public static void DrawAnimationSequence()
        {
            int i;

            for (i = 1; (i <= (ANIMATION_CELLS * FRAMES_PER_CELL)); i++)
            {
                UtilityFunctions.UpdateAnimations();
                GameController.DrawScreen();
            }
        }
Beispiel #2
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        /*<summary>
         * Handles the user SwinGame.
         *</summary>
         *<remarks>
         * Reads key and mouse input and converts these into
         * actions for the game to perform. The actions
         * performed depend upon the state of the game.
         *</remarks>
         */
        public static void HandleUserInput()
        {
            // Read incoming input events
            SwinGame.ProcessEvents();
            switch (CurrentState)
            {
            case GameState.ViewingMainMenu:
                MenuController.HandleMainMenuInput();
                break;

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

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

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

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

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

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

            case GameState.ViewingHighScores:
                HighScoreController.HandleHighScoreInput();
                break;
            }
            UtilityFunctions.UpdateAnimations();
        }
Beispiel #3
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        /// <summary>
        /// Handles the user SwinGame.
        /// </summary>
        /// <remarks>
        /// Reads key and mouse input and converts these into
        /// actions for the game to perform. The actions
        /// performed depend upon the state of the game.
        /// </remarks>
        public void HandleUserInput()
        {
            //Read incoming input events
            SwinGame.ProcessEvents();

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

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

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

            case GameState.Deploying:
                _deployment.HandleDeploymentInput(this);
                _menu.HandleSetupMenuInput(this);
                break;

            case GameState.Discovering:
                _discovery.HandleDiscoveryInput(this);
                break;

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

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

            _utility.UpdateAnimations();
        }