private void TravelAction() { _gamePlayer.SpaceTimeLocationID = _gameConsoleView.DisplayGetNextSpaceTimeLocation(); _currentLocation = _gameUniverse.GetSpaceTimeLocationById(_gamePlayer.SpaceTimeLocationID); _gameConsoleView.DisplayCurrentLocationInfo(); }
private void HandleObjectAddedToInventory(object gameObject, EventArgs e) { if (gameObject.GetType() == typeof(PlayerObject)) { PlayerObject playerObject = gameObject as PlayerObject; switch (playerObject.Type) { case PlayerObjectType.Food: break; case PlayerObjectType.Medicine: break; case PlayerObjectType.Weapon: break; case PlayerObjectType.Treasure: break; case PlayerObjectType.Information: break; case PlayerObjectType.Key: SpaceTimeLocation test = _gameUniverse.GetSpaceTimeLocationById(3); test.Accessible = true; break; default: break; } } }
public SpaceTimeLocation GetSpaceTimeLocationById(int Id) { SpaceTimeLocation spaceTimeLocation = null; // // run through the space-time location list and grab the correct one // foreach (SpaceTimeLocation location in _spaceTimeLocations) { if (location.SpaceTimeLocationID == Id) { spaceTimeLocation = location; } } // // the specified ID was not found in the universe // throw and exception // if (spaceTimeLocation == null) { string feedbackMessage = $"The Space-Time Location ID {Id} does not exist in the current Universe."; throw new ArgumentException(Id.ToString(), feedbackMessage); } return(spaceTimeLocation); }
public static string LookAround(SpaceTimeLocation spaceTimeLocation) { string messageBoxText = $"Current Location: {spaceTimeLocation.CommonName}\n" + spaceTimeLocation.GeneralContents; return(messageBoxText); }
public static string CurrentLocationInfo(SpaceTimeLocation spaceTimeLocation) { string messageBoxText = $"Current Location: {spaceTimeLocation.CommonName}\n" + " \n" + spaceTimeLocation.Description; return(messageBoxText); }
public bool IsAccessibleLocation(int spaceTimeLocationId) { SpaceTimeLocation spaceTimeLocation = GetSpaceTimeLocationById(spaceTimeLocationId); if (spaceTimeLocation.Accessible == true) { return(true); } else { return(false); } }
public void DisplayLookAround() { SpaceTimeLocation currentSpaceTimeLocation = _gameUniverse.GetSpaceTimeLocationById(_gamePlayer.SpaceTimeLocationID); List <GameObject> gameObjectsInCurrentSpaceTimeLocation = _gameUniverse.GetGameObjectsBySpaceTimeLocationId(_gamePlayer.SpaceTimeLocationID); List <Npc> npcsInCurrentSpaceTimeLocation = _gameUniverse.GetNpcsBySpaceTimeLocationId(_gamePlayer.SpaceTimeLocationID); string messageBoxText = Text.LookAround(currentSpaceTimeLocation) + Environment.NewLine + Environment.NewLine; messageBoxText += Text.GameObjectsChooseList(gameObjectsInCurrentSpaceTimeLocation) + Environment.NewLine; messageBoxText += Text.NpcsChooseList(npcsInCurrentSpaceTimeLocation); DisplayGamePlayScreen("Current Location", messageBoxText, ActionMenu.MainMenu, ""); }
