public void start() //uses this to set evrything up before the game starts { if (File.Exists("playerinv.txt") && File.Exists("shopinv.txt")) { Load("playerinv.txt"); Load("shopinv.txt"); } else //if a save file is deleted manulaly by the user the game will load this instead to prevent crashing { Item potion = new Potion("Potion", 10, "this will heal you 10HP", 10); Item Mastersword = new Weapon("MasterSword", 999, "cant even get this item in the game", 999); Item superpotion = new Potion("super potion", 20, "this is better than the potion", 30); Item Sword = new Weapon("Sword", 10, "its a regular sword", 10); //shop setup shopinv.Add(potion); shopinv.Add(Sword); shopinv.Add(potion); shopinv.Add(superpotion); playerinv.Add(potion); } menu(); //goes to the menu }
public void Load(string path) { if (File.Exists(path)) { bool loading = true; //used to make a while loop //these are used for loading stuff when the game is reading the save file these values are then used later string type; string name; int cost; int damage; int heal; string description; //used to tell which file is loading if (path == "playerinv.txt") { playerinv.Clear(); StreamReader reader = File.OpenText(path); playergold = Convert.ToInt32(reader.ReadLine()); while (loading) { type = reader.ReadLine(); name = reader.ReadLine(); cost = Convert.ToInt32(reader.ReadLine()); description = reader.ReadLine(); damage = Convert.ToInt32(reader.ReadLine()); //although it will read the 0 even if its a potion this value does nothing after the if statements heal = Convert.ToInt32(reader.ReadLine()); //although it will read the 0 even if its a weapon this value does nothing after the if statements if (type == "weapon") { Item weapon = new Weapon(name, cost, description, damage); playerinv.Add(weapon); } if (type == "potion") { Item potion = new Potion(name, cost, description, heal); playerinv.Add(potion); } if (type == null) { loading = false; } } reader.Close(); } if (path == "shopinv.txt") { shopinv.Clear(); StreamReader reader = File.OpenText(path); shopgold = Convert.ToInt32(reader.ReadLine()); while (loading) { type = reader.ReadLine(); name = reader.ReadLine(); cost = Convert.ToInt32(reader.ReadLine()); description = reader.ReadLine(); damage = Convert.ToInt32(reader.ReadLine()); heal = Convert.ToInt32(reader.ReadLine()); if (type == "weapon") { Item weapon = new Weapon(name, cost, description, damage); shopinv.Add(weapon); } if (type == "potion") { Item potion = new Potion(name, cost, description, heal); shopinv.Add(potion); } if (type == null) { loading = false; } } reader.Close(); Console.Clear(); Console.WriteLine("save file loaded"); Console.WriteLine("press any key to continue"); Console.ReadKey(); } } else { Console.WriteLine("no save file present \n press any key to continue"); Console.ReadKey(); } }
public void superuseradditems() //will allow anyone to create an item in the game { string itemname = ""; int itemcost = 0; string itemdescript = ""; int itemdamageorheal = 0; validchoice = false; while (!validchoice) { Console.Clear(); Console.WriteLine("what do you want to do"); Console.WriteLine("1: add item to playerinventory"); Console.WriteLine("2: add item to shopinventory"); playerchoice = Console.ReadLine(); //playerchoice 1 is used here for telling which inventory to add the custom item if (playerchoice == "1" || playerchoice == "2") { validchoice = true; } } validchoice = false; while (!validchoice) { Console.WriteLine("choose item type"); Console.WriteLine("1: Weapon"); Console.WriteLine("2: Potion"); playerchoice2 = Console.ReadLine(); //playerchoice 2 is used for telling the item type if (playerchoice2 == "1") { validchoice = true; } if (playerchoice2 == "2") { validchoice = true; } } Console.WriteLine("name the item"); itemname = Console.ReadLine(); validchoice = false; while (!validchoice) { Console.WriteLine("how much does it cost to buy this item"); if (Int32.TryParse(Console.ReadLine(), out itemcost)) { validchoice = true; } } Console.WriteLine("write a description"); itemdescript = Console.ReadLine(); if (playerchoice2 == "1") //this is for item type weapon { validchoice = false; while (!validchoice) { Console.WriteLine("how much damage does the weapon do"); if (Int32.TryParse(Console.ReadLine(), out itemdamageorheal)) { validchoice = true; } } Item weapon = new Weapon(itemname, Convert.ToInt32(itemcost), itemdescript, Convert.ToInt32(itemdamageorheal)); if (playerchoice == "1") { playerinv.Add(weapon); } if (playerchoice == "2") { shopinv.Add(weapon); } } if (playerchoice2 == "2") //this is for item type potion { validchoice = false; while (!validchoice) { Console.WriteLine("how much health does the potion heal"); if (Int32.TryParse(Console.ReadLine(), out itemdamageorheal)) { validchoice = true; } } Item potion = new Potion(itemname, Convert.ToInt32(itemcost), itemdescript, Convert.ToInt32(itemdamageorheal)); if (playerchoice == "1") { playerinv.Add(potion); } if (playerchoice == "2") { shopinv.Add(potion); } } }