/// <summary> /// Draws the message to the screen /// </summary> public static void DrawMessage() { SwinGame.DrawText(Message, MESSAGE_COLOR, GameResources.GameFont("Courier"), FIELD_LEFT, MESSAGE_TOP); }
/// <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.LeftShiftKey) | SwinGame.KeyDown(KeyCode.RightShiftKey)) & SwinGame.KeyDown(KeyCode.CKey)) { 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.GetFont("Menu"), SCORES_LEFT, SHOTS_TOP); SwinGame.DrawText(GameController.HumanPlayer.Hits.ToString(), Color.White, GameResources.GetFont("Menu"), SCORES_LEFT, HITS_TOP); SwinGame.DrawText(GameController.HumanPlayer.Missed.ToString(), Color.White, GameResources.GetFont("Menu"), SCORES_LEFT, SPLASH_TOP); }
/// <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; int j = (int)s.CurrentShipColour; if (s.Direction == Direction.LeftRight) { shipName = "ShipLR" + s.Size + "a" + j; shipHeight = cellHeight - (SHIP_GAP * 2); shipWidth = (cellWidth + cellGap) * s.Size - (SHIP_GAP * 2) - cellGap; } else { //Up down shipName = "ShipUD" + s.Size + "a" + j; 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); } } }
/// <summary> /// Draws the main menu to the screen. /// </summary> public static void DrawMainMenu() { // Clears the Screen to Black SwinGame.DrawText("Main Menu", Color.White, GameResources.GetFont("ArialLarge"), 50, 50); DrawButtons(MAIN_MENU); }
/// <summary> /// Draws the Game menu to the screen /// </summary> public static void DrawGameMenu() { // Clears the Screen to Black SwinGame.DrawText("Paused", Color.White, GameResources.GetFont("ArialLarge"), 50, 50); DrawButtons(GAME_MENU); }
/// <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 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); //New 'Back' button to make the usability of the screen better SwinGame.DrawText("Click or press 'Enter' to return to the Main Menu...", Color.White, GameResources.GameFont("Courier"), SCORES_LEFT / 2, SCORES_TOP + 10 * SCORE_GAP); SwinGame.DrawBitmap(GameResources.GameImage("Return"), 2 * SCORES_LEFT / 3, SCORES_TOP + 12 * SCORE_GAP); //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); } } }
/// <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); } } }
public static void DrawHotkeysMenu() { SwinGame.DrawText("Hover over the keybinding to edit", Color.AntiqueWhite, GameResources.GameFont("Menu"), SwinGame.ScreenWidth() - 550, 25); SwinGame.DrawText("Function", Color.AntiqueWhite, GameResources.GameFont("Menu"), SwinGame.ScreenWidth() - HOTKEYS_FUNC, 75); SwinGame.DrawText("Key Bound", Color.AntiqueWhite, GameResources.GameFont("Menu"), SwinGame.ScreenWidth() - HOTKEYS_BIND, 75); // Escape key SwinGame.DrawText("Escape key", Color.AntiqueWhite, SwinGame.ScreenWidth() - HOTKEYS_FUNC, 100); SwinGame.DrawText(UtilityFunctions.EscapeKey.ToString(), Color.White, SwinGame.ScreenWidth() - HOTKEYS_BIND, 100); // Up key SwinGame.DrawText("Up key", Color.AntiqueWhite, SwinGame.ScreenWidth() - HOTKEYS_FUNC, 150); SwinGame.DrawText(UtilityFunctions.UpKey.ToString(), Color.White, SwinGame.ScreenWidth() - HOTKEYS_BIND, 150); // Down key SwinGame.DrawText("Down key", Color.AntiqueWhite, SwinGame.ScreenWidth() - HOTKEYS_FUNC, 200); SwinGame.DrawText(UtilityFunctions.DownKey.ToString(), Color.White, SwinGame.ScreenWidth() - HOTKEYS_BIND, 200); // Left key SwinGame.DrawText("Left key", Color.AntiqueWhite, SwinGame.ScreenWidth() - HOTKEYS_FUNC, 250); SwinGame.DrawText(UtilityFunctions.LeftKey.ToString(), Color.White, SwinGame.ScreenWidth() - HOTKEYS_BIND, 250); // Random key SwinGame.DrawText("Random key", Color.AntiqueWhite, SwinGame.ScreenWidth() - HOTKEYS_FUNC, 300); SwinGame.DrawText(UtilityFunctions.RandomKey.ToString(), Color.White, SwinGame.ScreenWidth() - HOTKEYS_BIND, 300); // Blue key SwinGame.DrawText("Blue key", Color.AntiqueWhite, SwinGame.ScreenWidth() - HOTKEYS_FUNC, 350); SwinGame.DrawText(UtilityFunctions.BlueKey.ToString(), Color.White, SwinGame.ScreenWidth() - HOTKEYS_BIND, 350); // Pink key SwinGame.DrawText("Pink key", Color.AntiqueWhite, SwinGame.ScreenWidth() - HOTKEYS_FUNC, 400); SwinGame.DrawText(UtilityFunctions.PinkKey.ToString(), Color.White, SwinGame.ScreenWidth() - HOTKEYS_BIND, 400); // Cheats key SwinGame.DrawText("Cheats key", Color.AntiqueWhite, SwinGame.ScreenWidth() - HOTKEYS_FUNC, 450); SwinGame.DrawText(UtilityFunctions.CheatsKey.ToString(), Color.White, SwinGame.ScreenWidth() - HOTKEYS_BIND, 450); // maximise key SwinGame.DrawText("Fullscreen key", Color.AntiqueWhite, SwinGame.ScreenWidth() - HOTKEYS_FUNC, 500); SwinGame.DrawText(UtilityFunctions.MaxKey.ToString(), Color.White, SwinGame.ScreenWidth() - HOTKEYS_BIND, 500); }
