Exemple #1
0
    private static void EndLoadingScreen(int width, int height)
    {
        SwinGame.ProcessEvents();
        const int processDelay = 500;

        SwinGame.Delay(processDelay);
        SwinGame.ClearScreen();
        SwinGame.RefreshScreen();
        SwinGame.FreeFont(_LoadingFont);
        SwinGame.FreeBitmap(_Background);
        SwinGame.FreeBitmap(_Animation);
        SwinGame.FreeBitmap(_LoaderEmpty);
        SwinGame.FreeBitmap(_LoaderFull);
        // SV: commented out as this causes a memory access violation.
        //Audio.FreeSoundEffect(_StartSound);
        SwinGame.ChangeScreenSize(width, height);
    }
    private static void PlaySwinGameIntro()
    {
        const int ANI_CELL_COUNT = 11;

        Audio.PlaySoundEffect(_startSound);
        SwinGame.Delay(200);

        for (int i = 0; i <= ANI_CELL_COUNT - 1; i++)
        {
            SwinGame.DrawBitmap(_background, 0, 0);
            SwinGame.Delay(20);
            SwinGame.RefreshScreen();
            SwinGame.ProcessEvents();
        }

        SwinGame.Delay(1500);
    }
Exemple #3
0
    /// <summary>
    /// Wait a short period to simulate the think time
    /// </summary>
    private void Delay()
    {
        int i = 0;

        for (i = 0; i <= 150; i++)
        {
            //Dont delay if window is closed
            if (SwinGame.WindowCloseRequested())
            {
                return;
            }
            // Disabled delay for debugging (for quicker games)
            SwinGame.Delay(5);
            SwinGame.ProcessEvents();
            SwinGame.RefreshScreen();
        }
    }
Exemple #4
0
    /// <summary>
    /// Wait a short period to simulate the think time
    /// </summary>
    private void Delay()
    {
        int i = 0;

        for (i = 0; i <= 150; i++)
        {
            //Dont delay if window is closed
            if (SwinGame.WindowCloseRequested)
            {
                return;
            }

            SwinGame.Delay(5);
            SwinGame.ProcessEvents();
            SwinGame.RefreshScreen();
        }
    }
Exemple #5
0
        /// <summary>
        /// Checks the results of the attack and switches to
        /// Ending the Game if the result was game over.
        /// </summary>
        /// <param name="result">the result of the last
        /// attack</param>
        /// <remarks>Gets the AI to attack if the result switched
        /// to the AI player.</remarks>
        private void CheckAttackResult(AttackResult result)
        {
            switch (result.Value)
            {
            case ResultOfAttack.Miss:
            {
                Rectangle toDraw = new Rectangle();
                string    whatShouldIPrint;

                //UtilityFunctions.DrawField(GameController.Instance.ComputerPlayer.PlayerGrid, GameController.Instance.ComputerPlayer, true);

                toDraw.X      = 0;
                toDraw.Y      = 250;
                toDraw.Width  = SwinGame.ScreenWidth();
                toDraw.Height = SwinGame.ScreenHeight();

                if (_theGame.Player == HumanPlayer)
                {
                    whatShouldIPrint = "Your turn";
                }
                else
                {
                    whatShouldIPrint = "AIs turn";
                }

                SwinGame.DrawText(whatShouldIPrint, Color.White, Color.Transparent, GameResources.Instance.GameFont("ArialLarge"), FontAlignment.AlignCenter, toDraw);         // orignialy draw text lines



                SwinGame.RefreshScreen();
                SwinGame.Delay(1000);
                if (_theGame.Player == ComputerPlayer)
                {
                    AIAttack();
                }
                break;
            }

            case ResultOfAttack.GameOver:
            {
                SwitchState(GameState.EndingGame);
                break;
            }
            }
        }
    // Clear loading screen
    private static void EndLoadingScreen(int width, int height)
    {
        SwinGame.ProcessEvents();
        SwinGame.Delay(500);

