/// <summary>
        /// Handles input during the discovery phase of the game.
        /// </summary>
        /// <remarks>
        /// Escape opens the game menu. Clicking the mouse will
        /// attack a location.
        /// </remarks>
        public static void HandleDiscoveryInput()
        {
            if (SwinGame.KeyTyped(KeyCode.vk_ESCAPE))
            {
                GameController.AddNewState(GameState.ViewingGameMenu);
            }

            else if (SwinGame.MouseClicked(MouseButton.LeftButton) & UtilityFunctions.IsMouseInRectangle(MENU_LEFT, MENU_TOP, MENU_WIDTH, MENU_WIDTH))
            {
                GameController.AddNewState(GameState.ViewingGameMenu);
            }

            if (SwinGame.MouseClicked(MouseButton.LeftButton))
            {
                DoAttack();
            }


            if (SwinGame.MouseClicked(MouseButton.LeftButton))
            {
                if (UtilityFunctions.IsMouseInRectangle(MUTE_BUTTON_LEFT, MUTE_BUTTON_TOP, MUTE_BUTTON_WIDTH, MUTW_BUTTON_HEIGHT) && (Sound == true))
                {
                    SwinGame.StopMusic();
                    SwinGame.DrawText("AUDIO OFF", Color.White, MUTE_BUTTON_LEFT, MUTE_BUTTON_TOP);
                    Sound = false;
                }
                else if (UtilityFunctions.IsMouseInRectangle(MUTE_BUTTON_LEFT, MUTE_BUTTON_TOP, MUTE_BUTTON_WIDTH, MUTW_BUTTON_HEIGHT) && (Sound == false))
                {
                    SwinGame.PlayMusic(GameResources.GameMusic("Background"));
                    SwinGame.DrawText("AUDIO ON", Color.Grey, MUTE_BUTTON_LEFT, MUTE_BUTTON_TOP);
                    Sound = true;
                }
            }
        }
Exemple #2
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        // '' <summary>
        // '' Starts a new game.
        // '' </summary>
        // '' <remarks>
        // '' Creates an AI player based upon the _aiSetting.
        // '' </remarks>
        public static void StartGame()
        {
            if (_theGame != null)
            {
                GameController.EndGame();
            }
            // Create the game
            _theGame = new BattleShipsGame();
            // create the players
            switch (_aiSetting)
            {
                case AIOption.Medium:
                    _ai = new AIMediumPlayer(_theGame);
                    break;
                case AIOption.Hard:
                    _ai = new AIHardPlayer(_theGame);
                    break;
                default:
                    _ai = new AIEasyPlayer(_theGame);
                    break;
            }
            _human = new Player(_theGame);
            // AddHandler _human.PlayerGrid.Changed, AddressOf GridChanged
            _ai.PlayerGrid.Changed += GridChanged;
            _theGame.AttackCompleted += AttackCompleted;
            GameController.AddNewState(GameState.Deploying);

        }
        /// <summary>
        /// The main menu was clicked, perform the button's action.
        /// </summary>
        /// <param name="button">the button pressed</param>
        private static void PerformMainMenuAction(int button)
        {
            switch (button)
            {
            case MAIN_MENU_PLAY_BUTTON:
                GameController.StartGame();
                break;

            case MAIN_MENU_SETUP_BUTTON:
                GameController.AddNewState(GameState.AlteringSettings);
                break;

            case MAIN_MENU_TOP_SCORES_BUTTON:
                GameController.AddNewState(GameState.ViewingHighScores);
                break;

            case MAIN_MENU_HELP_BUTTON:
                GameController.AddNewState(GameState.Help);
                break;

            case MAIN_MENU_FULLSCREEN_BUTTON:
                SwinGame.ToggleFullScreen();
                break;

            case MAIN_MENU_AUDIO_BUTTON:
                GameController.SwitchAudio();
                break;

            case MAIN_MENU_QUIT_BUTTON:
                GameController.EndCurrentState();
                break;
            }
        }
        /// <summary>
        ///     ''' The main menu was clicked, perform the button's action.
        ///     ''' </summary>
        ///     ''' <param name="button">the button pressed</param>
        private static void PerformMainMenuAction(int button)
        {
            switch (button)
            {
            case MAIN_MENU_PLAY_BUTTON:
            {
                GameController.StartGame();
                break;
            }

            case MAIN_MENU_SETUP_BUTTON:
            {
                GameController.AddNewState(GameState.AlteringSettings);
                break;
            }

            case MAIN_MENU_TOP_SCORES_BUTTON:
            {
                GameController.AddNewState(GameState.ViewingHighScores);
                break;
            }

