public static string CurrentLocationInfo(WorldLocations worldLocation) { string messageBoxText = $"You are currently in {worldLocation.Name}\n" + "\n" + worldLocation.Description; return(messageBoxText); }
public static string LookAround(WorldLocations worldLocation) { string messageBox = $"You are currently in {worldLocation.Name}\n" + $"\n"; //add room contents later when we get into world objects return(messageBox); }
public bool IsLockedLocation(int locationId) { WorldLocations worldLocation = GetLocationById(locationId); if (worldLocation.Locked == true) { return(true); } else { return(false); } }
public void DisplayLookAround() { //get current location WorldLocations currentLocation = _worldContents.GetLocationById(_gameSurvivor.LocationId); //get list of game objects in current location List <GameObject> gameObjectsInCurrentLocation = _worldContents.GetGameObjectsByLocationId(_gameSurvivor.LocationId); //get list of NPCs in current location List <Npc> npcsInCurrentLocation = _worldContents.GetNpcsByLocationId(_gameSurvivor.LocationId); string messageBoxText = Text.LookAround(currentLocation) + Environment.NewLine + Environment.NewLine; messageBoxText += Text.GameObjectsChooseList(gameObjectsInCurrentLocation) + Environment.NewLine; messageBoxText += Text.NpcsChooseList(npcsInCurrentLocation); DisplayGamePlayScreen("Current Location", messageBoxText, ActionMenu.MainMenu, ""); }
public WorldLocations GetLocationById(int Id) { WorldLocations worldLocation = null; //run through world location list and grab correct one foreach (WorldLocations location in _worldLocations) { if (location.LocationID == Id) { worldLocation = location; } } //if specified id is not in list of locations if (worldLocation == null) { string feedbackMessage = $"This area doesn't exist here."; throw new ArgumentException(Id.ToString(), feedbackMessage); } return(worldLocation); }
/// <summary> /// method to manage the application setup and game loop /// </summary> private void ManageGameLoop() { SurvivorAction survivorActionChoice = SurvivorAction.None; // // display splash screen // _playingGame = _gameConsoleView.DisplaySpashScreen(); // // player chooses to quit // if (!_playingGame) { Environment.Exit(1); } // // display introductory message // _gameConsoleView.DisplayGamePlayScreen("Intro", Text.MissionIntro(), ActionMenu.MissionIntro, ""); _gameConsoleView.GetContinueKey(); // // initialize the mission traveler // InitializeMission(); // // prepare game play screen // _gameConsoleView.DisplayGamePlayScreen("Current Location", Text.CurrrentLocationInfo(), ActionMenu.MainMenu, ""); _currentLocation = _worldContents.GetLocationById(_gameSurvivor.LocationId); // // game loop // while (_playingGame) { UpdateGameStatus(); // _gameConsoleView.DisplayStatusBox(); //get next action choice survivorActionChoice = GetNextSurvivorAction(); // choose an action based on the user's menu choice switch (survivorActionChoice) { case SurvivorAction.None: break; case SurvivorAction.SurvivorInfo: _gameConsoleView.DisplaySurvivorInfo(); break; case SurvivorAction.ListLocations: _gameConsoleView.DisplayListOfLocations(); break; case SurvivorAction.LookAround: _gameConsoleView.DisplayLookAround(); break; case SurvivorAction.Travel: //get new location choice and update current location _gameSurvivor.LocationId = _gameConsoleView.GetNextLocation(); _currentLocation = _worldContents.GetLocationById(_gameSurvivor.LocationId); //set gameplayscreen as current location info _gameConsoleView.DisplayGamePlayScreen("Current Location", Text.CurrentLocationInfo(_currentLocation), ActionMenu.MainMenu, ""); break; case SurvivorAction.SurvivorLocationsVisited: _gameConsoleView.DisplayLocationsVisisted(); //_gameConsoleView.DisplayStatusBox(); break; case SurvivorAction.ListGameObjects: _gameConsoleView.DisplayListOfGameObjects(); // _gameConsoleView.DisplayStatusBox(); break; case SurvivorAction.DisplayNonPlayableCharacters: _gameConsoleView.DisplayListOfNpcObjects(); break; case SurvivorAction.LookAt: LookAtAction(); break; case SurvivorAction.PickUp: PickUpAction(); break; case SurvivorAction.PutDown: PutDownAction(); break; case SurvivorAction.TalkTo: TalkToAction(); break; case SurvivorAction.Inventory: _gameConsoleView.DisplayInventory(); break; case SurvivorAction.AdminMenu: ActionMenu.currentMenu = ActionMenu.CurrentMenu.AdminMenu; _gameConsoleView.DisplayGamePlayScreen("Admin Menu", "Select an option from the menu", ActionMenu.AdminMenu, ""); break; case SurvivorAction.ReturnToMainMenu: ActionMenu.currentMenu = ActionMenu.CurrentMenu.MainMenu; _gameConsoleView.DisplayGamePlayScreen("Current Location", Text.CurrentLocationInfo(_currentLocation), ActionMenu.MainMenu, ""); break; case SurvivorAction.ObjectMenu: ActionMenu.currentMenu = ActionMenu.CurrentMenu.ObjectMenu; _gameConsoleView.DisplayGamePlayScreen("Object Menu", "Select an action from the menu.", ActionMenu.ObjectMenu, ""); break; case SurvivorAction.SurvivorMenu: ActionMenu.currentMenu = ActionMenu.CurrentMenu.SurvivorMenu; _gameConsoleView.DisplayGamePlayScreen("Survivor Menu", "Select an option from the menu.", ActionMenu.SurvivorMenu, ""); break; case SurvivorAction.NonplayerCharacterMenu: ActionMenu.currentMenu = ActionMenu.CurrentMenu.NpcMenu; _gameConsoleView.DisplayGamePlayScreen("NPC Menu", "Select an option from the menu.", ActionMenu.NpcMenu, ""); break; case SurvivorAction.Exit: _playingGame = false; break; default: break; } } // // close the application // Environment.Exit(1); }