        SwinGame.ClearScreen();
        SwinGame.RefreshScreen();
        SwinGame.FreeFont(_loadingFont);
        SwinGame.FreeBitmap(_background);
        SwinGame.FreeBitmap(_animation);
        SwinGame.FreeBitmap(_loaderEmpty);
        SwinGame.FreeBitmap(_loaderFull);

        // TODO(Xavier): This causes the game to crash
        // Audio.FreeSoundEffect (_StartSound);

        SwinGame.ChangeScreenSize(width, height);
    }
Exemple #7
0
        private static void PlaySwinGameIntro()
        {
            const int ANI_CELL_COUNT = 11;

            Audio.PlaySoundEffect(_StartSound, UtilityFunctions.VolumeLevel);
            SwinGame.Delay(200);

            int i;

            for (i = 0; i <= ANI_CELL_COUNT - 1; i++)
            {
                SwinGame.DrawBitmap(_Background, 0, 0);
                SwinGame.Delay(20);
                SwinGame.RefreshScreen(60);
                SwinGame.ProcessEvents();
            }

            SwinGame.Delay(1500);
        }
    // Prepares the background
    private static void PlaySwinGameIntro()
    {
        const int ANI_CELL_COUNT = 11;

        Audio.PlaySoundEffect(_StartSound);
        SwinGame.Delay((uint)200);

        int i = 0;

        for (i = 0; i <= ANI_CELL_COUNT - 1; i++)
        {
            SwinGame.DrawBitmap(_Background, 0, 0);
            SwinGame.Delay((uint)20);
            SwinGame.RefreshScreen();
            SwinGame.ProcessEvents();
        }

        SwinGame.Delay((uint)1500);  // Geez, how long does this need to be? Consider this to be a FIXME for issue #7
    }
Exemple #9
0
    /// <summary>
    /// The IMPOSSIBLE AI takes its attacks until it destroy a ship.
    /// </summary>
    /// <returns>The result of the last attack</returns>
    public override AttackResult ImpAIAttack()
    {
        AttackResult result = default(AttackResult);
        int          row    = 0;
        int          column = 0;

        //keep hitting until a ship is destroyed
        do
        {
            SwinGame.Delay(200);
            GenerateCoords(ref row, ref column);
            //generate coordinates for shot
            result = _game.ImpAIShoot(row, column);
            //take shot
            ProcessShot(row, column, result);
        } while (result.Value != ResultOfAttack.Destroyed && result.Value != ResultOfAttack.Miss && result.Value != ResultOfAttack.GameOver && !SwinGame.WindowCloseRequested());

        return(result);
    }
Exemple #10
0
        private static void PlaySwinGameIntro()
        {
            const int ANI_CELL_COUNT = 11;

            Audio.PlaySoundEffect(_StartSound);
            SwinGame.Delay(Conversions.ToUInteger(200));

            int i;

            for (i = 0; i <= ANI_CELL_COUNT - 1; i++)
            {
                SwinGame.DrawBitmap(_Background, (float)0, (float)0);
                SwinGame.Delay(Conversions.ToUInteger(20));
                SwinGame.RefreshScreen();
                SwinGame.ProcessEvents();
            }

            SwinGame.Delay(Conversions.ToUInteger(1500));
        }
Exemple #11
0
    /// <summary>
    /// Plays the SwinGame intro, called on startup after loading is finished
    /// </summary>
    /// <TODO>
    /// Add in the call for the SwinGame intro
    /// </TODO>
    private static void PlaySwinGameIntro()
    {
        const int Ani_Cell_Count = 11;

        Audio.PlaySoundEffect(_StartSound);
        SwinGame.Delay(200);

        int i;

        for (i = 0; i <= Ani_Cell_Count - 1; i++)
        {
            SwinGame.DrawBitmap(_Background, 0, 0);
            SwinGame.Delay(20);
            SwinGame.RefreshScreen();
            SwinGame.ProcessEvents();
        }

        SwinGame.Delay(1500);
    }
        /// <summary>
        /// Loads all the game resourses
        /// </summary>
        public static void LoadResources()
        {
            ShowLoadingScreen();

