First C# RPG game and project as a beginner
Guys I wanted your opinion on the first RPG game I made in C#, what things can I improve on with the code and suggestions about more advanced projects that I should work on in the future.
Events:
static class Events
{
public static void SpawnWeapon(string weapon_name)
{
Console.WriteLine("nAfter that fight you looted a weapon from the enemy party: {0}", weapon_name);
Player.EquipWeapon(weapon_name);
}
public static void LootHerbs(Player player)
{
Console.WriteLine("nYou also managed to loot some herbs that you will use to cure you! You gained 3 HP.");
player.HP += 3;
}
public static void LootSpecialHerbs(Player player)
{
Console.WriteLine("nYou also managed to loot some special herbs that you will use to cure you! You gained 5 HP.");
player.HP += 5;
}
public static void LootMedicine(Player player)
{
Console.WriteLine("nYou looted some medicine that you will use to cure you! You gained 5 HP.");
player.HP += 5;
}
public static void LootHighGradeMedicine(Player player)
{
Console.WriteLine("nAnd you also managed to loot some high grade medicine that you will use to cure you! You gained 7 HP.");
player.HP += 7;
}
public static void GodBlessing(Player player)
{
Console.WriteLine("nAs you were walking towards the dragon nest, you suddenly hear a angelical voice behind youn" +
"and your wounds magically heal. You were blessed by a god to finish your journey! You gained 12 HP.");
player.HP += 12;
}
}
Battle:
static class Battle
{
public static int crit_chance = 16; // 1 in 15 attacks is a crit. ( Yes, 15 ).
public static int attack_timer = 1500;
public static bool isCrit()
{
Random rnd = new Random();
int crit = rnd.Next(1, crit_chance);
if (crit == 1)
{
return true;
}
return false;
}
public static bool isPlayerDead(Player player)
{
if (player.HP <= 0)
{
return true;
}
return false;
}
public static bool isMobDead(Mob mob)
{
if (mob.HP <= 0)
{
return true;
}
return false;
}
public static void PlayerAttack(Player player, Mob mob)
{
bool was_crit = false;
int DamageInflicted()
{
int damage = player.Attack() - mob.Defense();
if (damage <= 1)
{
damage = 1;
}
if (isCrit() == true)
{
was_crit = true;
damage += damage;
}
return damage;
}
mob.HP -= DamageInflicted();
if (was_crit == true)
{
Console.WriteLine("It was a critical hit! You dealt {0} damage.", DamageInflicted());
}
else
{
Console.WriteLine("You dealt {0} damage.", DamageInflicted());
}
Console.WriteLine("The enemy has {0} HP.", mob.HP);
}
public static void EnemyAttack(Player player, Mob mob)
{
bool was_crit = false;
int DamageInflicted()
{
int damage = mob.Attack() - player.Defense();
if (damage <= 0)
{
damage = 0;
}
if (isCrit() == true)
{
was_crit = true;
damage += damage;
}
return damage;
}
player.HP -= DamageInflicted();
if (was_crit == true)
{
Console.WriteLine("It was a critical hit! The enemy dealt {0} damage.", DamageInflicted());
}
else
{
Console.WriteLine("The enemy dealt {0} damage.", DamageInflicted());
}
Console.WriteLine("You have {0} HP.", player.HP);
}
public static void MakeBattle(Player player, Mob mob)
{
Console.WriteLine("You, {0}, will now fight the {1} {2}.", player.name, mob.specie, mob.name);
mob.Stats();
Console.WriteLine("Press Enter to begin the fight.");
Console.ReadLine();
Random rnd = new Random();
int move = rnd.Next(1, 3);
if (move == 1)
{
Console.WriteLine("You begin!");
while (true)
{
Console.WriteLine();
System.Threading.Thread.Sleep(attack_timer);
PlayerAttack(player, mob);
if (isMobDead(mob))
{
Console.WriteLine("You killed the {0}!", mob.specie);
Console.ReadLine();
Console.Clear();
break;
}
Console.WriteLine();
System.Threading.Thread.Sleep(attack_timer);
EnemyAttack(player, mob);
if (isPlayerDead(player))
{
Console.WriteLine("You died! Game Over!");
break;
}
}
}
else
{
Console.WriteLine("The enemy will begin!");
while (true)
{
Console.WriteLine();
System.Threading.Thread.Sleep(attack_timer);
EnemyAttack(player, mob);
if (isPlayerDead(player))
{
Console.WriteLine("You died! Game Over!");
break;
}
Console.WriteLine();
System.Threading.Thread.Sleep(attack_timer);
PlayerAttack(player, mob);
if (isMobDead(mob))
{
Console.WriteLine("You killed the {0}!", mob.specie);
Console.ReadLine();
Console.Clear();
break;
}
}
}
}
}
Mob:
class Mob
{
public string specie;
public string name;
public int base_attack = 2;
public int base_defense = 1;
public int HP;
public int mob_defense;
public int mob_attack;
public Mob(string aSpecie, string aName, int aHP, int aAttack, int aDefense)
{
specie = aSpecie;
name = aName;
HP = aHP;
mob_attack = aAttack;
mob_defense = aDefense;
}
public int Attack()
{
return (base_attack + mob_attack);
}
public int Defense()
{
return (base_defense + mob_defense);
}
public void Stats()
{
Console.WriteLine("The {0} {1}'s Stats:", specie, name);
Console.WriteLine("HP: {0}", HP);
Console.WriteLine("Attack: {0}", Attack());
Console.WriteLine("Defense: {0}", Defense());
}
}
Story:
static class Story
{
public static void S_1_Bandits(Player player)
{
Console.WriteLine("You are " + player.name + ", who's on his way to kill the dragons which are destroying the kingdom.");
Console.WriteLine("As you are on your way to the lairs of the dragons, you run into a couple of bandits.");
Console.WriteLine("And they don't seem so friendly...");
Console.ReadLine();
Console.Clear();
}
public static void S_2_Knights()
{
Console.WriteLine("The bandits weren't much of a match for you. Well Done! You continue on to the dragons lair!");
Console.WriteLine("However, a new movement has risen that wants to protect the dragons of the world.");
Console.WriteLine("Many people have joined this movement, including some knights.");
Console.WriteLine("And uh oh, 3 of them have found out about your quest...");
Console.WriteLine("Maybe they're friendly?");
Console.ReadLine();
Console.WriteLine("Nope.");
Console.ReadLine();
Console.Clear();
}
public static void S_3_Dragons()
{
Console.WriteLine("With the knights defeated you continue on your journey!");
Console.WriteLine("After a while you make it to the lair of dragons...");
Console.WriteLine("It's hot and little smokey in there. You put your sight on the pair of dragons in the center of it.");
Console.WriteLine("The time has come to end the dragons rampage!");
Console.ReadLine();
Console.Clear();
}
public static void S_End(Player player)
{
Console.WriteLine("You killed the dragons and saved the kingdom!");
Console.WriteLine("Your name will be remembered forever and legends will be told about the hero {0} that defeated the evil dragons!", player.name);
Console.WriteLine("Congrats!");
}
}
Weapon:
class Weapon
{
public string name;
public int attack;
public int defense;
