// '' <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.vk_LSHIFT) || SwinGame.KeyDown(KeyCode.vk_RSHIFT)) && SwinGame.KeyDown(KeyCode.vk_c))) { 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); }
/// <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); } } }