/// <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; const int AI_LEFT = 50; const int AI_TOP = 350; if (UtilityFunctions.ShowShipsCheat) { 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); SwinGame.DrawText(GameController.AiGameSetting(), Color.White, GameResources.GameFont("Menu"), AI_LEFT, AI_TOP); //Draws Ships foreach (ShipName sn in Enum.GetValues(typeof(ShipName))) { if (object.ReferenceEquals(GameController.ComputerPlayer.Ship(sn), null)) { } else { if (GameController.ComputerPlayer.Ship(sn).IsDestroyed) { int i = 0; i = (int)sn - 1; int rowTop = 122 + (2 + 40) * GameController.ComputerPlayer.Ship(sn).Row + 3; int colLeft = 349 + (2 + 40) * GameController.ComputerPlayer.Ship(sn).Column + 3; if (i >= 0) { string shipName = null; int shipHeight = 0; int shipWidth = 0; int cellHeight = 40; int SHIP_GAP = 3; int cellWidth = 40; int cellGap = 2; int j = (int)GameController.ComputerPlayer.Ship(sn).CurrentShipColour; if (GameController.ComputerPlayer.Ship(sn).Direction == Direction.LeftRight) { shipName = "ShipLR" + GameController.ComputerPlayer.Ship(sn).Size + "a" + j; shipHeight = cellHeight - (SHIP_GAP * 2); shipWidth = (cellWidth + cellGap) * GameController.ComputerPlayer.Ship(sn).Size - (SHIP_GAP * 2) - cellGap; } else { //Up down shipName = "ShipUD" + GameController.ComputerPlayer.Ship(sn).Size + "a" + j; shipHeight = (cellHeight + cellGap) * GameController.ComputerPlayer.Ship(sn).Size - (SHIP_GAP * 2) - cellGap; shipWidth = cellWidth - (SHIP_GAP * 2); } //FIX HERE!!! SwinGame.DrawBitmap(GameResources.GameImage(shipName), colLeft, rowTop); // SwinGame.FillRectangle(Color.LightBlue, SHIPS_LEFT, SHIPS_TOP + i * SHIPS_HEIGHT, SHIPS_WIDTH, SHIPS_HEIGHT) //Else // SwinGame.FillRectangle(Color.Gray, SHIPS_LEFT, SHIPS_TOP + i * SHIPS_HEIGHT, SHIPS_WIDTH, SHIPS_HEIGHT) } //SwinGame.DrawRectangle(Color.Black, SHIPS_LEFT, SHIPS_TOP + i * SHIPS_HEIGHT, SHIPS_WIDTH, SHIPS_HEIGHT) //SwinGame.DrawText(sn.ToString(), Color.Black, GameFont("Courier"), SHIPS_LEFT + TEXT_OFFSET, SHIPS_TOP + i * SHIPS_HEIGHT) } } } }
/// <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; for (i = 0; i <= _Scores.Count - 1; i++) { Score s; 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); } }
/// <summary> /// Draws the player's grid and ships. /// </summary> /// <param name="grid">the grid to show</param> /// <param name="player">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 player, bool small, bool showShips, int left, int top, int width, int height, int cellWidth, int cellHeight, int cellGap) { /////////////////////////////////////////////////////// Todo ///////////////////////////////////////////////////////// //SwinGame.FillRectangle(Color.Blue, left, top, width, height); int rowTop; int colLeft; // Draw the grid for (int row = 0; row < 10; row++) { rowTop = top + (cellGap + cellHeight) * row; for (int col = 0; col < 10; col++) { colLeft = left + (cellGap + cellWidth) * col; Color fillColor = default; bool draw = true; switch (grid[row, col]) { case TileView.Ship: { draw = false; break; } /////////////////////////////////////////////////////// Todo ///////////////////////////////////////////////////////// // 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, shipWidth; string shipName; // Draw the ships foreach (Ship s in player) { if (s is 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) { //should it draw several tiny ships //Putting in the wrong shipName SwinGame.DrawBitmap(GameResources.GetImage(shipName), colLeft, rowTop); } else { SwinGame.FillRectangle(SHIP_FILL_COLOR, colLeft, rowTop, shipWidth, shipHeight); SwinGame.DrawRectangle(SHIP_OUTLINE_COLOR, colLeft, rowTop, shipWidth, shipHeight); } } }