public static List<Weapon> weapon_list = new List<Weapon>();
public Weapon(string aName, int aAttack, int aDefense)
{
name = aName;
attack = aAttack;
defense = aDefense;
}
public static void CreateWeapon( string name, int attack, int defense)
{
Weapon weapon = new Weapon(name, attack, defense);
weapon_list.Add(weapon);
}
public static void CheckAllAvailableWeaponsStats()
{
Console.WriteLine("nAll weapons in the game:");
foreach (Weapon weapon in Weapon.weapon_list)
{
Console.Write("Name: {0}nAttack: {1}nDefense: {2}n", weapon.name, weapon.attack, weapon.defense);
Console.WriteLine("---------------------------");
}
}
public static void CheckWeaponStats(Weapon weapon)
{
Console.Write("nName: {0}nAttack: {1}nDefense: {2}n", weapon.name, weapon.attack, weapon.defense);
}
public static void CompareWeaponStats(Weapon other_weapon, Weapon your_weapon)
{
if (your_weapon == Player.equipped_weapon)
{
Console.Write("Name: {0} | Equipped Weapon Name: {1}nAttack: {2} | Equipped Weapon Attack: {3} nDefense: {4} |" +
" Equipped Weapon Defense: {5}n", other_weapon.name, your_weapon.name, other_weapon.attack, your_weapon.attack, other_weapon.defense, your_weapon.defense);
}
else
{
Console.Write("Other Weapon Name: {0} | Your Weapon Name: {1}nOther Weapon Attack: {2} | Your Weapon Attack: {3} nOther Weapon Defense: {4} " +
"| Your Weapon Defense: {5}n", other_weapon.name, your_weapon.name, other_weapon.attack, your_weapon.attack, other_weapon.defense, your_weapon.defense);
}
}
}
Player:
class Player
{
public static Weapon initial_sword = new Weapon("Initial Sword", 8, 4);
public string name;
public int HP;
public int level = 0;
public static Weapon equipped_weapon = initial_sword;
public int base_attack = 4;
public int base_defense = 2;
public Player(string aName, int aHP)
{
name = aName;
HP = aHP;
}
public int Attack()
{
return (base_attack + equipped_weapon.attack);
}
public int Defense()
{
return (base_defense + equipped_weapon.defense);
}
public void Stats()
{
Console.WriteLine("n{0}'s Stats:", name);
Console.WriteLine("HP: {0}", HP);
Console.WriteLine("Attack: {0} ({1})", Attack(), base_attack);
Console.WriteLine("Defense: {0} ({1})", Defense(), base_defense);
Console.WriteLine("Equipped Weapon: {0}; AT: {1}; DF: {2}", equipped_weapon.name, equipped_weapon.attack, equipped_weapon.defense);
}
public static bool QuestionPrompt()
{
string yes_list = { "yes", "", "sure", "y", "yeah", "why not", "yes.", "y." };
Console.Write("-->");
string input = Console.ReadLine();
string iinput = input.ToLower();
foreach (string value in yes_list)
{
if (value.Equals(iinput))
{
return true;
}
else
{
continue;
}
}
return false;
}
public static void ChangeWeaponByName(string new_weapon_name)
{
Weapon weapon_to_change = new Weapon("Test Weapon", 0, 0);
bool WeaponExists()
{
foreach (Weapon weapon in Weapon.weapon_list)
{
if (weapon.name.ToLower() == new_weapon_name.ToLower())
{
weapon_to_change = weapon;
return true;
}
else
{
continue;
}
}
return false;
}
if (WeaponExists() == true)
{
equipped_weapon = weapon_to_change;
}
}
public static void ChangeWeapon(Weapon new_weapon)
{
equipped_weapon = new_weapon;
}
public static void EquipWeapon(string weapon_name)
{
Weapon weapon_to_equip = new Weapon("Test Weapon", 0, 0);
bool WeaponExists()
{
foreach (Weapon weapon in Weapon.weapon_list)
{
if (weapon.name.ToLower() == weapon_name.ToLower())
{
weapon_to_equip = weapon;
return true;
}
else
{
continue;
}
}
return false;
}
if (WeaponExists())
{
Console.WriteLine("nComparison of both weapons stats:");
Weapon.CompareWeaponStats(weapon_to_equip, Player.equipped_weapon);
Console.WriteLine("Are you sure you want to equip this weapon?");
if (QuestionPrompt() == true)
{
Console.WriteLine("You equipped the weapon!");
ChangeWeapon(weapon_to_equip);
}
else
{
Console.WriteLine("You will continue with the same weapon, the new one was discarded.");
}
}
else
{
Console.WriteLine("The weapon you want to equip doesn't exist!");
}
}
public static void CheckEquippedWeapon()
{
Console.WriteLine("Equipped Weapon:");
Weapon.CheckWeaponStats(equipped_weapon);
}
}
Main:
static void Main()
{
Player player = new Player("", 30);
bool PlayerDied()
{
if (Battle.isPlayerDead(player) == true)
{
return true;
}
return false;
}
Weapon.CreateWeapon("Rusty Old Sword", 7, 3); // initial weapon
Weapon.CreateWeapon("Iron Sword", 10, 5); // to give the player after he fights the bandits
Weapon.CreateWeapon("Enchanted Silver Sword", 15, 7); // to give the player after he fights the knights
Player.ChangeWeaponByName("rusty old sword");
// the enemies
Mob bandits =
{
new Mob("Bandit", "Rob", 10, 6, 2),
new Mob("Bandit Leader", "Joe", 10, 7, 2)
};
Mob knights =
{
new Mob("Knight", "Rob", 12, 8, 4),
new Mob("Knight", "John", 12, 9, 3),
new Mob("Knight Captain", "Aaron", 14, 10, 4),
};
Mob dragons =
{
new Mob("Blue Dragon", "Jormungandr", 16, 10, 6),
new Mob("Dragon Leader", "Helios", 18, 11, 6),
};
Console.WriteLine("What's your name, adventurer?");
string response = Console.ReadLine();
player.name = response;
player.Stats();
Console.WriteLine("nPress anything to begin the game.");
Console.ReadLine();
Console.Clear();
while (true)
{
Story.S_1_Bandits(player); // first part of the story
foreach (Mob mob in bandits)
{
Battle.MakeBattle(player, mob);
if (Battle.isPlayerDead(player) == true)
{
break;
}
}
if (PlayerDied() == true)
{
break;
}
Events.SpawnWeapon("Iron Sword");
if (player.HP <= 16)
{
Events.LootSpecialHerbs(player);
}
else
{
Events.LootHerbs(player);
}
player.Stats();
Console.WriteLine("nPress Enter to continue.");
Console.ReadLine();
Console.Clear();
Story.S_2_Knights(); // second part of the story
foreach (Mob mob in knights)
{
Battle.MakeBattle(player, mob);
if (Battle.isPlayerDead(player) == true)
{
break;
}
}
if (PlayerDied() == true)
{
break;
}
Events.SpawnWeapon("Enchanted Silver Sword");
Events.LootMedicine(player);
if (player.HP >= 15)
{
Events.LootHighGradeMedicine(player);
}
else if (player.HP <= 13)
{
Events.GodBlessing(player);
}
else
{
Events.LootMedicine(player);
}
player.Stats();
Console.WriteLine("nPress Enter to continue.");
Console.ReadLine();
Console.Clear();
Story.S_3_Dragons(); // third part of the story
foreach (Mob mob in dragons)
{
Battle.MakeBattle(player, mob);
if (Battle.isPlayerDead(player) == true)
{
break;
}
}
if (PlayerDied() == true)
{
break;
}
Console.Clear();
Story.S_End(player);
break;
}
Console.ReadLine();
}
}
c#
New contributor
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Guys I wanted your opinion on the first RPG game I made in C#, what things can I improve on with the code and suggestions about more advanced projects that I should work on in the future.
