Example #1
0
 /// <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 #2
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 = null;
                    bool  draw;

                    draw = true;

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

                    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:
                        //case TileView.Ship:
                    {
                        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 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);
                }
            }
        }
Example #3
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.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.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);
        }
Example #4
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;
            Rectangle toDraw = new Rectangle();

            btnTop = MENU_TOP - (MENU_GAP + BUTTON_HEIGHT) * level;
            int i;
            var loopTo = _menuStructure[menu].Length - 1;

            for (i = 0; i <= loopTo; i++)
            {
                int btnLeft;

                btnLeft = MENU_LEFT + BUTTON_SEP * (i + xOffset);
                // SwinGame.FillRectangle(Color.White, btnLeft, btnTop, BUTTON_WIDTH, BUTTON_HEIGHT)
                toDraw.X      = btnLeft + TEXT_OFFSET;
                toDraw.Y      = btnTop + TEXT_OFFSET;
                toDraw.Width  = BUTTON_WIDTH;
                toDraw.Height = BUTTON_HEIGHT;
                //SwinGame.DrawText()
                string textToDraw = _menuStructure[menu][i];
                UtilityFunctions.DrawTextLines(_menuStructure[menu][i], MENU_COLOR, Color.Black, GameResources.GameFont("Menu"), FontAlignment.AlignCenter, toDraw);

                if (SwinGame.MouseDown(MouseButton.LeftButton) & IsMouseOverMenu(i, level, xOffset))
                {
                    SwinGame.DrawRectangle(HIGHLIGHT_COLOR, btnLeft, btnTop, BUTTON_WIDTH, BUTTON_HEIGHT);
                }
            }
        }
Example #5
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;

            isHuman = _theGame.Player == HumanPlayer;

            if (isHuman)
            {
                UtilityFunctions.Message = "You " + result.ToString();
            }
            else
            {
                UtilityFunctions.Message = "The AI " + result.ToString();
            }

            switch (result.Value)
            {
            case ResultOfAttack.Destroyed:
            {
                PlayHitSequence(result.Row, result.Column, isHuman);
                Audio.PlaySoundEffect(GameResources.GameSound("Sink"));
                break;
            }

            case ResultOfAttack.GameOver:
            {
                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)
                {
                    Audio.PlaySoundEffect(GameResources.GameSound("Lose"));
                }
                else
                {
                    Audio.PlaySoundEffect(GameResources.GameSound("Winner"));
                }
                break;
            }

            case ResultOfAttack.Hit:
            {
                PlayHitSequence(result.Row, result.Column, isHuman);
                break;
            }

            case ResultOfAttack.Miss:
            {
                PlayMissSequence(result.Row, result.Column, isHuman);
                break;
            }

            case ResultOfAttack.ShotAlready:
            {
                Audio.PlaySoundEffect(GameResources.GameSound("Error"));
                break;
            }
            }
        }