private static void PlayHitSequence(int row, int column, bool showAnimation) { if (showAnimation) { UtilityFunctions.AddExplosion(row, column); } Audio.PlaySoundEffect(GameResources.GameSound("Hit")); UtilityFunctions.DrawAnimationSequence(); }
private static void PlayMissSequence(int row, int column, bool showAnimation) { if (showAnimation) { UtilityFunctions.AddSplash(row, column); } Audio.PlaySoundEffect(GameResources.GameSound("Miss")); UtilityFunctions.DrawAnimationSequence(); }
/*<summary> * Listens for attacks to be completed. *</summary> *<param name="sender">the game</param> *<param name="result">the result of the attack</param> *<remarks> * Displays a message, plays sound and redraws the screen *</remarks> */ private static void AttackCompleted(object sender, AttackResult result) { bool isHuman = (_theGame.Player == HumanPlayer); if (isHuman) { UtilityFunctions.Message = ("You " + result.ToString()); } else { UtilityFunctions.Message = ("The AI " + result.ToString()); } switch (result.Value) { case ResultOfAttack.Destroyed: GameController.PlayHitSequence(result.Row, result.Column, isHuman); if (!_mute) { Audio.PlaySoundEffect(GameResources.GameSound("Sink")); } break; case ResultOfAttack.GameOver: //potentially remove this as it gets played twice if the player wins GameController.PlayHitSequence(result.Row, result.Column, isHuman); //Audio.PlaySoundEffect(GameResources.GameSound("Sink")); while (Audio.SoundEffectPlaying(GameResources.GameSound("Sink"))) { SwinGame.Delay(10); SwinGame.RefreshScreen(); } if (HumanPlayer.IsDestroyed && !_mute) { Audio.PlaySoundEffect(GameResources.GameSound("Lose")); } else { if (!_mute) { Audio.PlaySoundEffect(GameResources.GameSound("Winner")); } } //come back here to add the letter/number coordinates break; case ResultOfAttack.Hit: GameController.PlayHitSequence(result.Row, result.Column, isHuman); break; case ResultOfAttack.Miss: GameController.PlayMissSequence(result.Row, result.Column, isHuman); break; case ResultOfAttack.ShotAlready: if (!_mute) { Audio.PlaySoundEffect(GameResources.GameSound("Error")); } break; } }