private void ShowAmmoCount(MattsFakeGun TotalAmmo, MattsFakeGun MagSize) { Console.WriteLine("Total Ammo: {0}", TotalAmmo); Console.WriteLine("Mag Size: {0}", MagSize); }
public static void Main(string[] args) { //TODO: Declare and instantiate your gun object here MattsFakeGun newGun = new MattsFakeGun(); RealGun ak47 = new RealGun(45, 10); string input = string.Empty; Random r = new Random(); ak47.ShowAmmoCount(); //Loop until the user enters quit while (input != "quit") { input = Console.ReadLine(); Console.Clear(); switch (input) { case "shoot": { //TODO: Shoot your gun //int result = newGun.Pew(1); //if (result == -1) //{ // Console.WriteLine("No more ammo"); //} //else //{ // Console.WriteLine("Bang!"); //} int numToShoot = r.Next(1, 10); int actualShot = ak47.Pew(numToShoot); if (actualShot == 0) { Console.Write("No bullets left in clip! Reload bitch!"); } else { for (int i = 0; i < actualShot; i++) { Console.WriteLine("BANG!"); } } Console.WriteLine("WantedToShoot: {0} ActualShot: {1}", numToShoot, actualShot); ak47.ShowAmmoCount(); break; } case "reload": { //TODO: Reload your gun //newGun.Reloading() bool status = ak47.Reload(); if (status == true) { Console.WriteLine("Reloading..."); } else { Console.WriteLine("No Ammo left!"); } ak47.ShowAmmoCount(); break; } case "quit": { break; } default: { Console.WriteLine("Invalid input."); break; } } //TODO: Display remaining gun ammo in clip and remaining total ammo to console screen } }