Ejemplo n.º 1
0
        /*<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;
            }
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Draws the high scores to the screen.
        /// </summary>
        public static void DrawHighScores()
        {
            const int SCORES_HEADING = 40;
            const int SCORES_TOP     = 80;
            const int SCORE_GAP      = 30;

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

            SwinGame.DrawText("   High Scores   ", Color.White, GameResources.GameFont("Courier"), SCORES_LEFT, SCORES_HEADING);

            //For all of the scores
            int i = 0;

            for (i = 0; i <= _Scores.Count - 1; i++)
            {
                Score s = default(Score);

                s = _Scores[i];

                //for scores 1 - 9 use 01 - 09
                if (i < 9)
                {
                    SwinGame.DrawText(" " + (i + 1) + ":   " + s.Name + "   " + s.Value, Color.White, GameResources.GameFont("Courier"), SCORES_LEFT, SCORES_TOP + i * SCORE_GAP);
                }
                else
                {
                    SwinGame.DrawText(i + 1 + ":   " + s.Name + "   " + s.Value, Color.White, GameResources.GameFont("Courier"), SCORES_LEFT, SCORES_TOP + i * SCORE_GAP);
                }
            }
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Draw the end of the game screen, shows the win/lose state
        /// </summary>
        public static void DrawEndOfGame()
        {
            UtilityFunctions.DrawField(GameController.ComputerPlayer.PlayerGrid, GameController.ComputerPlayer, true);
            UtilityFunctions.DrawSmallField(GameController.HumanPlayer.PlayerGrid, GameController.HumanPlayer);

            if (GameController.HumanPlayer.IsDestroyed)
            {
                SwinGame.DrawTextLines("YOU LOSE!", Color.White, Color.Transparent, GameResources.GameFont("ArialLarge"), FontAlignment.AlignCenter, 0, 250, SwinGame.ScreenWidth(), SwinGame.ScreenHeight());
            }
            else
            {
                SwinGame.DrawTextLines("-- WINNER --", Color.White, Color.Transparent, GameResources.GameFont("ArialLarge"), FontAlignment.AlignCenter, 0, 250, SwinGame.ScreenWidth(), SwinGame.ScreenHeight());
            }
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Draws the game during the attack phase.
        /// </summary>s
        public static void DrawDiscovery()
        {
            const int SCORES_LEFT = 172;
            const int SHOTS_TOP   = 157;
            const int HITS_TOP    = 206;
            const int SPLASH_TOP  = 256;

            if ((SwinGame.KeyDown(KeyCode.vk_LSHIFT) | SwinGame.KeyDown(KeyCode.vk_RSHIFT)) & SwinGame.KeyDown(KeyCode.vk_c))
            {
                UtilityFunctions.DrawField(GameController.HumanPlayer.EnemyGrid, GameController.ComputerPlayer, true);
            }
            else
            {
                UtilityFunctions.DrawField(GameController.HumanPlayer.EnemyGrid, GameController.ComputerPlayer, false);
            }

            UtilityFunctions.DrawSmallField(GameController.HumanPlayer.PlayerGrid, GameController.HumanPlayer);
            UtilityFunctions.DrawMessage();

            SwinGame.DrawText(GameController.HumanPlayer.Shots.ToString(), Color.White, GameResources.GameFont("Menu"), SCORES_LEFT, SHOTS_TOP);
            SwinGame.DrawText(GameController.HumanPlayer.Hits.ToString(), Color.White, GameResources.GameFont("Menu"), SCORES_LEFT, HITS_TOP);
            SwinGame.DrawText(GameController.HumanPlayer.Missed.ToString(), Color.White, GameResources.GameFont("Menu"), SCORES_LEFT, SPLASH_TOP);
        }
Ejemplo n.º 5
0
 //Music
 private static void LoadMusic()
 {
     GameResources.NewMusic("Background", "horrordrone.mp3");
 }
Ejemplo n.º 6
0
 /* <summary>
  * Adding new imagies to the _Image object
  * </summary
  */
 private static void NewTransparentColourImage(string imageName, string fileName, Color transColor)
 {
     GameResources.NewTransparentColorImage(imageName, fileName, transColor);
 }
Ejemplo n.º 7
0
        /// <summary>
        /// Draws the menu at the indicated level.
        /// </summary>
        /// <param name="menu">the menu to draw</param>
        /// <param name="level">the level (height) of the menu</param>
        /// <param name="xOffset">the offset of the menu</param>
        /// <remarks>
        /// The menu text comes from the _menuStructure field. The level indicates the height
        /// of the menu, to enable sub menus. The xOffset repositions the menu horizontally
        /// to allow the submenus to be positioned correctly.
        /// </remarks>
        private static void DrawButtons(int menu, int level, int xOffset)
        {
            int btnTop = 0;

            btnTop = MENU_TOP - (MENU_GAP + BUTTON_HEIGHT) * level;
            int i = 0;

            for (i = 0; i <= _menuStructure[menu].Length - 1; i++)
            {
                int btnLeft = 0;
                btnLeft = MENU_LEFT + BUTTON_SEP * (i + xOffset);
                //SwinGame.FillRectangle(Color.White, btnLeft, btnTop, BUTTON_WIDTH, BUTTON_HEIGHT)
                SwinGame.DrawTextLines(_menuStructure[menu][i], MENU_COLOR, Color.Black, GameResources.GameFont("Menu"), FontAlignment.AlignCenter, btnLeft + TEXT_OFFSET, btnTop + TEXT_OFFSET, BUTTON_WIDTH, BUTTON_HEIGHT);