Events:
static class Events
{
public static void SpawnWeapon(string weapon_name)
{
Console.WriteLine("nAfter that fight you looted a weapon from the enemy party: {0}", weapon_name);
Player.EquipWeapon(weapon_name);
}
public static void LootHerbs(Player player)
{
Console.WriteLine("nYou also managed to loot some herbs that you will use to cure you! You gained 3 HP.");
player.HP += 3;
}
public static void LootSpecialHerbs(Player player)
{
Console.WriteLine("nYou also managed to loot some special herbs that you will use to cure you! You gained 5 HP.");
player.HP += 5;
}
public static void LootMedicine(Player player)
{
Console.WriteLine("nYou looted some medicine that you will use to cure you! You gained 5 HP.");
player.HP += 5;
}
public static void LootHighGradeMedicine(Player player)
{
Console.WriteLine("nAnd you also managed to loot some high grade medicine that you will use to cure you! You gained 7 HP.");
player.HP += 7;
}
public static void GodBlessing(Player player)
{
Console.WriteLine("nAs you were walking towards the dragon nest, you suddenly hear a angelical voice behind youn" +
"and your wounds magically heal. You were blessed by a god to finish your journey! You gained 12 HP.");
player.HP += 12;
}
}
Battle:
static class Battle
{
public static int crit_chance = 16; // 1 in 15 attacks is a crit. ( Yes, 15 ).
public static int attack_timer = 1500;
public static bool isCrit()
{
Random rnd = new Random();
int crit = rnd.Next(1, crit_chance);
if (crit == 1)
{
return true;
}
return false;
}
public static bool isPlayerDead(Player player)
{
if (player.HP <= 0)
{
return true;
}
return false;
}
public static bool isMobDead(Mob mob)
{
if (mob.HP <= 0)
{
return true;
}
return false;
}
public static void PlayerAttack(Player player, Mob mob)
{
bool was_crit = false;
int DamageInflicted()
{
int damage = player.Attack() - mob.Defense();
if (damage <= 1)
{
damage = 1;
}
if (isCrit() == true)
{
was_crit = true;
damage += damage;
}
return damage;
}
mob.HP -= DamageInflicted();
if (was_crit == true)
{
Console.WriteLine("It was a critical hit! You dealt {0} damage.", DamageInflicted());
}
else
{
Console.WriteLine("You dealt {0} damage.", DamageInflicted());
}
Console.WriteLine("The enemy has {0} HP.", mob.HP);
}
public static void EnemyAttack(Player player, Mob mob)
{
bool was_crit = false;
int DamageInflicted()
{
int damage = mob.Attack() - player.Defense();
if (damage <= 0)
{
damage = 0;
}
if (isCrit() == true)
{
was_crit = true;
damage += damage;
}
return damage;
}
player.HP -= DamageInflicted();
if (was_crit == true)
{
Console.WriteLine("It was a critical hit! The enemy dealt {0} damage.", DamageInflicted());
}
else
{
Console.WriteLine("The enemy dealt {0} damage.", DamageInflicted());
}
Console.WriteLine("You have {0} HP.", player.HP);
}
public static void MakeBattle(Player player, Mob mob)
{
Console.WriteLine("You, {0}, will now fight the {1} {2}.", player.name, mob.specie, mob.name);
mob.Stats();
Console.WriteLine("Press Enter to begin the fight.");
Console.ReadLine();
Random rnd = new Random();
int move = rnd.Next(1, 3);
if (move == 1)
{
Console.WriteLine("You begin!");
while (true)
{
Console.WriteLine();
System.Threading.Thread.Sleep(attack_timer);
PlayerAttack(player, mob);
if (isMobDead(mob))
{
Console.WriteLine("You killed the {0}!", mob.specie);
Console.ReadLine();
Console.Clear();
break;
}
Console.WriteLine();
System.Threading.Thread.Sleep(attack_timer);
EnemyAttack(player, mob);
if (isPlayerDead(player))
{
Console.WriteLine("You died! Game Over!");
break;
}
}
}
else
{
Console.WriteLine("The enemy will begin!");
while (true)
{
Console.WriteLine();
System.Threading.Thread.Sleep(attack_timer);
EnemyAttack(player, mob);
if (isPlayerDead(player))
{
Console.WriteLine("You died! Game Over!");
break;
}
Console.WriteLine();
System.Threading.Thread.Sleep(attack_timer);
PlayerAttack(player, mob);
if (isMobDead(mob))
{
Console.WriteLine("You killed the {0}!", mob.specie);
Console.ReadLine();
Console.Clear();
break;
}
}
}
}
}
Mob:
class Mob
{
public string specie;
public string name;
public int base_attack = 2;
public int base_defense = 1;
public int HP;
public int mob_defense;
public int mob_attack;
public Mob(string aSpecie, string aName, int aHP, int aAttack, int aDefense)
{
specie = aSpecie;
name = aName;
HP = aHP;
mob_attack = aAttack;
mob_defense = aDefense;
}
public int Attack()
{
return (base_attack + mob_attack);
}
public int Defense()
{
return (base_defense + mob_defense);
}
public void Stats()
{
Console.WriteLine("The {0} {1}'s Stats:", specie, name);
Console.WriteLine("HP: {0}", HP);
Console.WriteLine("Attack: {0}", Attack());
Console.WriteLine("Defense: {0}", Defense());
}
}
Story:
static class Story
{
public static void S_1_Bandits(Player player)
{
Console.WriteLine("You are " + player.name + ", who's on his way to kill the dragons which are destroying the kingdom.");
Console.WriteLine("As you are on your way to the lairs of the dragons, you run into a couple of bandits.");
Console.WriteLine("And they don't seem so friendly...");
Console.ReadLine();
Console.Clear();
}
public static void S_2_Knights()
{
Console.WriteLine("The bandits weren't much of a match for you. Well Done! You continue on to the dragons lair!");
Console.WriteLine("However, a new movement has risen that wants to protect the dragons of the world.");
Console.WriteLine("Many people have joined this movement, including some knights.");
Console.WriteLine("And uh oh, 3 of them have found out about your quest...");
Console.WriteLine("Maybe they're friendly?");
Console.ReadLine();
Console.WriteLine("Nope.");
Console.ReadLine();
Console.Clear();
}
public static void S_3_Dragons()
{
Console.WriteLine("With the knights defeated you continue on your journey!");
Console.WriteLine("After a while you make it to the lair of dragons...");
Console.WriteLine("It's hot and little smokey in there. You put your sight on the pair of dragons in the center of it.");
Console.WriteLine("The time has come to end the dragons rampage!");
Console.ReadLine();
Console.Clear();
}
public static void S_End(Player player)
{
Console.WriteLine("You killed the dragons and saved the kingdom!");
Console.WriteLine("Your name will be remembered forever and legends will be told about the hero {0} that defeated the evil dragons!", player.name);
Console.WriteLine("Congrats!");
}
}
Weapon:
class Weapon
{
public string name;
public int attack;
public int defense;
public static List<Weapon> weapon_list = new List<Weapon>();
public Weapon(string aName, int aAttack, int aDefense)