            ShowMessage("Loading _fonts...", 0);
            Load_fonts();
            SwinGame.Delay(300);
            ShowMessage("Loading _images...", 1);
            Load_images();
            SwinGame.Delay(300);
            ShowMessage("Loading _sounds effects...", 2);
            Load_sounds();
            SwinGame.Delay(300);
            ShowMessage("Loading music...", 3);
            LoadMusic();
            SwinGame.Delay(500);

            EndLoadingScreen();
        }
Exemple #13
0
        private static void PlaySwinGameIntro()
        {
            const int ANI_CELL_COUNT = 11;

            Audio.PlaySoundEffect("StartSound");
            SwinGame.Delay(200);
            int i;

            for (i = 0; (i
                         <= (ANI_CELL_COUNT - 1)); i++)
            {
                SwinGame.DrawBitmap("loadBackground", 0, 0);
                SwinGame.Delay(20);
                SwinGame.RefreshScreen();
                SwinGame.ProcessEvents();
            }

            SwinGame.Delay(1500);
        }
Exemple #14
0
    private static void PlaySwinGameIntro()
    {
        const int ANI_CELL_COUNT = 11;

        Audio.PlaySoundEffect(_StartSound);
        SwinGame.Delay(200);
        int i;

        for (i = 0; (i  // play the intro by refreshing screen and draw the screen
                     <= (ANI_CELL_COUNT - 1)); i++)
        {
            SwinGame.DrawBitmap(_Background, 0, 0);
            SwinGame.Delay(20);
            SwinGame.RefreshScreen();
            SwinGame.ProcessEvents();
        }

        SwinGame.Delay(1500);
    }
Exemple #15
0
    /// <summary>
    /// Wait a short period to simulate the think time
    /// </summary>
    private void Delay()
    {
        int i = 0;

        for (i = 0; i <= 150; i++)
        {
            //Dont delay if window is closed
            /// <summary>
            /// Fix the bug by adding bracket () because function is needed to be add
            /// </summary>
            if (SwinGame.WindowCloseRequested())
            {
                return;
            }

            SwinGame.Delay(5);
            SwinGame.ProcessEvents();
            SwinGame.RefreshScreen();
        }
    }
        /// <summary>
        /// Wait here until next game tick is due.
        /// </summary>
        public void Wait()
        {
            // Record the current time to make sure it doesn't change
            uint current = _timer.Ticks;

            // Check method should wait
            if (_nextTick > current)
            {
                SwinGame.Delay(_nextTick - current);
            }

            // Update next tick time
            _nextTick += _tickDuration;

            // Check if timer needs to be rebased
            if (_nextTick > TICK_REBASE_LIMIT)
            {
                RebaseTimer();
            }
        }
Exemple #17
0
    /// <summary>
    /// The Resources Class stores all of the Games Media Resources, such as Images, Fonts
    /// Sounds, Music.
    /// </summary>

    public static void LoadResources()
    {
        int width  = 0;
        int height = 0;

        const int WINDOW_WIDTH  = 800;
        const int WINDOW_HEIGHT = 600;

        const int DELAY = 100;

        width  = SwinGame.ScreenWidth();
        height = SwinGame.ScreenHeight();

        SwinGame.ChangeScreenSize(WINDOW_WIDTH, WINDOW_HEIGHT);

        ShowLoadingScreen();

        ShowMessage("Loading fonts...", 0, false);
        LoadFonts();
        SwinGame.Delay(DELAY);

        ShowMessage("Loading images...", 1, false);
        LoadImages();
        SwinGame.Delay(DELAY);

        ShowMessage("Loading sounds...", 2, false);
        LoadSounds();
        SwinGame.Delay(DELAY);

        ShowMessage("Loading music...", 3, false);
        LoadMusic();
        SwinGame.Delay(DELAY);

        SwinGame.Delay(DELAY);
        ShowMessage("Game loaded...", 5, true);
        SwinGame.Delay(DELAY);

        // SV: uncommented this, and commented out the line
        // in the method that was causing the memory access violation.
        EndLoadingScreen(width, height);
    }
Exemple #18
0
        /// <summary>
        /// Playes the SwinGame intro animation
        /// </summary>
        private static void PlaySwinGameIntro()
        {
            const int ANI_X            = 143;
            const int ANI_Y            = 134;
            const int ANI_W            = 546;
            const int ANI_H            = 327;
            const int ANI_V_CELL_COUNT = 6;
            const int ANI_CELL_COUNT   = 11;

