Beispiel #1
0
        /*<summary>
         * Read the user's name for their highsSwinGame.
         *</summary>
         *<param name="value">the player's sSwinGame.</param>
         *<remarks>
         * This verifies if the score is a highsSwinGame.
         *</remarks>
         */
        public static void ReadHighScore(int value)
        {
            const int ENTRY_TOP = 500;

            if (_Scores.Count == 0)
            {
                LoadScores();
            }

            //is it a high score
            if (value > _Scores[_Scores.Count - 1].Value)
            {
                //used to get the correct area for the highscore input, X's are just used to force spacing
                Rectangle rec = new Rectangle();
                rec.X      = SCORES_LEFT + SwinGame.TextWidth(GameResources.GameFont("Courier"), "Name:");
                rec.Y      = ENTRY_TOP;
                rec.Height = SwinGame.TextHeight(GameResources.GameFont("Courier"), "XXX");
                rec.Width  = SwinGame.TextWidth(GameResources.GameFont("Courier"), "XXXXXXXXXXXXXX");

                Score s = new Score();
                s.Value = value;

                GameController.AddNewState(GameState.ViewingHighScores);

                SwinGame.StartReadingText(Color.White, NAME_WIDTH, GameResources.GameFont("Courier"), rec);
                //SwinGame.StartReadingText(Color.White, NAME_WIDTH, GameResources.GameFont("Courier"), x, ENTRY_TOP);

                //read the text from the user
                while (SwinGame.ReadingText())
                {
                    SwinGame.ProcessEvents();

                    UtilityFunctions.DrawBackground();
                    DrawHighScores();
                    SwinGame.DrawText("Name: ", Color.White, GameResources.GameFont("Courier"), SCORES_LEFT, ENTRY_TOP);
                    SwinGame.RefreshScreen();
                }
                //convert the inputted string to ascii and to uppercase
                s.Name = SwinGame.TextReadAsASCII().ToUpper();

                if (s.Name.Length < 3)
                {
                    s.Name = s.Name + new string(Convert.ToChar(" "), 3 - s.Name.Length);
                }

                s.Length = s.Name.Length;

                _Scores.RemoveAt(_Scores.Count - 1);
                _Scores.Add(s);
                _Scores.Sort();
                SaveScores();
                GameController.EndCurrentState();
            }
        }
        /// <summary>
        /// Read the user's name for their highsSwinGame.
        /// </summary>
        /// <param name="value">the player's sSwinGame.</param>
        /// <remarks>
        /// This verifies if the score is a highsSwinGame.
        /// </remarks>
        public static void ReadHighScore(int value)
        {
            const int ENTRY_TOP = 500;

            if (_Scores.Count == 0)
            {
                LoadScores();
            }

            //is it a high score
            if (value > _Scores[_Scores.Count - 1].Value)
            {
                Score s = new Score();
                s.Value = value;

                GameController.AddNewState(GameState.ViewingHighScores);

                int x = 0;
                x = SCORES_LEFT + SwinGame.TextWidth(GameResources.GameFont("Courier"), "Name: ");

                SwinGame.StartReadingText(Color.White, NAME_WIDTH, GameResources.GameFont("Courier"), x, ENTRY_TOP);

                //Read the text from the user
                while (SwinGame.ReadingText())
                {
                    SwinGame.ProcessEvents();

                    UtilityFunctions.DrawBackground();
                    DrawHighScores();
                    SwinGame.DrawText("Name: ", Color.White, GameResources.GameFont("Courier"), SCORES_LEFT, ENTRY_TOP);
                    SwinGame.RefreshScreen();
                }

                s.Name = SwinGame.TextReadAsASCII();

                if (s.Name.Length < 3)
                {
                    s.Name = s.Name + new string(Convert.ToChar(" "), 3 - s.Name.Length);
                }

                _Scores.RemoveAt(_Scores.Count - 1);
                _Scores.Add(s);
                _Scores.Sort();

                GameController.EndCurrentState();
            }
        }
Beispiel #3
0
        /// <summary>
        /// Draws the current state of the game to the screen.
        /// </summary>
        /// <remarks>
        /// What is drawn depends upon the state of the game.
        /// </remarks>
        public void DrawScreen()
        {
            _utility.DrawBackground(this);

            switch (CurrentState)
            {
            case GameState.ViewingMainMenu:
                _menu.DrawMainMenu(this);
                break;

            case GameState.ViewingGameMenu:
                _menu.DrawGameMenu(this);
                break;

            case GameState.AlteringSettings:
                _menu.DrawSettings(this);
                break;

            case GameState.Deploying:
                _deployment.DrawDeployment(this);
                _highScore.DrawHighScore(_resources);
                _menu.DrawSetting(this);
                DrawAIdifficulty();
                break;

            case GameState.Discovering:
                _discovery.DrawDiscovery(this);
                _highScore.DrawHighScore(_resources);
                DrawAIdifficulty();
                break;

            case GameState.EndingGame:
                _endGame.DrawEndOfGame(this);
                break;

            case GameState.ViewingHighScores:
                _highScore.DrawHighScores(this);
                break;
            }

            _utility.DrawAnimations();

            SwinGame.RefreshScreen();
        }
Beispiel #4
0
        /*<summary>
         * Draws the current state of the game to the screen.
         *</summary>
         *<remarks>
         * What is drawn depends upon the state of the game.
         *</remarks>
         */
        public static void DrawScreen()
        {
            UtilityFunctions.DrawBackground();
            switch (CurrentState)
            {
            case GameState.ViewingMainMenu:
                MenuController.DrawMainMenu();
                break;

            case GameState.ViewingGameMenu:
                MenuController.DrawGameMenu();
                break;

            case GameState.AlteringSettings:
                MenuController.DrawSettings();
                break;

            case GameState.AlteringShips:
                MenuController.DrawShipsMenu();
                break;

            case GameState.Deploying:
                DeploymentController.DrawDeployment();
                break;

            case GameState.Discovering:
                DiscoveryController.DrawDiscovery();
                break;

            case GameState.EndingGame:
                EndingGameController.DrawEndOfGame();
                break;

            case GameState.ViewingHighScores:
                HighScoreController.DrawHighScores();
                break;
            }
            UtilityFunctions.DrawAnimations();
            SwinGame.RefreshScreen();
        }