public BadChild(MasterGameControl c, bool wild) : base(c, wild) //Gives the child all their neccessary information { XpMultiplier = 1f; Alignment = "Bad."; HP = 25; maxHP = HP; }
public Demon(MasterGameControl c, bool wild) : base(c, wild) { XpMultiplier = 3.0f; Alignment = "A Demon!"; HP = 45; maxHP = HP; }
public GoodChild(MasterGameControl c, bool wild) : base(c, wild) { XpMultiplier = 1.5f; Alignment = "Good."; HP = 20; maxHP = HP; //sets up basic variables }
public Hero(MasterGameControl c, bool wild) : base(c, wild) { XpMultiplier = 3.0f; Alignment = "A Hero!"; HP = 35; maxHP = HP; //as per usual the basic shizz }
//^^ sets up a whole bunch of variables public Child(MasterGameControl c, bool wild) //sets up the child { controller = c; Level = 1; //^^ this is just simple variable setting Name = File.ReadAllLines(@"names.txt")[rand.Next(308)]; //this one uses the IO lib to get a string array from a text file and then assign the name to a random line in said text file XpThreshold = 10; IsWild = wild; Energy = 10; //and the remaining things are also variable setting }
public override void Effect(Child c, MasterGameControl controller) //overrides the effect method and checks if the child in question is wild, if so it attempts to catch it. { if (c.IsWild) { controller.Catch(c); } else //This is mainly a debug thing and if it runs I am the big stupido { System.Console.WriteLine("Child is somehow not wild and I f****d up somewhere"); } }
static void Main(string[] args) //this just sets up the bare necessities for the game and then lets it run in other methods somewhere fare beyond the horizon { Room.InitializeRooms(); Player player = new Player(); ChildSpawner spawner = new ChildSpawner(); MasterGameControl gameControl = new MasterGameControl(player); player.GetController(gameControl); Instructions(player); player.ChooseStarter(spawner); while (true) { player.AddInitialChoices(); } }
public Child Spawner(MasterGameControl controller, bool wild) //spawns a child and randomizes if they are good or bad. then randomizes 1/100 if they are either a demon or a hero. { Random rand = new Random(); switch (rand.Next(2)) { case 0: { if (rand.Next(101) == 100) { return(new Demon(controller, wild)); } else { return(new BadChild(controller, wild)); } } case 1: { if (rand.Next(101) == 100) { return(new Hero(controller, wild)); } else { return(new GoodChild(controller, wild)); } } default: { System.Console.WriteLine("shits broken"); return(null); } } }
public override void Effect(Child c, MasterGameControl controller) //this item's effect recovers health by calling the child's Recover method { c.Recover(recovery); }
public void GetController(MasterGameControl control) // a simple controller getter { controller = control; }
} //cost of item public virtual void Effect(Child c, MasterGameControl controller) //sets up a virtual effect method that is later overridden { }