I am learning some C# by improving an open source C# text-based adventure. I am working on saving all the player data to a file and loading it.
When I try to serialize my player class, the compiler throws the error:
'Project1.Player' is a 'type' but is used like a 'variable' Program.cs:72
UPDATED
Ok to make things easier, I updated all my code to its current state.
The new error I am getting every time I reference player is:
The name 'player' does not exist in the current context
Program.cs:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.Runtime.Serialization;
using System.Runtime.Serialization.Formatters.Binary;
namespace Project1
{
class Program
{
public static int windowWidth = 80;
public static int windowHeight = 35;
public static bool run = true;
public static string errorMessage;
public static bool isError = false;
static void Main(string[] args)
{
// setup console window
Console.Clear();
// set size
Console.SetWindowSize(windowWidth, windowHeight);
// remove scroll bar with buffer size equal to window size
Console.BufferWidth = windowWidth;
Console.BufferHeight = windowHeight;
// generate world
Player player = new Player();
World.GenerateWorld();
// begin character creation
string name = Text.Prompt("Welcome stranger. What is your name?");
player.name = name;
player.inventory.Add(new Item("Candle", "A single white candle.", 22));
Text.WriteLine("Thanks, " + name);
Text.WriteLine("Press any key to get started.");
Console.ReadKey();
Console.Clear();
Text.WriteLine("The last thing you remember is battling the Ancient LichLord deep within a cavern beneath Death Mountain. Now suddenly, you are surrounded by the darkness of true night as you stand in front of an ancient stone castle of complex architecture. Looking up, you notice the faint glow of a light coming from an old clock tower, high above the castle. The doors to the castle are large and covered in an ancient mold. Unsure of what to do, you drag open the large wooden door, light the candle you found in your pocket, and step into the castle. \n \nPress a key...");
Console.ReadKey();
Console.Clear();
while (run)
{
if (!isError)
{
Text.SetPrompt();
World.LocationDescription();
string temp = Text.Prompt("");
Console.Clear();
player.Do(temp);
}
// there is an error
else
{
DisplayError();
}
}
}
// stream writer to write to file.
public static void SaveGame()
{
try
{
using (Stream stream = File.Open("save.dat", FileMode.Create))
{
BinaryFormatter bin = new BinaryFormatter();
bin.Serialize(stream, player);
}
}
catch (IOException)
{
}
}
public static void LoadGame()
{
if (File.Exists("save.dat"))
{
try
{
using (Stream stream = File.Open("save.dat", FileMode.Open))
{
BinaryFormatter bin = new BinaryFormatter();
var player = bin.Deserialize(stream);
}
}
catch (IOException)
{
}
}
else
{
Program.SetError("The savegame does not exist!");
}
}
// stream reader to find file
//public static void LoadGame()
//{
// try
// {
// using (Stream stream = File.Open("data.bin", FileMode.Open))
// {
// BinaryFormatter bin = new BinaryFormatter();
// World.map = (List<Location>)bin.Deserialize(stream);
// }
// }
// catch (IOException)
// {
// }
//}
public static void WinGame()
{
run = false;
Text.WriteLine("As you place the crown upon your head, your vision begins to blur and you fall to the floor. You wake up in a hot cavern, lit by a few torches on the wall. This is the cavern of the Ancient LichLord, and you have escaped his twisted maze. ");
}
#region Error Handling
public static void SetError(string aText)
{
isError = true;
errorMessage = aText;
}
public static void UnsetError()
{
isError = false;
errorMessage = "";
}
public static void DisplayError()
{
Text.WriteColor("|r|" + errorMessage + "|g|");
Text.BlankLines(2);
UnsetError();
}
#endregion
}
}
Player.cs:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Runtime.Serialization;
using System.Runtime.Serialization.Formatters.Binary;
namespace Project1
{
[Serializable()]
class Player
{
public string name;
//public static string desc;
//public static int[] stats;
public int location;
public List<Item> inventory = new List<Item>();
public string[] possibleActions = new string[] { "move", "m", "look", "l", "take", "t", "drop", "d", "use", "u", "inventory", "i", "help", "h", "quit", "exit", "save", "load", "name" };
/// <summary>
/// Player action, array of predicate and target
/// </summary>
/// <param name="aAction"></param>
/// <returns></returns>
public void Do(string aText)
{
string verb = "";
string noun = "";
// check if there is a space in the given command
if (aText.IndexOf(' ') != -1)
{
// split the string into the verb and noun
string[] temp = aText.Split(new char[] { ' ' }, 2);
verb = temp[0].ToLower();
noun = temp[1].ToLower();
}
else
{
// verb only
verb = aText.ToLower();
}
if (IsAction(verb))
{
// do whatever action
switch (verb)
{
case "move":
case "m":
if (noun == "")
Program.SetError("You must specify a location to move.");
else
MoveTo(noun);
break;
case "look":
case "l":
if (noun == "")
noun = World.map[player.location].name;
LookAt(noun);
break;
case "take":
case "t":
if (noun == "")
Program.SetError("You must specify an item to take.");
else
PickUpItem(noun);
break;
case "drop":
case "d":
if (noun == "")
Program.SetError("You must specify an item to drop.");
else
DropItem(noun);
break;
case "use":
case "u":
if (noun == "")
Program.SetError("You must specify an item to use.");
else
UseItem(noun);
break;
case "inventory":
case "i":
ListInventory();
break;
case "help":
case "h":
ListActions();
break;
case "quit":
case "exit":
QuitPrompt();
break;
case "save":
Program.SaveGame();
break;
case "load":
Program.LoadGame();
break;
case "name":
Console.WriteLine("Your name is {0}", player.name);
Console.WriteLine("");
break;
}
}
else
{
// not a real action
Program.SetError("Action not found.");
}
}
public void MoveTo(string location)
{
// is location?
