//Creating necessary PictureBox array and the inventory list for creating Inventory public Inventory(MainMethods givenMainMethod, MainVariables givenMainVariables, GameStart givenGameStart) { InitializeComponent(); inventoryPicbArray = new PictureBox[] { picBItemOne, picBItemTwo, picBItemThree, picBItemFour, picBItemFive, picBItemSix, picBItemSeven, picBItemEight, picBItemNine, picBItemTen, picBItemEleven, picBItemTwelve, picBItemThirteen, picBItemFourteen, picBItemFifteen, picBItemSixteen }; inventoryNameList = new List <string>(); mainMethods = givenMainMethod; mainVariables = givenMainVariables; gameStart = givenGameStart; mainMethods.Fill_PictureBox(picBInventoryClose, mainVariables.UserInterface_InventoryClose); mainMethods.Form_Background_Change(this, mainVariables.UserInterface_InventoryBackground); //Filling the inventory slots by going through each item possible, checking if the countvalue is above 0, inventory name list is necessary for the on click //event of each picture box, item count not used yet but if i want to put a label or something on health potions, this might come in handy int picBWalker = 0; for (int i = 0; i < mainVariables.Items_List.Count; i++) { string[] stringBreaker = mainVariables.Items_List[i].Split('_'); if (mainMethods.Check_Item_Above_0(i)) { int itemcount = Int32.Parse(stringBreaker[1]); mainMethods.Fill_PictureBox(inventoryPicbArray[picBWalker], mainVariables.Items_Bitmap_List[i]); inventoryNameList.Add(stringBreaker[0]); picBWalker++; } } }
//From the Character Creator to actually starting the game private void picBCCSend_Click(object sender, EventArgs e) { if (txtCharacterCreationName.Text == "") { } else { mainVariables.Character_Name = txtCharacterCreationName.Text; firstScreen = new GameStart(mainMethods, mainVariables, mainFrame); firstScreen.Show(); this.Close(); } }
public Main_Dialog(MainVariables givenMainVariables, MainMethods givenMainMethods, string givenName, GameStart GivenGameStart, MainFrame givenMainFrame, int optionCall) { InitializeComponent(); gameStart = GivenGameStart; mainFrame = givenMainFrame; name = givenName; mainVariables = givenMainVariables; mainMethods = givenMainMethods; mainMethods.Form_Background_Change(this, mainVariables.UserInterface_DialogboxBackground); mainMethods.Fill_PictureBox(picBNextDialog, mainVariables.UserInterface_DialogForward); mainMethods.Dialog_Progression(name, optionCall, this, gameStart, mainFrame); }
//Constructor to use the given variables and store the references, filling the pictureboxes etc. public IngameMenu(MainVariables givenMainVariables, MainMethods givenMainMethods, GameStart givenGameStart, MainFrame givenMainFrame) { //Initializing the ingame Menu InitializeComponent(); mainVariables = givenMainVariables; mainMethods = givenMainMethods; gamestart = givenGameStart; mainFrame = givenMainFrame; mainMethods.Fill_PictureBox(picBBackToGame, mainVariables.UserInterface_BackToGame); mainMethods.Fill_PictureBox(picBSaveGame, mainVariables.UserInterface_SaveGame); mainMethods.Fill_PictureBox(picBLoadGame, mainVariables.MainMenu_LoadGame); mainMethods.Fill_PictureBox(picBLeaveGame, mainVariables.UserInterface_BackToMainMenu); mainMethods.Form_Background_Change(this, mainVariables.UserInterface_IngameMenuBackground); }
//PIC B GO FRONT private void PicBGoFront_Click(object sender, EventArgs e) { switch (mainVariables.StoryLine_Progress) { case 1: mainVariables.StoryLine_Progress++; GameStart gameStart = new GameStart(mainMethods, mainVariables, mainFrame); gameStart.Show(); this.Close(); break; case 3: main_Dialog = new Main_Dialog(mainVariables, mainMethods, "Ending", this, mainFrame); main_Dialog.Show(); break; } }