/// <summary> /// method to manage the application setup and game loop /// </summary> private void ManageGameLoop() { PlayerAction playerActionChoice = PlayerAction.None; // // display splash screen // _playingGame = _gameConsoleView.DisplaySpashScreen(); // // player chooses to quit // if (!_playingGame) { Environment.Exit(1); } // // display introductory message // _gameConsoleView.DisplayGamePlayScreen("Mission Intro", Text.MissionIntro(), ActionMenu.MissionIntro, ""); _gameConsoleView.GetContinueKey(); // // initialize the mission player // InitializeMission(); // // prepare game play screen // _currentLocation = _gameUniverse.GetSpaceTimeLocationById(_gamePlayer.SpaceTimeLocationID); _gameConsoleView.DisplayGamePlayScreen("Current Location", Text.CurrentLocationInfo(_currentLocation), ActionMenu.MainMenu, ""); // // game loop // while (_playingGame) { UpdateGameStatus(); // // get next game action from player // playerActionChoice = GetNextPlayerAction(); // // choose an action based on the player's menu choice // switch (playerActionChoice) { case PlayerAction.None: break; case PlayerAction.PlayerInfo: _gameConsoleView.DisplayPlayerInfo(); break; case PlayerAction.LookAround: _gameConsoleView.DisplayLookAround(); break; case PlayerAction.Travel: TravelAction(); //_gamePlayer.SpaceTimeLocationID = _gameConsoleView.DisplayGetNextSpaceTimeLocation(); //_currentLocation = _gameUniverse.GetSpaceTimeLocationById(_gamePlayer.SpaceTimeLocationID); //_gameConsoleView.DisplayGamePlayScreen("Current Location", Text.CurrentLocationInfo(_currentLocation), ActionMenu.MainMenu, ""); break; case PlayerAction.PlayerLocationsVisited: _gameConsoleView.DisplayLocationsVisited(); break; case PlayerAction.LookAt: LookAtAction(); break; case PlayerAction.PickUp: PickUpAction(); break; case PlayerAction.PutDown: PutDownAction(); break; case PlayerAction.Inventory: _gameConsoleView.DisplayInventory(); break; case PlayerAction.TalkTo: TalkToAction(); break; case PlayerAction.ListSpaceTimeLocations: _gameConsoleView.DisplayListOfSpaceTimeLocations(); break; case PlayerAction.ListNonPlayerCharacters: _gameConsoleView.DisplayListOfAllNpcObjects(); break; case PlayerAction.PlayerMenu: ActionMenu.currentMenu = ActionMenu.CurrentMenu.PlayerMenu; _gameConsoleView.DisplayGamePlayScreen("Player Menu", "Select an operation from the menu.", ActionMenu.PlayerMenu, ""); break; case PlayerAction.ObjectMenu: ActionMenu.currentMenu = ActionMenu.CurrentMenu.ObjectMenu; _gameConsoleView.DisplayGamePlayScreen("Object Menu", "Select an operation from the menu.", ActionMenu.ObjectMenu, ""); break; case PlayerAction.NonplayerCharacterMenu: ActionMenu.currentMenu = ActionMenu.CurrentMenu.NpcMenu; _gameConsoleView.DisplayGamePlayScreen("NPC Menu", "Select an operation from the menu.", ActionMenu.NpcMenu, ""); break; case PlayerAction.ListGameObjects: _gameConsoleView.DisplayListOfAllGameObjects(); break; case PlayerAction.AdminMenu: ActionMenu.currentMenu = ActionMenu.CurrentMenu.AdminMenu; _gameConsoleView.DisplayGamePlayScreen("Admin Menu", "Select an operation from the menu.", ActionMenu.AdminMenu, ""); break; case PlayerAction.ReturnToMainMenu: ActionMenu.currentMenu = ActionMenu.CurrentMenu.MainMenu; _gameConsoleView.DisplayGamePlayScreen("Current Location", Text.CurrentLocationInfo(_currentLocation), ActionMenu.MainMenu, ""); break; case PlayerAction.Exit: _playingGame = false; break; default: break; } } // // close the application // Environment.Exit(1); }
public void DisplayCurrentLocationInfo() { SpaceTimeLocation currentSpaceTimeLocation = _gameUniverse.GetSpaceTimeLocationById(_gamePlayer.SpaceTimeLocationID); DisplayGamePlayScreen("Current Location", Text.CurrentLocationInfo(currentSpaceTimeLocation), ActionMenu.MainMenu, ""); }