if (World.IsLocation(location))
{
int locationId = World.GetLocationIdByName(location);
if (World.IsLocationExit(location))
{
// set the player's new location
player.location = locationId;
}
else
{
Program.SetError("You can't get there from here.");
}
}
else
{
Program.SetError("That is not a real location.");
}
}
public void LookAt(string noun)
{
// is location?
if (World.IsLocation(noun))
{
Console.Clear();
World.ShowHiddenItems();
Text.BlankLines(2);
}
// is item?
else if (Item.IsItemInInventory(noun) || Item.IsItemInLocation(noun))
{
Console.Clear();
Text.WriteLine(Item.GetItemDescByName(noun));
Text.BlankLines(2);
}
}
public void PickUpItem(string item)
{
// is item?
if (Item.IsItemInLocation(item))
{
// get description
string desc = Item.GetItemDescByName(item);
int actionLocationId = Item.GetItemActionLocationIdByName(item);
// remove item from location
Item.RemoveItemFromLocation(item);
// add item to inventory
player.inventory.Add(new Item(item, desc, actionLocationId));
}
else
{
Program.SetError("Item not found in this location.");
}
}
public void DropItem(string item)
{
//is item?
if (Item.IsItemInInventory(item))
{
string desc = Item.GetItemDescByName(item);
int actionLocationId = Item.GetItemActionLocationIdByName(item);
// remove item from inventory
RemoveInventoryItem(item);
// add item to location
World.map[player.location].items.Add(new Item(item, desc, actionLocationId));
}
else
{
Program.SetError("Item not in inventory.");
}
}
public void RemoveInventoryItem(string item)
{
for (int i = 0; i < player.inventory.Count; i++)
{
if (player.inventory[i].name.ToLower() == item.ToLower())
{
player.inventory.RemoveAt(i);
}
}
}
public void UseItem(string item)
{
// is item?
