/// <summary> /// Respond to the user input -- with requests affecting myGame /// </summary> /// <param name="myGame">The game object to update in response to events.</param> private static void HandleUserInput(Snap myGame) { //Fetch the next batch of UI interaction SwinGame.ProcessEvents(); if (SwinGame.KeyTyped(KeyCode.vk_SPACE)) { myGame.Start(); myGame.FlipNextCard(); } { if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT) && SwinGame.KeyTyped(KeyCode.vk_RSHIFT)) { //SwinGame.LoadSoundEffectNamed ("Error", "error.wav"); SwinGame.PlaySoundEffect("error.wav"); } else if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT)) { myGame.PlayerHit(0); } else if (SwinGame.KeyTyped(KeyCode.vk_RSHIFT)) { myGame.PlayerHit(1); } } }
/// <summary> /// Respond to the user input -- with requests affecting myGame /// </summary> /// <param name="myGame">The game object to update in response to events.</param> private static void HandleUserInput(Snap myGame) { //Fetch the next batch of UI interaction SwinGame.ProcessEvents(); if (SwinGame.KeyTyped(KeyCode.vk_SPACE)) { myGame.FlipNextCard(); } //INSETED CODE JC if (myGame.IsStarted) { if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT) && SwinGame.KeyTyped(KeyCode.vk_RSHIFT)) { //TODO: add sound effects } else if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT)) { myGame.PlayerHit(0); } else if (SwinGame.KeyTyped(KeyCode.vk_RSHIFT)) { myGame.PlayerHit(1); } } }
/// <summary> /// Respond to the user input -- with requests affecting myGame /// </summary> /// <param name="myGame">The game object to update in response to events.</param> private static void HandleUserInput(Snap myGame) { //Fetch the next batch of UI interaction SwinGame.ProcessEvents(); if (SwinGame.KeyTyped(KeyCode.vk_SPACE)) { myGame.FlipNextCard(); myGame.Start(); //Add by Chua Chung Long } if (myGame.IsStarted) //Add by Loh Yong Jun { if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT) && SwinGame.KeyTyped(KeyCode.vk_RSHIFT)) { SwinGame.StopSoundEffect("Slap"); SwinGame.LoadSoundEffectNamed("Error", "Resources/sounds/error.wav"); //Add by Loh Yong Jun SwinGame.PlaySoundEffect("Error"); //Add by Loh Yong Jun //TODO: add sound effects } else if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT)) { myGame.PlayerHit(0); } else if (SwinGame.KeyTyped(KeyCode.vk_RSHIFT)) { myGame.PlayerHit(1); } } }
/// <summary> /// Respond to the user input -- with requests affecting myGame /// </summary> /// <param name="myGame">The game object to update in response to events.</param> private static void HandleUserInput(Snap myGame) { //Fetch the next batch of UI interaction SwinGame.ProcessEvents(); if (SwinGame.KeyTyped(KeyCode.vk_SPACE)) { myGame.Start(); myGame.FlipNextCard(); } if (myGame.IsStarted) { if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT) && SwinGame.KeyTyped(KeyCode.vk_RSHIFT)) { SwinGame.LoadSoundEffectNamed("Error", "Sad_Trombone-Joe_Lamb-665429450.wav"); SwinGame.PlaySoundEffect("Error"); } else if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT)) { myGame.PlayerHit(0); SwinGame.LoadSoundEffectNamed("Slap", "Slap-Soundmaster13-49669815.wav"); SwinGame.PlaySoundEffect("Slap"); } else if (SwinGame.KeyTyped(KeyCode.vk_RSHIFT)) { myGame.PlayerHit(1); SwinGame.LoadSoundEffectNamed("Clang", "Metal Clang-SoundBible.com-19572601.wav"); SwinGame.PlaySoundEffect("Clang"); } } }
/// <summary> /// Respond to the user input -- with requests affecting myGame /// </summary> /// <param name="myGame">The game object to update in response to events.</param> private static void HandleUserInput(Snap myGame) { //Fetch the next batch of UI interaction SwinGame.ProcessEvents(); if (SwinGame.KeyTyped(KeyCode.vk_SPACE)) { myGame.Start(); myGame.FlipNextCard(); } if (myGame.IsStarted) { if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT) && SwinGame.KeyTyped(KeyCode.vk_RSHIFT)) { SwinGame.LoadSoundEffectNamed("laugh", "laugh.wav"); SwinGame.PlaySoundEffect("laugh"); } else if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT)) { SwinGame.LoadSoundEffectNamed("Snap", "snap.wav"); SwinGame.PlaySoundEffect("Snap"); myGame.PlayerHit(0); } else if (SwinGame.KeyTyped(KeyCode.vk_RSHIFT)) { SwinGame.LoadSoundEffectNamed("Snap2", "snap2.wav"); SwinGame.PlaySoundEffect("Snap2"); myGame.PlayerHit(1); } } }
/// <summary> /// Respond to the user input -- with requests affecting myGame /// </summary> /// <param name="myGame">The game object to update in response to events.</param> private static void HandleUserInput(Snap myGame) { //Fetch the next batch of UI interaction SwinGame.ProcessEvents(); if (SwinGame.KeyTyped(KeyCode.vk_SPACE)) { myGame.Start(); myGame.FlipNextCard(); } if (myGame.IsStarted) { if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT) && SwinGame.KeyTyped(KeyCode.vk_RSHIFT)) { SwinGame.OpenAudio(); SwinGame.LoadSoundEffectNamed("Ding", "ding.wav"); SwinGame.PlaySoundEffect("Ding"); SwinGame.Delay(2000); SwinGame.CloseAudio(); } else if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT)) { myGame.PlayerHit(0); } else if (SwinGame.KeyTyped(KeyCode.vk_RSHIFT)) { myGame.PlayerHit(1); } } }
// Something /// <summary> /// Respond to the user input -- with requests affecting myGame /// </summary> /// <param name="myGame">The game object to update in response to events.</param> private static void HandleUserInput(Snap myGame) { //Fetch the next batch of UI interaction SwinGame.ProcessEvents(); if (SwinGame.KeyTyped(KeyCode.vk_SPACE)) { myGame.Start(); myGame.FlipNextCard(); } if (myGame.IsStarted) { if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT) || SwinGame.KeyTyped(KeyCode.vk_RSHIFT)) { SwinGame.PlaySoundEffect("Slap"); } if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT)) { myGame.PlayerHit(0); } if (SwinGame.KeyTyped(KeyCode.vk_RSHIFT)) { myGame.PlayerHit(1); } } }
/// <summary> /// Respond to the user input -- with requests affecting myGame /// </summary> /// <param name="myGame">The game object to update in response to events.</param> private static void HandleUserInput(Snap myGame) { SwinGame.ProcessEvents(); if (SwinGame.KeyTyped(KeyCode.vk_SPACE)) { myGame.FlipNextCard(); } }
/// <summary> /// Respond to the user input -- with requests affecting myGame /// </summary> /// <param name="myGame">The game object to update in response to events.</param> private static void HandleUserInput(Snap myGame) { //Fetch the next batch of UI interaction SwinGame.ProcessEvents(); if (SwinGame.KeyTyped(KeyCode.vk_SPACE)) { myGame.FlipNextCard(); } }