{
name = aName;
attack = aAttack;
defense = aDefense;
}
public static void CreateWeapon( string name, int attack, int defense)
{
Weapon weapon = new Weapon(name, attack, defense);
weapon_list.Add(weapon);
}
public static void CheckAllAvailableWeaponsStats()
{
Console.WriteLine("nAll weapons in the game:");
foreach (Weapon weapon in Weapon.weapon_list)
{
Console.Write("Name: {0}nAttack: {1}nDefense: {2}n", weapon.name, weapon.attack, weapon.defense);
Console.WriteLine("---------------------------");
}
}
public static void CheckWeaponStats(Weapon weapon)
{
Console.Write("nName: {0}nAttack: {1}nDefense: {2}n", weapon.name, weapon.attack, weapon.defense);
}
public static void CompareWeaponStats(Weapon other_weapon, Weapon your_weapon)
{
if (your_weapon == Player.equipped_weapon)
{
Console.Write("Name: {0} | Equipped Weapon Name: {1}nAttack: {2} | Equipped Weapon Attack: {3} nDefense: {4} |" +
" Equipped Weapon Defense: {5}n", other_weapon.name, your_weapon.name, other_weapon.attack, your_weapon.attack, other_weapon.defense, your_weapon.defense);
}
else
{
Console.Write("Other Weapon Name: {0} | Your Weapon Name: {1}nOther Weapon Attack: {2} | Your Weapon Attack: {3} nOther Weapon Defense: {4} " +
"| Your Weapon Defense: {5}n", other_weapon.name, your_weapon.name, other_weapon.attack, your_weapon.attack, other_weapon.defense, your_weapon.defense);
}
}
}
Player:
class Player
{
public static Weapon initial_sword = new Weapon("Initial Sword", 8, 4);
public string name;
public int HP;
public int level = 0;
public static Weapon equipped_weapon = initial_sword;
public int base_attack = 4;
public int base_defense = 2;
public Player(string aName, int aHP)
{
name = aName;
HP = aHP;
}
public int Attack()
{
return (base_attack + equipped_weapon.attack);
}
public int Defense()
{
return (base_defense + equipped_weapon.defense);
}
public void Stats()
{
Console.WriteLine("n{0}'s Stats:", name);
Console.WriteLine("HP: {0}", HP);
Console.WriteLine("Attack: {0} ({1})", Attack(), base_attack);
Console.WriteLine("Defense: {0} ({1})", Defense(), base_defense);
Console.WriteLine("Equipped Weapon: {0}; AT: {1}; DF: {2}", equipped_weapon.name, equipped_weapon.attack, equipped_weapon.defense);
}
public static bool QuestionPrompt()
{
string yes_list = { "yes", "", "sure", "y", "yeah", "why not", "yes.", "y." };
Console.Write("-->");
string input = Console.ReadLine();
string iinput = input.ToLower();
foreach (string value in yes_list)
{
if (value.Equals(iinput))
{
return true;
}
else
{
continue;
}
}
return false;
}
public static void ChangeWeaponByName(string new_weapon_name)
{
Weapon weapon_to_change = new Weapon("Test Weapon", 0, 0);
bool WeaponExists()
{
foreach (Weapon weapon in Weapon.weapon_list)
{
if (weapon.name.ToLower() == new_weapon_name.ToLower())
{
weapon_to_change = weapon;
return true;
}
else
{
continue;
}
}
return false;
}
if (WeaponExists() == true)
{
equipped_weapon = weapon_to_change;
}
}
public static void ChangeWeapon(Weapon new_weapon)
{
equipped_weapon = new_weapon;
}
public static void EquipWeapon(string weapon_name)
{
Weapon weapon_to_equip = new Weapon("Test Weapon", 0, 0);
bool WeaponExists()
{
foreach (Weapon weapon in Weapon.weapon_list)
{
if (weapon.name.ToLower() == weapon_name.ToLower())
{
weapon_to_equip = weapon;
return true;
}
else
{
continue;
}
}
return false;
}
if (WeaponExists())
{
Console.WriteLine("nComparison of both weapons stats:");
Weapon.CompareWeaponStats(weapon_to_equip, Player.equipped_weapon);
Console.WriteLine("Are you sure you want to equip this weapon?");
if (QuestionPrompt() == true)
{
Console.WriteLine("You equipped the weapon!");
ChangeWeapon(weapon_to_equip);
}
else
{
Console.WriteLine("You will continue with the same weapon, the new one was discarded.");
}
}
else
{
Console.WriteLine("The weapon you want to equip doesn't exist!");
}
}
public static void CheckEquippedWeapon()
{
Console.WriteLine("Equipped Weapon:");
Weapon.CheckWeaponStats(equipped_weapon);
}
}
Main:
static void Main()
{
Player player = new Player("", 30);
bool PlayerDied()
{
if (Battle.isPlayerDead(player) == true)
{
return true;
}
return false;
}
Weapon.CreateWeapon("Rusty Old Sword", 7, 3); // initial weapon
Weapon.CreateWeapon("Iron Sword", 10, 5); // to give the player after he fights the bandits
Weapon.CreateWeapon("Enchanted Silver Sword", 15, 7); // to give the player after he fights the knights
Player.ChangeWeaponByName("rusty old sword");
// the enemies
Mob bandits =
{
new Mob("Bandit", "Rob", 10, 6, 2),
new Mob("Bandit Leader", "Joe", 10, 7, 2)
};
Mob knights =
{
new Mob("Knight", "Rob", 12, 8, 4),
new Mob("Knight", "John", 12, 9, 3),
new Mob("Knight Captain", "Aaron", 14, 10, 4),
};
Mob dragons =
{
new Mob("Blue Dragon", "Jormungandr", 16, 10, 6),
new Mob("Dragon Leader", "Helios", 18, 11, 6),
};
Console.WriteLine("What's your name, adventurer?");
string response = Console.ReadLine();
player.name = response;
player.Stats();
Console.WriteLine("nPress anything to begin the game.");
Console.ReadLine();
Console.Clear();
while (true)
{
Story.S_1_Bandits(player); // first part of the story
foreach (Mob mob in bandits)
{
Battle.MakeBattle(player, mob);
if (Battle.isPlayerDead(player) == true)
{
break;
}
}
if (PlayerDied() == true)
{
break;
}
Events.SpawnWeapon("Iron Sword");
if (player.HP <= 16)
{
Events.LootSpecialHerbs(player);
}
else
{
Events.LootHerbs(player);
}
player.Stats();
Console.WriteLine("nPress Enter to continue.");
Console.ReadLine();
Console.Clear();
Story.S_2_Knights(); // second part of the story
foreach (Mob mob in knights)
{
Battle.MakeBattle(player, mob);
if (Battle.isPlayerDead(player) == true)
{
break;
}
}
if (PlayerDied() == true)
{
break;
}
Events.SpawnWeapon("Enchanted Silver Sword");
Events.LootMedicine(player);
if (player.HP >= 15)
{
Events.LootHighGradeMedicine(player);
}
else if (player.HP <= 13)
{
Events.GodBlessing(player);
}
else
{
Events.LootMedicine(player);
}
player.Stats();
Console.WriteLine("nPress Enter to continue.");
Console.ReadLine();
Console.Clear();
Story.S_3_Dragons(); // third part of the story
foreach (Mob mob in dragons)
{
Battle.MakeBattle(player, mob);
if (Battle.isPlayerDead(player) == true)
{
break;
}
}
if (PlayerDied() == true)
{
break;
}
Console.Clear();
Story.S_End(player);
break;
}
Console.ReadLine();
}
}
c#
New contributor
add a comment |
Guys I wanted your opinion on the first RPG game I made in C#, what things can I improve on with the code and suggestions about more advanced projects that I should work on in the future.
