public static void start_game()
 {
     Player.get_room().describe();
     Text_Buffer.Add("\nEnemy is located at [ " + enemy._X_Position +
                     ", " + enemy._Y_Position + " ]");
     Text_Buffer.Add("\nYou are located at [ " + Player._Player._X_Position +
                     ", " + Player._Player._Y_Position + " ]");
     Text_Buffer.print();
 }
示例#2
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        public override void Stats()
        {
            string message   = ("Current stats for " + _name + " of " + _class);
            string underline = "";

            underline = underline.PadLeft(message.Length, '-');

            Text_Buffer.Add(message + "\n" + underline);
            Text_Buffer.Add("Health:\t" + _health);
            Text_Buffer.Add("Weapon:\t" + _weapon);
        }
示例#3
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        //show enemy stats
        public static void npc_stats()
        {
            string message   = ("Current Enemy Staus:");
            string underline = "";

            underline = underline.PadLeft(message.Length, '-');

            Text_Buffer.Add(message + "\n" + underline);
            Text_Buffer.Add("Health:\t" + _health);
            Text_Buffer.Add("Weapon:\t" + _weapon);
        }
        public static void check_game_rules()
        {
            Console.Clear();

            if (Player._Player._X_Position == Game_Manager.enemy._X_Position &&
                Player._Player._Y_Position == Game_Manager.enemy._Y_Position)
            {
                Text_Buffer.Add("You have encountered an enemy!");
                Game_Manager.enemy.Identify();
                Text_Buffer.Add("\nEnemy Stats are:");
                Game_Manager.enemy.NPC_Stats();
            }
        }
示例#5
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        public static void help_screen()
        {
            string message   = "Available Commands:";
            string underline = "";

            underline = underline.PadLeft(75, '-');

            Text_Buffer.Add(message + "\n" + underline);
            Text_Buffer.Add("~\tmove\t\t-\tto travel north, south, east, west\t~");
            Text_Buffer.Add("~\tlook\t\t-\tto see your surroundings\t\t~");
            Text_Buffer.Add("~\ttake\t\t-\tto add an item to your inventory\t~");
            Text_Buffer.Add("~\tdrop\t\t-\tto drop an item from your inventory\t~");
            Text_Buffer.Add("~\tstats\t\t-\tto see your current stats\t\t~");
            Text_Buffer.Add("~\tinventory\t-\tto see what you are carrying\t\t~");
            Text_Buffer.Add("~\thelp\t\t-\tto bring up the help menu\t\t~");
            Text_Buffer.Add("~\tquit\t\t-\tto end the game\t\t\t\t~");
            Text_Buffer.Add(underline);
        }
示例#6
0
        /*
         * to be used with an UPDATE PATTERN?
         * maybe put a random direction in and update position?
         */
        public void npc_move(string direction)
        {
            //first we need to get the current room
            //the player is in so we can see where to move
            Room room = Non_PLayer.npc_get_room();

            if (!room.has_exit(direction))
            {
                Text_Buffer.Add("NPC can't go that way.");
                return; // return out of the method so another command can be given
            }

            room.remove_enemy(Game_Manager.enemy);
            ;

            switch (direction)
            {
            case Direction._north:
                Game_Manager.enemy._Y_Position--;     //move up one on the grid
                room.add_enemy(Game_Manager.enemy);
                break;

            case Direction._south:
                Game_Manager.enemy._Y_Position++;      //move down one on the grid
                room.add_enemy(Game_Manager.enemy);
                break;

            case Direction._east:
                Game_Manager.enemy._X_Position++;     //move right one on the grid
                room.add_enemy(Game_Manager.enemy);
                break;

            case Direction._west:
                Game_Manager.enemy._X_Position--;      //move left one on the grid
                room.add_enemy(Game_Manager.enemy);
                break;

                //no need for  a default since the direction has
                //already been checked as valid or not.
            }

            //get the description of the current room.
            //Non_PLayer.npc_get_room().describe();
        }
        public static Non_PLayer Generate_NPC()
        {
            Non_PLayer npc = null;

            Array     values     = Enum.GetValues(typeof(NPC_Names));
            Random    random     = new Random();
            NPC_Names randomName =
                (NPC_Names)values.GetValue(random.Next(values.Length));

            Array     rValues     = Enum.GetValues(typeof(NPC_Class));
            Random    cRandom     = new Random();
            NPC_Class randomClass =
                (NPC_Class)rValues.GetValue(cRandom.Next(rValues.Length));

            Array         wValues      = Enum.GetValues(typeof(Player_Weapon));
            Random        wRandom      = new Random();
            Player_Weapon randomWeapon =
                (Player_Weapon)wValues.GetValue(wRandom.Next(wValues.Length));

            switch (randomClass)
            {
            case NPC_Class.Egnor:
                npc = new Egnor(randomName, randomWeapon);
                break;

            case NPC_Class.Erstine:
                npc = new Erstine(randomName, randomWeapon);
                break;

            case NPC_Class.Tyrania:
                npc = new Erstine(randomName, randomWeapon);
                break;

            default:
                Text_Buffer.Add("No Player Detected...");
                break;
            }

            return(npc);
        }
        public static Player GeneratePlayer()
        {
            Player p = null;

            string n       = string.Empty;
            bool   correct = false;

            Text_Buffer.Add("\nPlease enter your name: ");
            Text_Buffer.prompt();
            n = Console.ReadLine();

            while (!correct)
            {
                string newName;
                Text_Buffer.Add("\nIf " + n + " is correct, press < enter >\n\n\tIf it's not, please re-enter your name now:");
                Text_Buffer.prompt();
                newName = Console.ReadLine();
                if (newName == string.Empty)
                {
                    Text_Buffer.Add("\nWhat a good, strong name, " + n + "!");
                    correct = true;
                }
                else
                {
                    n = newName;
                }
            }

