Axe("Axe of Distruction"); axe.Equip(); axe.TakeDamage(20); axe.Sell(); //add inventory IItem[] inventory = new IItem[2]; inventory[0] = sword; inventory[1] = axe; //loop through and turn in all quest items for (int i = 0; i < inventory.Length; i++) { IPartOfQuest questItem = inventory[i] as IPartOfQuest; if (questItem != null) { Console.WriteLine(); questItem.TurnIn(); } } Console.ReadKey(); break; // possibly more cases here default: if (selector != maxMenuItems) { ErrorMessage(); } break; } } else { ErrorMessage(); } Console.ReadKey(); } }