Events:
static class Events
{
public static void SpawnWeapon(string weapon_name)
{
Console.WriteLine("nAfter that fight you looted a weapon from the enemy party: {0}", weapon_name);
Player.EquipWeapon(weapon_name);
}
public static void LootHerbs(Player player)
{
Console.WriteLine("nYou also managed to loot some herbs that you will use to cure you! You gained 3 HP.");
player.HP += 3;
}
public static void LootSpecialHerbs(Player player)
{
Console.WriteLine("nYou also managed to loot some special herbs that you will use to cure you! You gained 5 HP.");
player.HP += 5;
}
public static void LootMedicine(Player player)
{
Console.WriteLine("nYou looted some medicine that you will use to cure you! You gained 5 HP.");
player.HP += 5;
}
public static void LootHighGradeMedicine(Player player)
{
Console.WriteLine("nAnd you also managed to loot some high grade medicine that you will use to cure you! You gained 7 HP.");
player.HP += 7;
}
public static void GodBlessing(Player player)
{
Console.WriteLine("nAs you were walking towards the dragon nest, you suddenly hear a angelical voice behind youn" +
"and your wounds magically heal. You were blessed by a god to finish your journey! You gained 12 HP.");
player.HP += 12;
}
}
Battle:
static class Battle
{
public static int crit_chance = 16; // 1 in 15 attacks is a crit. ( Yes, 15 ).
public static int attack_timer = 1500;
public static bool isCrit()
{
Random rnd = new Random();
int crit = rnd.Next(1, crit_chance);
if (crit == 1)
{
return true;
}
return false;
}
public static bool isPlayerDead(Player player)
{
if (player.HP <= 0)
{
return true;
}
return false;
}
public static bool isMobDead(Mob mob)
{
if (mob.HP <= 0)
{
return true;
}
return false;
}
public static void PlayerAttack(Player player, Mob mob)
{
bool was_crit = false;
int DamageInflicted()
{
int damage = player.Attack() - mob.Defense();
if (damage <= 1)
{
damage = 1;
}
if (isCrit() == true)
{
was_crit = true;
damage += damage;
}
return damage;
}
mob.HP -= DamageInflicted();
if (was_crit == true)
{
Console.WriteLine("It was a critical hit! You dealt {0} damage.", DamageInflicted());
}
else
{
Console.WriteLine("You dealt {0} damage.", DamageInflicted());
}
Console.WriteLine("The enemy has {0} HP.", mob.HP);
}
public static void EnemyAttack(Player player, Mob mob)
{
bool was_crit = false;
int DamageInflicted()
{
int damage = mob.Attack() - player.Defense();
if (damage <= 0)
{
damage = 0;
}
if (isCrit() == true)
{
was_crit = true;
damage += damage;
}
return damage;
}
player.HP -= DamageInflicted();
if (was_crit == true)
{
Console.WriteLine("It was a critical hit! The enemy dealt {0} damage.", DamageInflicted());
}
else
{
Console.WriteLine("The enemy dealt {0} damage.", DamageInflicted());
}
Console.WriteLine("You have {0} HP.", player.HP);
}
public static void MakeBattle(Player player, Mob mob)
{
Console.WriteLine("You, {0}, will now fight the {1} {2}.", player.name, mob.specie, mob.name);
mob.Stats();
Console.WriteLine("Press Enter to begin the fight.");
Console.ReadLine();
Random rnd = new Random();
int move = rnd.Next(1, 3);
if (move == 1)
{
Console.WriteLine("You begin!");
while (true)
{
Console.WriteLine();
System.Threading.Thread.Sleep(attack_timer);
PlayerAttack(player, mob);
if (isMobDead(mob))
{
Console.WriteLine("You killed the {0}!", mob.specie);
Console.ReadLine();
Console.Clear();
break;
}
Console.WriteLine();
System.Threading.Thread.Sleep(attack_timer);
EnemyAttack(player, mob);
if (isPlayerDead(player))
{
Console.WriteLine("You died! Game Over!");
break;
}
}
}
else
{
Console.WriteLine("The enemy will begin!");
while (true)
{
Console.WriteLine();
System.Threading.Thread.Sleep(attack_timer);
EnemyAttack(player, mob);
if (isPlayerDead(player))
{
Console.WriteLine("You died! Game Over!");
break;
}
Console.WriteLine();
System.Threading.Thread.Sleep(attack_timer);
PlayerAttack(player, mob);
if (isMobDead(mob))
{
Console.WriteLine("You killed the {0}!", mob.specie);
Console.ReadLine();
Console.Clear();
break;
}
}
}
}
}
Mob:
class Mob
{
public string specie;
public string name;
public int base_attack = 2;
public int base_defense = 1;
public int HP;
public int mob_defense;
public int mob_attack;
public Mob(string aSpecie, string aName, int aHP, int aAttack, int aDefense)
{
specie = aSpecie;
name = aName;
HP = aHP;
mob_attack = aAttack;
mob_defense = aDefense;
}
public int Attack()
{
return (base_attack + mob_attack);
}
public int Defense()
{
return (base_defense + mob_defense);
}
public void Stats()
{
Console.WriteLine("The {0} {1}'s Stats:", specie, name);
Console.WriteLine("HP: {0}", HP);
Console.WriteLine("Attack: {0}", Attack());
Console.WriteLine("Defense: {0}", Defense());
}
}
Story:
static class Story
{
public static void S_1_Bandits(Player player)
{
Console.WriteLine("You are " + player.name + ", who's on his way to kill the dragons which are destroying the kingdom.");
Console.WriteLine("As you are on your way to the lairs of the dragons, you run into a couple of bandits.");
Console.WriteLine("And they don't seem so friendly...");
Console.ReadLine();
Console.Clear();
}
public static void S_2_Knights()
{
Console.WriteLine("The bandits weren't much of a match for you. Well Done! You continue on to the dragons lair!");
Console.WriteLine("However, a new movement has risen that wants to protect the dragons of the world.");
Console.WriteLine("Many people have joined this movement, including some knights.");
Console.WriteLine("And uh oh, 3 of them have found out about your quest...");
Console.WriteLine("Maybe they're friendly?");
Console.ReadLine();
Console.WriteLine("Nope.");
Console.ReadLine();
Console.Clear();
}
public static void S_3_Dragons()
{
Console.WriteLine("With the knights defeated you continue on your journey!");
Console.WriteLine("After a while you make it to the lair of dragons...");
Console.WriteLine("It's hot and little smokey in there. You put your sight on the pair of dragons in the center of it.");
Console.WriteLine("The time has come to end the dragons rampage!");
Console.ReadLine();
Console.Clear();
}
public static void S_End(Player player)
{
Console.WriteLine("You killed the dragons and saved the kingdom!");
Console.WriteLine("Your name will be remembered forever and legends will be told about the hero {0} that defeated the evil dragons!", player.name);
Console.WriteLine("Congrats!");
}
}
Weapon:
class Weapon
{
public string name;
public int attack;
public int defense;
public static List<Weapon> weapon_list = new List<Weapon>();
public Weapon(string aName, int aAttack, int aDefense)