            Audio.PlaySoundEffect(_StartSound);
            SwinGame.Delay(200);
            int i = 0;

            for (i = 0; i <= ANI_CELL_COUNT - 1; i++)
            {
                SwinGame.DrawBitmap(_Background, 0, 0);
                SwinGame.DrawBitmapPart(_Animation, (i / ANI_V_CELL_COUNT) * ANI_W, (i % ANI_V_CELL_COUNT) * ANI_H, ANI_W, ANI_H, ANI_X, ANI_Y);
                SwinGame.Delay(20);
                SwinGame.RefreshScreen();
                SwinGame.ProcessEvents();
            }
            SwinGame.Delay(1500);
        }
Exemple #19
0
        /// <summary>
        /// The player hit the top of the cards "snap"! :)
        /// Check if the top two cards' ranks match.
        /// </summary>
        public void PlayerHit(int player)
        {
            //TODO: consider deducting score for miss hits???
            if (player >= 0 && player < _score.Length &&                           // its a valid player
                IsStarted &&                                                       // and the game is started
                _topCards [0] != null && _topCards [0].Rank == _topCards [1].Rank) // and its a match
            {
                _score[player]++;
                SwinGame.OpenAudio();
                SwinGame.LoadSoundEffectNamed("Slap", "snap.wav");
                SwinGame.PlaySoundEffect("Slap");
                SwinGame.Delay(2000);
                SwinGame.CloseAudio();
            }
            else if (player >= 0 && player < _score.Length)
            {
                _score[player]--;
            }

            // stop the game...
            _started = false;
            _gameTimer.Stop();
        }
Exemple #20
0
        public static void HandleGameMenuInput()
        {
            //SwinGame.ProcessEvents();
            if (SwinGame.MouseClicked(MouseButton.LeftButton))
            {
                if (SwinGame.PointInRect(SwinGame.MousePosition(), 253, 226, 261, 59))
                {
                    //start the game and timer
                    gameState = GameState.PlayingGame;
                    RestartGame();
                    SwinGame.StartTimer(UIController.gameTimer);

                    SwinGame.PlaySoundEffect(UIController.GameSound("startgame"));
                }
                else if (SwinGame.PointInRect(SwinGame.MousePosition(), 253, 302, 261, 59))
                {
                    //show the instructions
                    SwinGame.PlaySoundEffect(UIController.GameSound("button"));
                    gameState = GameState.ViewingGameInstruction;
                }
                else if (SwinGame.PointInRect(SwinGame.MousePosition(), 253, 375, 261, 59))
                {
                    //quit the game
                    SwinGame.PlaySoundEffect(UIController.GameSound("button"));
                    gameState = GameState.ViewingHighScore;
                    //break;
                }
                else if (SwinGame.PointInRect(SwinGame.MousePosition(), 253, 449, 261, 59))
                {
                    //quit the game
                    SwinGame.PlaySoundEffect(UIController.GameSound("button"));
                    SwinGame.Delay(300);
                    gameState = GameState.Quitting;
                    //break;
                }
            }
        }
    /// <summary>
    /// The game menu was clicked, perform the button's action.
    /// </summary>
    /// <param name="button">the button pressed</param>
    private static void PerformGameMenuAction(int button)
    {
        switch (button)
        {
        case GAME_MENU_RETURN_BUTTON:
            GameController.EndCurrentState();
            break;

        case GAME_MENU_SURRENDER_BUTTON:
            GameController.EndCurrentState();
            //end game menu
            GameController.EndCurrentState();
            //end game
            break;

        case GAME_MENU_QUIT_BUTTON:
            //GameController.AddNewState(GameState.Quitting);
            var myBit = SwinGame.LoadBitmap("ExitConfirmation.png");
            SwinGame.DrawBitmap("ExitConfirmation.png", 160, 150);
            SwinGame.RefreshScreen();
            SwinGame.Delay(5000);
            break;
        }
    }
Exemple #22
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 = _myGame.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);
                if (Extentions.MusicPlaying == true)
                {
                    Audio.PlaySoundEffect(GameResources.GetSound("Sink"));
                }
                else if (Extentions.MusicPlaying == false)
                {
                }

