/// <summary>
 /// Draws a text field at the indicated level.
 /// </summary>
 /// <param name="text">the text to draw</param>
 /// <param name="level">the level (height) of the menu</param>
 /// <param name="xOffset">the offset of the menu</param>
 /// <remarks>
 /// 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 DrawAlertBox(string text, int level, int xOffset)
 {
     SwinGame.DrawText(text, MENU_COLOR, GameResources.GameFont("Menu"), MENU_LEFT + BUTTON_SEP * xOffset + TEXT_OFFSET, MENU_TOP - (MENU_GAP + BUTTON_HEIGHT) * level + TEXT_OFFSET);
 }
        /// <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);
                }
            }
        }
 /// <summary>
 /// Draws the message to the screen
 /// </summary>
 public static void DrawMessage()
 {
     SwinGame.DrawText(Message, MESSAGE_COLOR, GameResources.GameFont("Courier"), FIELD_LEFT, MESSAGE_TOP);
 }
Example #4
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());
            }
        }
        /// <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  = 0;
            int colLeft = 0;

            //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      = false;

                    draw = true;

                    switch (grid[row, col])
                    {
                    case TileView.Ship:
                        draw = false;
                        break;

                    //If small Then fillColor = _SMALL_SHIP Else fillColor = _LARGE_SHIP
                    case TileView.Miss:
                        if (small)
                        {
                            fillColor = SMALL_MISS;
                        }
                        else
                        {
                            fillColor = LARGE_MISS;
                        }
                        break;

                    case TileView.Hit:
                        if (small)
                        {
                            fillColor = SMALL_HIT;
                        }
                        else
                        {
                            fillColor = LARGE_HIT;
                        }
                        break;

                    case TileView.Sea:
                        if (small)
                        {
                            fillColor = SMALL_SEA;
                        }
                        else
                        {
                            draw = false;
                        }
                        break;
                    }

                    if (draw)
                    {
                        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;

                if (s.Direction == Direction.LeftRight)
                {
                    shipName   = "ShipLR" + s.Size;
                    shipHeight = cellHeight - (SHIP_GAP * 2);
                    shipWidth  = (cellWidth + cellGap) * s.Size - (SHIP_GAP * 2) - cellGap;
                }
                else
                {
                    //Up down
                    shipName   = "ShipUD" + s.Size;
                    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);
                }
            }
        }