{
name = aName;
attack = aAttack;
defense = aDefense;
}
public static void CreateWeapon( string name, int attack, int defense)
{
Weapon weapon = new Weapon(name, attack, defense);
weapon_list.Add(weapon);
}
public static void CheckAllAvailableWeaponsStats()
{
Console.WriteLine("nAll weapons in the game:");
foreach (Weapon weapon in Weapon.weapon_list)
{
Console.Write("Name: {0}nAttack: {1}nDefense: {2}n", weapon.name, weapon.attack, weapon.defense);
Console.WriteLine("---------------------------");
}
}
public static void CheckWeaponStats(Weapon weapon)
{
Console.Write("nName: {0}nAttack: {1}nDefense: {2}n", weapon.name, weapon.attack, weapon.defense);
}
public static void CompareWeaponStats(Weapon other_weapon, Weapon your_weapon)
{
if (your_weapon == Player.equipped_weapon)
{
Console.Write("Name: {0} | Equipped Weapon Name: {1}nAttack: {2} | Equipped Weapon Attack: {3} nDefense: {4} |" +
" Equipped Weapon Defense: {5}n", other_weapon.name, your_weapon.name, other_weapon.attack, your_weapon.attack, other_weapon.defense, your_weapon.defense);
}
else
{
Console.Write("Other Weapon Name: {0} | Your Weapon Name: {1}nOther Weapon Attack: {2} | Your Weapon Attack: {3} nOther Weapon Defense: {4} " +
"| Your Weapon Defense: {5}n", other_weapon.name, your_weapon.name, other_weapon.attack, your_weapon.attack, other_weapon.defense, your_weapon.defense);
}
}
}
Player:
class Player
{
public static Weapon initial_sword = new Weapon("Initial Sword", 8, 4);
public string name;
public int HP;
public int level = 0;
public static Weapon equipped_weapon = initial_sword;
public int base_attack = 4;
public int base_defense = 2;
public Player(string aName, int aHP)
{
name = aName;
HP = aHP;
}
public int Attack()
{
return (base_attack + equipped_weapon.attack);
}
public int Defense()
{
return (base_defense + equipped_weapon.defense);
}
public void Stats()
{
Console.WriteLine("n{0}'s Stats:", name);
Console.WriteLine("HP: {0}", HP);
Console.WriteLine("Attack: {0} ({1})", Attack(), base_attack);
Console.WriteLine("Defense: {0} ({1})", Defense(), base_defense);
Console.WriteLine("Equipped Weapon: {0}; AT: {1}; DF: {2}", equipped_weapon.name, equipped_weapon.attack, equipped_weapon.defense);
}
public static bool QuestionPrompt()
{
string yes_list = { "yes", "", "sure", "y", "yeah", "why not", "yes.", "y." };
Console.Write("-->");
string input = Console.ReadLine();
string iinput = input.ToLower();
foreach (string value in yes_list)
{
if (value.Equals(iinput))
{
return true;
}
else
{
continue;
}
}
return false;
}
public static void ChangeWeaponByName(string new_weapon_name)
{
Weapon weapon_to_change = new Weapon("Test Weapon", 0, 0);
bool WeaponExists()
{
foreach (Weapon weapon in Weapon.weapon_list)
{
if (weapon.name.ToLower() == new_weapon_name.ToLower())
{
weapon_to_change = weapon;
return true;
}
else
{
continue;
}
}
return false;
}
if (WeaponExists() == true)
{
equipped_weapon = weapon_to_change;
}
}
public static void ChangeWeapon(Weapon new_weapon)
{
equipped_weapon = new_weapon;
}
public static void EquipWeapon(string weapon_name)
{
Weapon weapon_to_equip = new Weapon("Test Weapon", 0, 0);
bool WeaponExists()
{
foreach (Weapon weapon in Weapon.weapon_list)
{
if (weapon.name.ToLower() == weapon_name.ToLower())
{
weapon_to_equip = weapon;
return true;
}
else
{
continue;
}
}
return false;
}
if (WeaponExists())
{
Console.WriteLine("nComparison of both weapons stats:");
Weapon.CompareWeaponStats(weapon_to_equip, Player.equipped_weapon);
Console.WriteLine("Are you sure you want to equip this weapon?");
if (QuestionPrompt() == true)
{
Console.WriteLine("You equipped the weapon!");
ChangeWeapon(weapon_to_equip);
}
else
{
Console.WriteLine("You will continue with the same weapon, the new one was discarded.");
}
}
else
{
Console.WriteLine("The weapon you want to equip doesn't exist!");
}
}
public static void CheckEquippedWeapon()
{
Console.WriteLine("Equipped Weapon:");
Weapon.CheckWeaponStats(equipped_weapon);
}
}
Main:
static void Main()
{
Player player = new Player("", 30);
bool PlayerDied()
{
if (Battle.isPlayerDead(player) == true)
{
return true;
}
return false;
}
Weapon.CreateWeapon("Rusty Old Sword", 7, 3); // initial weapon
Weapon.CreateWeapon("Iron Sword", 10, 5); // to give the player after he fights the bandits
Weapon.CreateWeapon("Enchanted Silver Sword", 15, 7); // to give the player after he fights the knights
Player.ChangeWeaponByName("rusty old sword");
// the enemies
Mob bandits =
{
new Mob("Bandit", "Rob", 10, 6, 2),
new Mob("Bandit Leader", "Joe", 10, 7, 2)
};
Mob knights =
{
new Mob("Knight", "Rob", 12, 8, 4),
new Mob("Knight", "John", 12, 9, 3),
new Mob("Knight Captain", "Aaron", 14, 10, 4),
};
Mob dragons =
{
new Mob("Blue Dragon", "Jormungandr", 16, 10, 6),
new Mob("Dragon Leader", "Helios", 18, 11, 6),
};
Console.WriteLine("What's your name, adventurer?");
string response = Console.ReadLine();
player.name = response;
player.Stats();
Console.WriteLine("nPress anything to begin the game.");
Console.ReadLine();
Console.Clear();
while (true)
{
Story.S_1_Bandits(player); // first part of the story
foreach (Mob mob in bandits)
{
Battle.MakeBattle(player, mob);
if (Battle.isPlayerDead(player) == true)
{
break;
}
}
if (PlayerDied() == true)
{
break;
}
Events.SpawnWeapon("Iron Sword");
if (player.HP <= 16)
{
Events.LootSpecialHerbs(player);
}
else
{
Events.LootHerbs(player);
}
player.Stats();
Console.WriteLine("nPress Enter to continue.");
Console.ReadLine();
Console.Clear();
Story.S_2_Knights(); // second part of the story
foreach (Mob mob in knights)
{
Battle.MakeBattle(player, mob);
if (Battle.isPlayerDead(player) == true)
{
break;
}
}
if (PlayerDied() == true)
{
break;
}
Events.SpawnWeapon("Enchanted Silver Sword");
Events.LootMedicine(player);
if (player.HP >= 15)
{
Events.LootHighGradeMedicine(player);
}
else if (player.HP <= 13)
{
Events.GodBlessing(player);
}
else
{
Events.LootMedicine(player);
}
player.Stats();
Console.WriteLine("nPress Enter to continue.");
Console.ReadLine();
Console.Clear();
Story.S_3_Dragons(); // third part of the story
foreach (Mob mob in dragons)
{
Battle.MakeBattle(player, mob);
if (Battle.isPlayerDead(player) == true)
{
break;
}
}
if (PlayerDied() == true)
{
break;
}
Console.Clear();
Story.S_End(player);
break;
}
Console.ReadLine();
}
}
c#
New contributor
Guys I wanted your opinion on the first RPG game I made in C#, what things can I improve on with the code and suggestions about more advanced projects that I should work on in the future.