                if (SwinGame.MouseDown(MouseButton.LeftButton) & IsMouseOverMenu(i, level, xOffset))
                {
                    SwinGame.DrawRectangle(HIGHLIGHT_COLOR, btnLeft, btnTop, BUTTON_WIDTH, BUTTON_HEIGHT);
                }
            }
        }
Ejemplo n.º 8
0
 /*<summary>
  * Draws the message to the screen
  *</screens>
  */
 public static void DrawMessage()
 {
     SwinGame.DrawText(Message, MESSAGE_COLOR, GameResources.GameFont("Courier"), MESSAGE_LEFT, MESSAGE_TOP);
 }
Ejemplo n.º 9
0
        /*<summary>
         * Draws the player's grid and ships.
         *</summary>
         *<param name="grid">the grid to show</param>
         *<param name="thePlayer">the player to show the ships of</param>
         *<param name="small">true if the small grid is shown</param>
         *<param name="showShips">true if ships are to be shown</param>
         *<param name="left">the left side of the grid</param>
         *<param name="top">the top of the grid</param>
         *<param name="width">the width of the grid</param>
         *<param name="height">the height of the grid</param>
         *<param name="cellWidth">the width of each cell</param>
         *<param name="cellHeight">the height of each cell</param>
         *<param name="cellGap">the gap between the cells</param>
         */
        private static void DrawCustomField(ISeaGrid grid, Player thePlayer, bool small, bool showShips, int left, int top, int width, int height, int cellWidth, int cellHeight, int cellGap)
        {
            //SwinGame.FillRectangle (Color.Blue, left, top, width, height);
            int rowTop;
            int colLeft;

            // Draw the grid
            for (int row = 0; (row <= 9); row++)
            {
                rowTop = (top + ((cellGap + cellHeight) * row));
                for (int col = 0; (col <= 9); col++)
                {
                    colLeft = (left + ((cellGap + cellWidth) * col));
                    Color fillColor = default(Color);
                    bool  draw;
                    draw = true;
                    switch (grid[row, col])
                    {
                    //case TileView.Ship:
                    //draw = false;
                    //if (small) {
                    //	fillColor = SMALL_SHIP;
                    //} else {
                    //fillColor = LARGE_SHIP;
                    //}

                    //break;
                    case TileView.Miss:
                        if (small)
                        {
                            fillColor = SMALL_MISS;
                        }
                        else
                        {
                            SwinGame.DrawBitmap(GameResources.GameImage("MissMarker"), colLeft, rowTop);
                            fillColor = LARGE_MISS;
                        }
                        break;

                    case TileView.Hit:
                        if (small)
                        {
                            fillColor = SMALL_HIT;
                        }
                        else
                        {
                            SwinGame.DrawBitmap(GameResources.GameImage("HitMarker"), colLeft, rowTop);
                            fillColor = LARGE_HIT;
                        }
                        break;

                    case TileView.Sea:
                    case TileView.Ship:
                        if (small)
                        {
                            fillColor = SMALL_SEA;
                        }
                        else
                        {
                            draw = false;
                        }
                        break;
                    }
                    if (draw)
                    {
                        if (small)
                        {
                            SwinGame.FillRectangle(fillColor, colLeft, rowTop, cellWidth, cellHeight);
                        }

                        if (!small)
                        {
                            SwinGame.DrawRectangle(OUTLINE_COLOR, colLeft, rowTop, cellWidth, cellHeight);
                        }
                    }
                }
            }

            if (!showShips)
            {
                return;
            }

            int    shipHeight = 0;
            int    shipWidth  = 0;
            string shipName   = null;

            // Draw the ships
            foreach (Ship s in thePlayer)
            {
                if (s == null || !s.IsDeployed)
                {
                    continue;
                }

                rowTop  = top + (cellGap + cellHeight) * s.Row + SHIP_GAP;
                colLeft = left + (cellGap + cellWidth) * s.Column + SHIP_GAP;
                //fixed here
                if ((s.Direction == Direction.LeftRight))
                {
                    //left right
                    shipName   = ("ShipLR" + s.Size);
                    shipHeight = (cellHeight - (SHIP_GAP * 2));                                                 //changed this - to a +
                    shipWidth  = (((cellWidth + cellGap) * s.Size) - ((SHIP_GAP * 2) + cellGap));
                }
                else
                {
                    // Up down
                    shipName   = ("ShipUD" + s.Size);                                                           //changed this - to a +
                    shipHeight = (((cellHeight + cellGap) * s.Size) - ((SHIP_GAP * 2) + cellGap));
                    shipWidth  = (cellWidth - (SHIP_GAP * 2));
                }
                if (!small)
                {
                    SwinGame.DrawBitmap(GameResources.GameImage(shipName), colLeft, rowTop);
                }
                else
                {
                    SwinGame.FillRectangle(SHIP_FILL_COLOR, colLeft, rowTop, shipWidth, shipHeight);
                    SwinGame.DrawRectangle(SHIP_OUTLINE_COLOR, colLeft, rowTop, shipWidth, shipHeight);
                }
            }
        }