                break;
            }

            case ResultOfAttack.GameOver: {
                PlayHitSequence(result.Row, result.Column, isHuman);
                Audio.PlaySoundEffect(GameResources.GetSound("Sink"));
                while (Audio.SoundEffectPlaying(GameResources.GetSound("Sink")))
                {
                    SwinGame.Delay(10);
                    SwinGame.RefreshScreen();
                }
                if (HumanPlayer.IsDestroyed)
                {
                    if (Extentions.MusicPlaying == true)
                    {
                        Audio.PlaySoundEffect(GameResources.GetSound("Lose"));
                    }
                }
                else
                {
                    if (Extentions.MusicPlaying == true)
                    {
                        Audio.PlaySoundEffect(GameResources.GetSound("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: {
                if (Extentions.MusicPlaying == true)
                {
                    Audio.PlaySoundEffect(GameResources.GetSound("Error"));
                }

                break;
            }
            }
        }
Exemple #23
0
        public static void Main()
        {
            //Open the game window
            SwinGame.OpenGraphicsWindow("GameMain", 900, 700);
            //SwinGame.ShowSwinGameSplashScreen();

            TBoard      BoardCell  = new TBoard();
            TBlockShape BlockShape = null;

            //Run the game loop
            while (false == SwinGame.WindowCloseRequested())
            {
                //Fetch the next batch of UI interaction
                SwinGame.ProcessEvents();

                //Clear the screen and draw the framerate
                SwinGame.ClearScreen(Color.Black);

                //assign random shape to the parent TBlockShape BlockShape
                if (BlockShape == null)
                {
                    Random Rnd = new Random();
                    switch (Rnd.Next(7))
                    {
                    case 0: BlockShape = new TBlockShapeA(); break;

                    case 1: BlockShape = new TBlockShapeB(); break;

                    case 2: BlockShape = new TBlockShapeC(); break;

                    case 3: BlockShape = new TBlockShapeD(); break;

                    case 4: BlockShape = new TBlockShapeE(); break;

                    case 5: BlockShape = new TBlockShapeF(); break;

                    case 6: BlockShape = new TBlockShapeG(); break;
                    }
                }

                BlockShape.DrawShape();
                BoardCell.DrawBoard();
                BlockShape.DropDown();

                //Checks for the condition whether it's ready to land.
                if (BoardCell.CheckLanding(BlockShape.GetBlocks))
                {
                    BoardCell.BlockLanding(BlockShape.GetBlocks);
                    if (BoardCell.GameEnd == true)
                    {
                        BoardCell.ClearCell();
                        SwinGame.ClearScreen();
                        SwinGame.LoadBitmapNamed("gameover", "SwinGameAni.png");
                        SwinGame.DrawBitmap("gameover", 330, 300);
                        SwinGame.RefreshScreen();
                        SwinGame.Delay(5000);
                        SwinGame.ReleaseAllResources();
                        BoardCell.GameEnd        = false;
                        BoardCell.LineClearCount = 0;
                        BoardCell.Score          = 0;
                    }

                    BoardCell.EraseFullLine();

                    BlockShape = null;
                }


                if (SwinGame.KeyTyped(KeyCode.vk_LEFT))
                {
                    BlockShape.MoveLeft();
                }

                if (SwinGame.KeyTyped(KeyCode.vk_RIGHT))
                {
                    BlockShape.MoveRight();
                }

                if (SwinGame.KeyTyped(KeyCode.vk_DOWN))
                {
                    //BlockShape.MoveDown();
                }

                if (SwinGame.KeyTyped(KeyCode.vk_UP))
                {
                    BlockShape.Rotate();
                }