Events:
static class Events
{
public static void SpawnWeapon(string weapon_name)
{
Console.WriteLine("nAfter that fight you looted a weapon from the enemy party: {0}", weapon_name);
Player.EquipWeapon(weapon_name);
}
public static void LootHerbs(Player player)
{
Console.WriteLine("nYou also managed to loot some herbs that you will use to cure you! You gained 3 HP.");
player.HP += 3;
}
public static void LootSpecialHerbs(Player player)
{
Console.WriteLine("nYou also managed to loot some special herbs that you will use to cure you! You gained 5 HP.");
player.HP += 5;
}
public static void LootMedicine(Player player)
{
Console.WriteLine("nYou looted some medicine that you will use to cure you! You gained 5 HP.");
player.HP += 5;
}
public static void LootHighGradeMedicine(Player player)
{
Console.WriteLine("nAnd you also managed to loot some high grade medicine that you will use to cure you! You gained 7 HP.");
player.HP += 7;
}
public static void GodBlessing(Player player)
{
Console.WriteLine("nAs you were walking towards the dragon nest, you suddenly hear a angelical voice behind youn" +
"and your wounds magically heal. You were blessed by a god to finish your journey! You gained 12 HP.");
player.HP += 12;
}
}
Battle:
static class Battle
{
public static int crit_chance = 16; // 1 in 15 attacks is a crit. ( Yes, 15 ).
public static int attack_timer = 1500;
public static bool isCrit()
{
Random rnd = new Random();
int crit = rnd.Next(1, crit_chance);
if (crit == 1)
{
return true;
}
return false;
}
public static bool isPlayerDead(Player player)
{
if (player.HP <= 0)
{
return true;
}
return false;
}
public static bool isMobDead(Mob mob)
{
if (mob.HP <= 0)
{
return true;
}
return false;
}
public static void PlayerAttack(Player player, Mob mob)
{
bool was_crit = false;
int DamageInflicted()
{
int damage = player.Attack() - mob.Defense();
if (damage <= 1)
{
damage = 1;
}
if (isCrit() == true)
{
was_crit = true;
damage += damage;
}
return damage;
}
mob.HP -= DamageInflicted();
if (was_crit == true)
{
Console.WriteLine("It was a critical hit! You dealt {0} damage.", DamageInflicted());
}
else
{
Console.WriteLine("You dealt {0} damage.", DamageInflicted());
}
Console.WriteLine("The enemy has {0} HP.", mob.HP);
}
public static void EnemyAttack(Player player, Mob mob)
{
bool was_crit = false;
int DamageInflicted()
{
int damage = mob.Attack() - player.Defense();
if (damage <= 0)
{
damage = 0;
}
if (isCrit() == true)
{
was_crit = true;
damage += damage;
}
return damage;
}
player.HP -= DamageInflicted();
if (was_crit == true)
{
Console.WriteLine("It was a critical hit! The enemy dealt {0} damage.", DamageInflicted());
}
else
{
Console.WriteLine("The enemy dealt {0} damage.", DamageInflicted());
}
Console.WriteLine("You have {0} HP.", player.HP);
}
public static void MakeBattle(Player player, Mob mob)
{
Console.WriteLine("You, {0}, will now fight the {1} {2}.", player.name, mob.specie, mob.name);
mob.Stats();
Console.WriteLine("Press Enter to begin the fight.");
Console.ReadLine();
Random rnd = new Random();
int move = rnd.Next(1, 3);
if (move == 1)
{
Console.WriteLine("You begin!");
while (true)
{
Console.WriteLine();
System.Threading.Thread.Sleep(attack_timer);
PlayerAttack(player, mob);
if (isMobDead(mob))
{
Console.WriteLine("You killed the {0}!", mob.specie);
Console.ReadLine();
Console.Clear();
break;
}
Console.WriteLine();
System.Threading.Thread.Sleep(attack_timer);
EnemyAttack(player, mob);
if (isPlayerDead(player))
{
Console.WriteLine("You died! Game Over!");
break;
}
}
}
else
{
Console.WriteLine("The enemy will begin!");
while (true)
{
Console.WriteLine();
System.Threading.Thread.Sleep(attack_timer);
EnemyAttack(player, mob);
if (isPlayerDead(player))
{
Console.WriteLine("You died! Game Over!");
break;
}
Console.WriteLine();
System.Threading.Thread.Sleep(attack_timer);
PlayerAttack(player, mob);
if (isMobDead(mob))
{
Console.WriteLine("You killed the {0}!", mob.specie);
Console.ReadLine();
Console.Clear();
break;
}
}
}
}
}
Mob:
class Mob
{
public string specie;
public string name;
public int base_attack = 2;
public int base_defense = 1;
public int HP;
public int mob_defense;
public int mob_attack;
public Mob(string aSpecie, string aName, int aHP, int aAttack, int aDefense)
{
specie = aSpecie;
name = aName;
HP = aHP;
mob_attack = aAttack;
mob_defense = aDefense;
}
public int Attack()
{
return (base_attack + mob_attack);
}
public int Defense()
{
return (base_defense + mob_defense);
}
public void Stats()
{
Console.WriteLine("The {0} {1}'s Stats:", specie, name);
Console.WriteLine("HP: {0}", HP);
Console.WriteLine("Attack: {0}", Attack());
Console.WriteLine("Defense: {0}", Defense());
}
}
Story:
static class Story
{
public static void S_1_Bandits(Player player)
{
Console.WriteLine("You are " + player.name + ", who's on his way to kill the dragons which are destroying the kingdom.");
Console.WriteLine("As you are on your way to the lairs of the dragons, you run into a couple of bandits.");
Console.WriteLine("And they don't seem so friendly...");
Console.ReadLine();
Console.Clear();
}
public static void S_2_Knights()
{
Console.WriteLine("The bandits weren't much of a match for you. Well Done! You continue on to the dragons lair!");
Console.WriteLine("However, a new movement has risen that wants to protect the dragons of the world.");
Console.WriteLine("Many people have joined this movement, including some knights.");
Console.WriteLine("And uh oh, 3 of them have found out about your quest...");
Console.WriteLine("Maybe they're friendly?");
Console.ReadLine();
Console.WriteLine("Nope.");
Console.ReadLine();
Console.Clear();
}
public static void S_3_Dragons()
{
Console.WriteLine("With the knights defeated you continue on your journey!");
Console.WriteLine("After a while you make it to the lair of dragons...");
Console.WriteLine("It's hot and little smokey in there. You put your sight on the pair of dragons in the center of it.");
Console.WriteLine("The time has come to end the dragons rampage!");
Console.ReadLine();
Console.Clear();
}
public static void S_End(Player player)
{
Console.WriteLine("You killed the dragons and saved the kingdom!");
Console.WriteLine("Your name will be remembered forever and legends will be told about the hero {0} that defeated the evil dragons!", player.name);
Console.WriteLine("Congrats!");
}
}
Weapon:
class Weapon
{
public string name;
public int attack;
public int defense;
