Ejemplo n.º 1
0
        // '' <summary>
        // '' Handles input during the discovery phase of the game.
        // '' </summary>
        // '' <remarks>
        // '' Escape opens the game menu. Clicking the mouse will
        // '' attack a location.
        // '' </remarks>
        public static void HandleDiscoveryInput()
        {
            if (SwinGame.KeyTyped(KeyCode.EscapeKey))
            {
                AddNewState(GameState.ViewingGameMenu);
            }

            if (SwinGame.MouseClicked(MouseButton.LeftButton))
            {
                DiscoveryController.DoAttack();
            }
        }
Ejemplo n.º 2
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.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();
        }
Ejemplo n.º 3
0
        /// <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.Deploying:
            {
                DeploymentController.HandleDeploymentInput();
                break;
            }

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

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

            case GameState.ViewingHighScores:
            {
                HighScoreController.HandleHighScoreInput();
                break;
            }
            }

            UtilityFunctions.UpdateAnimations();
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Draws the current state of the game to the screen.
        /// <remarks>
        /// What is drawn depends upon the state of the game.
        /// </remarks>
        /// </summary>
        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.Rules:
            {
                MenuController.drawRules();
                break;
            }

            case GameState.Controls:
            {
                MenuController.drawControls();
                break;
            }

            case GameState.AlteringVolume:
            {
                if (_state.Skip(1).First() == GameState.ViewingGameMenu)
                {
                    MenuController.DrawVolumeSettings(1);
                }
                else if (_state.Skip(1).First() == GameState.ViewingMainMenu)
                {
                    MenuController.DrawVolumeSettings(0);
                }
                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(60);
        }
Ejemplo n.º 5
0
        /// <summary>
        /// Handles the user's input.
        /// <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>
        /// </summary>
        public static void HandleUserInput()
        {
            // Read incoming input events.
            SwinGame.ProcessEvents();

            if (SwinGame.KeyTyped(KeyCode.EqualsKey) || SwinGame.KeyTyped(KeyCode.PlusKey))
            {
                UtilityFunctions.VolumeLevel += 0.1f;
                Audio.SetMusicVolume(UtilityFunctions.VolumeLevel);
            }
            else if (SwinGame.KeyTyped(KeyCode.UnderscoreKey) || SwinGame.KeyTyped(KeyCode.MinusKey))
            {
                UtilityFunctions.VolumeLevel -= 0.1f;
                Audio.SetMusicVolume(UtilityFunctions.VolumeLevel);
            }

            // Switch through themes
            if (SwinGame.KeyTyped(KeyCode.TKey))
            {
                GameResources.GameTheme++;
                if (!Enum.IsDefined(typeof(Theme), GameResources.GameTheme))
                {
                    GameResources.GameTheme = 0;
                }
            }

            switch (CurrentState)
            {
            case GameState.ViewingMainMenu:
            {
                MenuController.HandleMainMenuInput();
                break;
            }

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

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

            case GameState.Rules:
            {
                HighScoreController.HandleHighScoreInput();
                break;
            }

            case GameState.Controls:
            {
                MenuController.HandleControlersMenu();
                break;
            }

            case GameState.AlteringVolume:
            {
                if (_state.Skip(1).First() == GameState.ViewingGameMenu)
                {
                    MenuController.HandleVolumeMenuInput(1);
                }
                else if (_state.Skip(1).First() == GameState.ViewingMainMenu)
                {
                    MenuController.HandleVolumeMenuInput(0);
                }
                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();
        }