                //SwinGame.DrawFramerate(0,0);
                //Draw onto the screen
                SwinGame.RefreshScreen(20);
            }
        }
Exemple #24
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 = object.ReferenceEquals(_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);
            if (GameResources.statusEffect == true)
            {
                Audio.PlaySoundEffect(GameResources.GameSound("Sink"));
            }
            break;

        case ResultOfAttack.GameOver:
            PlayHitSequence(result.Row, result.Column, isHuman);
            if (GameResources.statusEffect == true)
            {
                Audio.PlaySoundEffect(GameResources.GameSound("Sink"));
            }
            if (GameResources.statusEffect == true)
            {
                while (Audio.SoundEffectPlaying(GameResources.GameSound("Sink")))
                {
                    SwinGame.Delay(5);
                    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:
            if (GameResources.statusEffect == true)
            {
                Audio.PlaySoundEffect(GameResources.GameSound("Error"));
            }
            break;
        }
    }
Exemple #25
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();
            }

            var switchExpr = result.Value;

            switch (switchExpr)
            {
            case ResultOfAttack.Destroyed:
            {
                PlayHitSequence(result.Row, result.Column, isHuman);

                if (Variables._isMute == false)     //mute extension
                {
                    Audio.PlaySoundEffect(GameResources.GameSound("Sink"));
                }

                break;
            }

            case ResultOfAttack.GameOver:
            {
                PlayHitSequence(result.Row, result.Column, isHuman);

                if (Variables._isMute == false)     //mute extension
                {
                    Audio.PlaySoundEffect(GameResources.GameSound("Sink"));
                }

                while (Audio.SoundEffectPlaying(GameResources.GameSound("Sink")))
                {
                    SwinGame.Delay(10);
                    SwinGame.RefreshScreen();
                }

                if (HumanPlayer.IsDestroyed)
                {
                    if (Variables._isMute == false)     //mute extension
                    {
                        Audio.PlaySoundEffect(GameResources.GameSound("Lose"));
                    }
                }
                else
                {
                    if (Variables._isMute == false)     //mute extension
                    {
                        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:
            {
                if (Variables._isMute == false)     //mute extension
                {
                    Audio.PlaySoundEffect(GameResources.GameSound("Error"));
                }
                break;
            }
            }
        }
Exemple #26
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 = false;

            isHuman = object.ReferenceEquals(_theGame.Player, HumanPlayer);

            Console.WriteLine(result.ToString());
            if (isHuman)
            {
                if (result.ToString().Contains("destroyed"))
                {
                    Message = "You destroyed the enemies" + result.ToString().Replace("destroyed", "");
                }
                else
                {
                    Message = "You " + result.ToString();
                }
            }
            else
            {
                if (result.ToString().Contains("destroyed"))
                {
                    Message = "The enemy destroyed your" + result.ToString().Replace("destroyed", "");
                }
                else
                {
                    Message = "The AI " + result.ToString();
                }
            }

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

                break;

            case ResultOfAttack.GameOver:
                PlayHitSequence(result.Row, result.Column, isHuman);
                Audio.PlaySoundEffect(GameSound("Sink"));

                while (Audio.SoundEffectPlaying(GameSound("Sink")))
                {
                    SwinGame.Delay(10);
                    SwinGame.RefreshScreen();
                }

                if (HumanPlayer.IsDestroyed)
                {
                    Audio.PlaySoundEffect(GameSound("Lose"));
                }
                else
                {
                    Audio.PlaySoundEffect(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(GameSound("Error"));
                break;
            }
        }
Exemple #27
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)
        {
            Message = "You " + result.ToString();
        }
        else
        {
            Message = "The AI " + result.ToString();
        }

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

        case object _ when ResultOfAttack.GameOver:
        {
            PlayHitSequence(result.Row, result.Column, isHuman);
            Audio.PlaySoundEffect(GameSound("Sink"));

            while (Audio.SoundEffectPlaying(GameSound("Sink")))
            {
                SwinGame.Delay(10);
                SwinGame.RefreshScreen();
            }

            if (HumanPlayer.IsDestroyed)
            {
                Audio.PlaySoundEffect(GameSound("Lose"));
            }
            else
            {
                Audio.PlaySoundEffect(GameSound("Winner"));
            }
            break;
        }