if (Item.IsItemInInventory(item))
{
// get item actionLocationId
int itemActionLocationId = Item.GetItemActionLocationIdByName(item);
if (itemActionLocationId == player.location)
{
World.UseItemInLocation(item);
}
else
{
Program.SetError("You're not sure how that helps here.");
}
}
else
{
Program.SetError("Item not in inventory");
}
}
public void ListInventory()
{
Text.WriteLine("\n-- Inventory -- \n");
for (int i = 0; i < player.inventory.Count; i++)
{
Text.WriteLine(i.ToString() + ": "+ player.inventory[i].name);
}
Text.BlankLines(2);
}
public void ListActions()
{
Text.BlankLines(2);
//"move", "look", "take", "drop", "use", "inventory", "help"
Text.WriteLine("\n-- Actions -- \n");
Text.WriteLine("move - travel to another location. usage: move entrance hall (or) m entrance hall");
Text.WriteLine("look - look at a location or an item. usage: look entrance hall (or) look sword (or) l entrance hall (or) l sword");
Text.WriteLine("take - pick up an item in a location. usage: take sword (or) t sword");
Text.WriteLine("drop - drop an item from your inventory. usage: drop sword (or) d sword");
Text.WriteLine("use - use an item in your inventory. usage: use key (or) u key");
Text.WriteLine("inventory - show items in your inventory. usage: inventory (or) i");
Text.WriteLine("help - show this screen. usage: help (or) h");
Text.WriteLine("exit - quit the game. usage: quit (or) exit");
Text.BlankLines(2);
}
/// <summary>
/// Check the legitmacy of the action
/// </summary>
/// <param name="aText"></param>
/// <returns></returns>
public bool IsAction(string aText)
{
for (int i = 0; i < possibleActions.Length; i++)
{
if (aText == possibleActions[i])
{
return true;
}
}
return false;
}
public void QuitPrompt()
{
Text.WriteLine("Are you sure you want to leave? y/n");
string answer = Console.ReadLine().ToLower();
if (answer == "y" || answer == "yes")
{
Program.run = false;
}
}
}
}
Item.cs:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Project1
{
class Item : Entity
{
public bool isHidden = false;
public int actionLocationId;
public string actionName;
public Item(string aName, string aDesc, int aActionLocationId, bool aIsHidden = false, string aActionName = "use")
:base(aName, aDesc)
{
actionLocationId = aActionLocationId;
actionName = aActionName;
if (aIsHidden)
isHidden = aIsHidden;
}
/// <summary>
/// Looks for item in player.inventory
/// </summary>
/// <param name="aName">name of the Item</param>
/// <returns></returns>
public static bool IsItemInInventory(string aName)
{
// look for item in inventory
for (int i = 0; i < player.inventory.Count; i++)
{
if (player.inventory[i].name.ToLower() == aName.ToLower())
{
return true;
}
}
// not found
return false;
}
/// <summary>
/// Looks for item in current location
/// </summary>
/// <param name="aName">name of the Item</param>
/// <returns></returns>
public static bool IsItemInLocation(string aName)
{
// look for item in location
for (int i = 0; i < World.map[player.location].items.Count; i++)
{
if (World.map[player.location].items[i].name.ToLower() == aName.ToLower())
{
return true;
}
}
// not found
return false;
}
/// <summary>
/// Items are only items if in player.inventory or player.location
/// </summary>
/// <param name="aName">name of the Item</param>
/// <returns></returns>
public static string GetItemDescByName(string aName)
{
// look for item in location
for (int i = 0; i < World.map[player.location].items.Count; i++)
{
if (World.map[player.location].items[i].name.ToLower() == aName.ToLower())
{
return World.map[player.location].items[i].description;
}
}
// look for item in inventory
for (int i = 0; i < player.inventory.Count; i++)
{
if (player.inventory[i].name.ToLower() == aName.ToLower())
{
return player.inventory[i].description;
}
}
// not found
return "Item not found";
}
public static int GetItemActionLocationIdByName(string aName)
{
// look for item in inventory
for (int i = 0; i < player.inventory.Count; i++)
{
if (player.inventory[i].name.ToLower() == aName.ToLower())
{
return player.inventory[i].actionLocationId;
}
}
// look for item in location
for (int i = 0; i < World.map[player.location].items.Count; i++)
{
if (World.map[player.location].items[i].name.ToLower() == aName.ToLower())
{
return World.map[player.location].items[i].actionLocationId;
}
}
return -1;
}
public static void RemoveItemFromLocation(string item)
{
for (int i = 0; i < World.map[player.location].items.Count; i++ )
{
if (World.map[player.location].items[i].name.ToLower() == item.ToLower())
{
World.map[player.location].items.RemoveAt(i);
}
}
}
}
}
Please note 3 things:
- I am learning C#, and I am coming from a JS background.
- I realize there are some things seriously wrong with how I am trying to save the player data, but that is why I’m here.
- This is the first time I’ve tried saving a large amount of data in a program, so there is a lot of experimentation going on here.
You need to instantiate a
Playerobject before you can use it, so this:Should be something like:
Just replace all of your
Player.calls withplayer.(or whatever you decide to call your player variable) after you instantiate aPlayerobject (using thenewkeyword).UPDATE
Your
Playerclass is effectively static (meaning there can only be one defined at a time). I’d recommend changing it to something more like:Then if you really only need one global instance of
Playerthen define it as static inProgram:If you did it this way then you could access the
Playerinstance like:On the other hand, if it isn’t important that you’re only working with a single instance of
Playerthen you could just remove all of thestatickeywords from yourPlayerclass. That should allow you to get past your error.UPDATE
My recommended solution from my comment below would look something roughly like (without all of the detail from the code in your question):
After adding the static
CurrentPlayerfield to thePlayerclass, you can change all of your references toplayerin all three of your code files toPlayer.CurrentPlayer.