public static List<Weapon> weapon_list = new List<Weapon>();
public Weapon(string aName, int aAttack, int aDefense)
{
name = aName;
attack = aAttack;
defense = aDefense;
}
public static void CreateWeapon( string name, int attack, int defense)
{
Weapon weapon = new Weapon(name, attack, defense);
weapon_list.Add(weapon);
}
public static void CheckAllAvailableWeaponsStats()
{
Console.WriteLine("nAll weapons in the game:");
foreach (Weapon weapon in Weapon.weapon_list)
{
Console.Write("Name: {0}nAttack: {1}nDefense: {2}n", weapon.name, weapon.attack, weapon.defense);
Console.WriteLine("---------------------------");
}
}
public static void CheckWeaponStats(Weapon weapon)
{
Console.Write("nName: {0}nAttack: {1}nDefense: {2}n", weapon.name, weapon.attack, weapon.defense);
}
public static void CompareWeaponStats(Weapon other_weapon, Weapon your_weapon)
{
if (your_weapon == Player.equipped_weapon)
{
Console.Write("Name: {0} | Equipped Weapon Name: {1}nAttack: {2} | Equipped Weapon Attack: {3} nDefense: {4} |" +
" Equipped Weapon Defense: {5}n", other_weapon.name, your_weapon.name, other_weapon.attack, your_weapon.attack, other_weapon.defense, your_weapon.defense);
}
else
{
Console.Write("Other Weapon Name: {0} | Your Weapon Name: {1}nOther Weapon Attack: {2} | Your Weapon Attack: {3} nOther Weapon Defense: {4} " +
"| Your Weapon Defense: {5}n", other_weapon.name, your_weapon.name, other_weapon.attack, your_weapon.attack, other_weapon.defense, your_weapon.defense);
}
}
}
Player:
class Player
{
public static Weapon initial_sword = new Weapon("Initial Sword", 8, 4);
public string name;
public int HP;
public int level = 0;
public static Weapon equipped_weapon = initial_sword;
public int base_attack = 4;
public int base_defense = 2;
public Player(string aName, int aHP)
{
name = aName;
HP = aHP;
}
public int Attack()
{
return (base_attack + equipped_weapon.attack);
}
public int Defense()
{
return (base_defense + equipped_weapon.defense);
}
public void Stats()
{
Console.WriteLine("n{0}'s Stats:", name);
Console.WriteLine("HP: {0}", HP);
Console.WriteLine("Attack: {0} ({1})", Attack(), base_attack);
Console.WriteLine("Defense: {0} ({1})", Defense(), base_defense);
Console.WriteLine("Equipped Weapon: {0}; AT: {1}; DF: {2}", equipped_weapon.name, equipped_weapon.attack, equipped_weapon.defense);
}
public static bool QuestionPrompt()
{
string yes_list = { "yes", "", "sure", "y", "yeah", "why not", "yes.", "y." };
Console.Write("-->");
string input = Console.ReadLine();
string iinput = input.ToLower();
foreach (string value in yes_list)
{
if (value.Equals(iinput))
{
return true;
}
else
{
continue;
}
}
return false;
}
public static void ChangeWeaponByName(string new_weapon_name)
{
Weapon weapon_to_change = new Weapon("Test Weapon", 0, 0);
bool WeaponExists()
{
foreach (Weapon weapon in Weapon.weapon_list)
{
if (weapon.name.ToLower() == new_weapon_name.ToLower())
{
weapon_to_change = weapon;
return true;
}
else
{
continue;
}
}
return false;
}
if (WeaponExists() == true)
{
equipped_weapon = weapon_to_change;
}
}
public static void ChangeWeapon(Weapon new_weapon)
{
equipped_weapon = new_weapon;
}
public static void EquipWeapon(string weapon_name)
{
Weapon weapon_to_equip = new Weapon("Test Weapon", 0, 0);
bool WeaponExists()
{
foreach (Weapon weapon in Weapon.weapon_list)
{
if (weapon.name.ToLower() == weapon_name.ToLower())
{
weapon_to_equip = weapon;
return true;
}
else
{
continue;
}
}
return false;
}
if (WeaponExists())
{
Console.WriteLine("nComparison of both weapons stats:");
Weapon.CompareWeaponStats(weapon_to_equip, Player.equipped_weapon);
Console.WriteLine("Are you sure you want to equip this weapon?");
if (QuestionPrompt() == true)
{
Console.WriteLine("You equipped the weapon!");
ChangeWeapon(weapon_to_equip);
}
else
{
Console.WriteLine("You will continue with the same weapon, the new one was discarded.");
}
}
else
{
Console.WriteLine("The weapon you want to equip doesn't exist!");
}
}
public static void CheckEquippedWeapon()
{
Console.WriteLine("Equipped Weapon:");
Weapon.CheckWeaponStats(equipped_weapon);
}
}
Main:
static void Main()
{
Player player = new Player("", 30);
bool PlayerDied()
{
if (Battle.isPlayerDead(player) == true)
{
return true;
}
return false;
}
Weapon.CreateWeapon("Rusty Old Sword", 7, 3); // initial weapon
Weapon.CreateWeapon("Iron Sword", 10, 5); // to give the player after he fights the bandits
Weapon.CreateWeapon("Enchanted Silver Sword", 15, 7); // to give the player after he fights the knights
Player.ChangeWeaponByName("rusty old sword");
// the enemies
Mob bandits =
{
new Mob("Bandit", "Rob", 10, 6, 2),
new Mob("Bandit Leader", "Joe", 10, 7, 2)
};
Mob knights =
{
new Mob("Knight", "Rob", 12, 8, 4),
new Mob("Knight", "John", 12, 9, 3),
new Mob("Knight Captain", "Aaron", 14, 10, 4),
};
Mob dragons =
{
new Mob("Blue Dragon", "Jormungandr", 16, 10, 6),
new Mob("Dragon Leader", "Helios", 18, 11, 6),
};
Console.WriteLine("What's your name, adventurer?");
string response = Console.ReadLine();
player.name = response;
player.Stats();
Console.WriteLine("nPress anything to begin the game.");
Console.ReadLine();
Console.Clear();
while (true)
{
Story.S_1_Bandits(player); // first part of the story
foreach (Mob mob in bandits)
{
Battle.MakeBattle(player, mob);
if (Battle.isPlayerDead(player) == true)
{
break;
}
}
if (PlayerDied() == true)
{
break;
}
Events.SpawnWeapon("Iron Sword");
if (player.HP <= 16)
{
Events.LootSpecialHerbs(player);
}
else
{
Events.LootHerbs(player);
}
player.Stats();
Console.WriteLine("nPress Enter to continue.");
Console.ReadLine();
Console.Clear();
Story.S_2_Knights(); // second part of the story
foreach (Mob mob in knights)
{
Battle.MakeBattle(player, mob);
if (Battle.isPlayerDead(player) == true)
{
break;
}
}
if (PlayerDied() == true)
{
break;
}
Events.SpawnWeapon("Enchanted Silver Sword");
Events.LootMedicine(player);
if (player.HP >= 15)
{
Events.LootHighGradeMedicine(player);
}
else if (player.HP <= 13)
{
Events.GodBlessing(player);
}
else
{
Events.LootMedicine(player);
}
player.Stats();
Console.WriteLine("nPress Enter to continue.");
Console.ReadLine();
Console.Clear();
Story.S_3_Dragons(); // third part of the story
foreach (Mob mob in dragons)
{
Battle.MakeBattle(player, mob);
if (Battle.isPlayerDead(player) == true)
{
break;
}
}
if (PlayerDied() == true)
{
break;
}
Console.Clear();
Story.S_End(player);
break;
}
Console.ReadLine();
}
}
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