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

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

        case object _ when ResultOfAttack.ShotAlready:
        {
            Audio.PlaySoundEffect(GameSound("Error"));
            break;
        }
        }
    }
Exemple #28
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)
        {
            Message = "You " + result.ToString();
        }
        else
        {
            Message = "The AI " + result.ToString();
        }

        var switchExpr = result.Value;

        switch (switchExpr)
        {
        case var @case when @case == ResultOfAttack.Destroyed:
        {
            PlayHitSequence(result.Row, result.Column, isHuman);
            Audio.PlaySoundEffect(GameSound["Sink"]);
            break;
        }

        case var case1 when case1 == ResultOfAttack.GameOver:
        {
            PlayHitSequence(result.Row, result.Column, isHuman);
            Audio.PlaySoundEffect(GameSound["Sink"]);
            while (Audio.SoundEffectPlaying(GameSound["Sink"]))
            {
                SwinGame.Delay(10);
                SwinGame.RefreshScreen();
            }

            if (HumanPlayer.IsDestroyed)
            {
                Audio.PlaySoundEffect(GameSound["Lose"]);
            }
            else
            {
                Audio.PlaySoundEffect(GameSound["Winner"]);
            }

            break;
        }

        case var case2 when case2 == ResultOfAttack.Hit:
        {
            PlayHitSequence(result.Row, result.Column, isHuman);
            break;
        }

        case var case3 when case3 == ResultOfAttack.Miss:
        {
            PlayMissSequence(result.Row, result.Column, isHuman);
            break;
        }

        case var case4 when case4 == ResultOfAttack.ShotAlready:
        {
            Audio.PlaySoundEffect(GameSound["Error"]);
            break;
        }
        }
    }
    /// <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("Shipdestroyed"));


            if (isHuman)
            {
                shipleft--;
                showshipleft = ("There are " + shipleft.ToString() + " enemy Ship left");
            }

            break;
        }

        case ResultOfAttack.GameOver: {
            PlayHitSequence(result.Row, result.Column, isHuman);
            Audio.PlaySoundEffect(GameResources.GameSound("Sink"));

            while (Audio.SoundEffectPlaying(GameResources.GameSound("Sink")))
            {
                SwinGame.Delay(2);
                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: {
            if (isHuman)
            {
                missleft--;
                showmissleft = ("You can only miss " + missleft.ToString() + " more times");
            }
            PlayMissSequence(result.Row, result.Column, isHuman);
            break;
        }

        case ResultOfAttack.ShotAlready: {
            Audio.PlaySoundEffect(GameResources.GameSound("Error"));
            break;
        }
        }
    }
Exemple #30
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 var @case when @case == ResultOfAttack.Destroyed:
        {
            PlayHitSequence(result.Row, result.Column, isHuman);
            Audio.PlaySoundEffect(GameResources.GameSound("Sink"));
            break;
        }

        case var case1 when case1 == ResultOfAttack.GameOver:
        {
            PlayHitSequence(result.Row, result.Column, isHuman);
            Audio.PlaySoundEffect(GameResources.GameSound("Sink"));

            while (Audio.SoundEffectPlaying(GameResources.GameSound("Sink")))
            {
                SwinGame.Delay(3);
                SwinGame.RefreshScreen();
                EndingGameController.DrawEndOfGame();        // fixed the delay issue with the audio sound effect when the game ends
            }

            if (HumanPlayer.IsDestroyed)
            {
                Audio.PlaySoundEffect(GameResources.GameSound("Lose"));
            }
            else
            {
                Audio.PlaySoundEffect(GameResources.GameSound("Winner"));
            }
            break;
        }

        case var case2 when case2 == ResultOfAttack.Hit:
        {
            PlayHitSequence(result.Row, result.Column, isHuman);
            break;
        }

        case var case3 when case3 == ResultOfAttack.Miss:
        {
            PlayMissSequence(result.Row, result.Column, isHuman);
            break;
        }

        case var case4 when case4 == ResultOfAttack.ShotAlready:
        {
            Audio.PlaySoundEffect(GameResources.GameSound("Error"));
            break;
        }
        }
    }