            Player_Class pc = 0;

            Text_Buffer.Add("\nThere are 3 races in this game.");
            Text_Buffer.Add("\tThey are:");
            Text_Buffer.Add("\n\t1.  Rankari");
            Text_Buffer.Add("\t2.  Nobellus");
            Text_Buffer.Add("\t3.  Ginoba");
            Text_Buffer.Add("\nPlease choose one: ");
            Text_Buffer.prompt();
            string t = Console.ReadLine();

            correct = false;
            int i = 0;

            while (!correct)
            {
                if (t == "1" || t == "2" || t == "3")
                {
                    i       = int.Parse(t);
                    correct = true;
                }
                else
                {
                    Console.WriteLine("That is not a valid choice. Try again...");
                    t = Console.ReadLine();
                }
            }

            switch (i)
            {
            case 1:
                pc      = Player_Class.Rankari;
                correct = true;
                break;

            case 2:
                pc      = Player_Class.Nobellus;
                correct = true;
                break;

            case 3:
                pc      = Player_Class.Ginoba;
                correct = true;
                break;

            default:
                Text_Buffer.Add("No race selected!");
                pc = Player_Class.INCOGNITO;
                Text_Buffer.print();
                break;
            }

            Player_Weapon pw = 0;

            Text_Buffer.Add("\nThere are 4 weapons in this game.");
            Text_Buffer.Add("\tThey are:");
            Text_Buffer.Add("\n\t1.  Knife");
            Text_Buffer.Add("\t2.  Sword");
            Text_Buffer.Add("\t3.  Axe");
            Text_Buffer.Add("\t4.  Warhammer");
            Text_Buffer.Add("\nPlease choose one: ");
            Text_Buffer.prompt();
            string s = Console.ReadLine();


            correct = false;
            int j = 0;

            while (!correct)
            {
                if (s == "1" || s == "2" || s == "3" || s == "4")
                {
                    j       = int.Parse(s);
                    correct = true;
                }
                else
                {
                    Console.WriteLine("That is not a valid choice. Try again...");
                    s = Console.ReadLine();
                }
            }

            switch (j)
            {
            case 1:
                pw = Player_Weapon.Knife;
                break;

            case 2:
                pw = Player_Weapon.Sword;
                break;

            case 3:
                pw = Player_Weapon.Axe;
                break;

            case 4:
                pw = Player_Weapon.WarHammer;
                break;

            default:
                Text_Buffer.Add("No weapon selected!");
                Text_Buffer.print();
                break;
            }

            switch (pc)
            {
            case Player_Class.Rankari:
                p = new Rankari(n, pw);
                break;

            case Player_Class.Nobellus:
                p = new Nobellus(n, pw);
                break;

            case Player_Class.Ginoba:
                p = new Ginoba(n, pw);
                break;

            default:
                Text_Buffer.Add("No Player Detected...");
                break;
            }
            return(p);
        }
 public override void Identify()
 {
     Text_Buffer.Add("\nI am from the mountains of Tyrania");
 }
示例#10
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 public override void Identify()
 {
     Text_Buffer.Add("\nI am from Egnor and will outsmart you!");
 }
示例#11
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 public override void BattleCry()
 {
     Text_Buffer.Add("\nI am Nobellus, and I fight for what is just.");
 }
示例#12
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 public override void BattleCry()
 {
     Text_Buffer.Add("\nI am Ginoba, the wisest of them all.");
 }
示例#13
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 public static void process_enemy(string input)
 {
     Game_Manager.enemy.npc_move(input);
     Text_Buffer.Add("\nEnemy is located at [ " + Game_Manager.enemy._X_Position +
                     ", " + Game_Manager.enemy._Y_Position + " ]");
 }
示例#14
0
        // determine what action to take based
        // on the user input
        public static void process(string input)
        {
            // get the first half and trim it to one easy to read command
            string command = Game_Utilities.extract_command(input.Trim().Trim().ToLower());
            // get the second half and trim it to one easy to read command
            string action = Game_Utilities.extract_action(input.Trim().Trim().ToLower());

            string direction = Game_Manager.enemy.npc_direction();


            // now take action based on the input given:

            /*
             * user commands are:
             * ~ move       - moves the player
             * ~ look       - describes the current area
             * ~ take       - takes an object from the area
             * ~ stats      - displays the Player's current stats
             * ~ drop       - drops an object from the area
             * ~ inventory  - lists the player's inventory items
             * ~ help       - displays the list of user commands
             * ~ quit       - exits the game
             */
            switch (command)
            {
            case "move":
                Player.move(action);
                Text_Buffer.Add("\nYou are located at [ " + Player._Player._X_Position +
                                ", " + Player._Player._Y_Position + " ]");
                break;

            case "battlecry":
                Player._Player.BattleCry();
                break;

            case "look":
                Player.get_room().describe();
                break;

            case "take":
                Player.pickup_item(action);
                break;

            case "drop":
                Player.drop_item(action);
                break;

            case "stats":
                Player.stats();
                break;

            case "inventory":
                Player.print_inventory();
                break;

            case "help":
                help_screen();
                break;

            case "quit":
                Program.quit = true;
                return;
            }

            process_enemy(direction);
            Game_Manager.check_game_rules();
            Text_Buffer.print();
        }
 public override void Identify()
 {
     Text_Buffer.Add("\nI hail from the land of Erstine.");;
 }
 public override void NPC_Stats()
 {
     Text_Buffer.Add("Health:\t" + _health);
     Text_Buffer.Add("Weapon:\t" + _weapon);
 }
示例#17
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 public override void BattleCry()
 {
     Text_Buffer.Add("\nI am Rankari! Hear me ROAR!");
 }