            case MAIN_MENU_QUIT_BUTTON:
            {
                GameController.EndCurrentState();
                break;
            }
            }
        }
        // If the game menu was clicked, perform the button's action
        private static void PerformGameMenuAction(int button)
        {
            // CHECK Implement Case Statement
            switch (button)
            {
            case GAME_MENU_RETURN_BUTTON:
                GameController.EndCurrentState();
                break;

            case GAME_MENU_SURRENDER_BUTTON:
                GameController.EndCurrentState();
                GameController.EndCurrentState();
                break;

            case GAME_MENU_QUIT_BUTTON:
                GameController.AddNewState(GameState.Quitting);
                break;

            case GAME_MENU_MUTE_BUTTON:
                Audio.PauseMusic();
                break;

            case GAME_MENU_UNMUTE_BUTTON:
                Audio.ResumeMusic();
                break;

            case GAME_MENU_RESET_BUTTON:
                GameController.AddNewState(GameState.ReDiscovering);
                break;
            }
        }
        /// <summary>
        /// Handles user input for the Deployment phase of the game.
        /// </summary>
        /// <remarks>
        /// Involves selecting the ships, deloying ships, changing the direction
        /// of the ships to add, randomising deployment, end then ending
        /// deployment
        /// </remarks>
        public static void HandleDeploymentInput()
        {
            if (SwinGame.KeyTyped(KeyCode.vk_ESCAPE))
            {
                GameController.AddNewState(GameState.ViewingGameMenu);
            }

            if (SwinGame.KeyTyped(KeyCode.vk_UP) | SwinGame.KeyTyped(KeyCode.vk_DOWN))
            {
                _currentDirection = Direction.UpDown;
            }
            if (SwinGame.KeyTyped(KeyCode.vk_LEFT) | SwinGame.KeyTyped(KeyCode.vk_RIGHT))
            {
                _currentDirection = Direction.LeftRight;
            }

            if (SwinGame.KeyTyped(KeyCode.vk_r))
            {
                GameController.HumanPlayer.RandomizeDeployment();
            }

            if (SwinGame.MouseClicked(MouseButton.LeftButton))
            {
                ShipName selected = default(ShipName);
                selected = GetShipMouseIsOver();
                if (selected != ShipName.None)
                {
                    _selectedShip = selected;
                }
                else
                {
                    DoDeployClick();
                }

                if (GameController.HumanPlayer.ReadyToDeploy & UtilityFunctions.IsMouseInRectangle(PLAY_BUTTON_LEFT, TOP_BUTTONS_TOP, PLAY_BUTTON_WIDTH, TOP_BUTTONS_HEIGHT))
                {
                    GameController.EndDeployment();
                }
                else if (UtilityFunctions.IsMouseInRectangle(UP_DOWN_BUTTON_LEFT, TOP_BUTTONS_TOP, DIR_BUTTONS_WIDTH, TOP_BUTTONS_HEIGHT))
                {
                    _currentDirection = Direction.UpDown;
                }
                else if (UtilityFunctions.IsMouseInRectangle(LEFT_RIGHT_BUTTON_LEFT, TOP_BUTTONS_TOP, DIR_BUTTONS_WIDTH, TOP_BUTTONS_HEIGHT))
                {
                    _currentDirection = Direction.LeftRight;
                }
                else if (UtilityFunctions.IsMouseInRectangle(RANDOM_BUTTON_LEFT, TOP_BUTTONS_TOP, RANDOM_BUTTON_WIDTH, TOP_BUTTONS_HEIGHT))
                {
                    GameController.HumanPlayer.RandomizeDeployment();
                }
                else if (UtilityFunctions.IsMouseInRectangle(MENU_BUTTON_LEFT, MENU_BUTTON_TOP, MENU_BUTTON_WIDTH, MENU_BUTTON_HEIGHT))
                {
                    GameController.EndCurrentState();
                }
            }
        }
Exemple #7
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        /// <summary>
        /// Handles user input for the Deployment phase of the game.
        /// </summary>
        /// <remarks>
        /// Involves selecting the ships, deloying ships, changing the direction
        /// of the ships to add, randomising deployment, end then ending
        /// deployment
        /// </remarks>
        public static void HandleDeploymentInput()
        {
            if (SwinGame.KeyTyped(KeyCode.EscapeKey))
            {
                GameController.AddNewState(GameState.ViewingGameMenu);
            }

            if (SwinGame.KeyTyped(KeyCode.UpKey) | SwinGame.KeyTyped(KeyCode.DownKey))
            {
                _currentDirection = Direction.UpDown;
            }
            if (SwinGame.KeyTyped(KeyCode.LeftKey) | SwinGame.KeyTyped(KeyCode.RightKey))
            {
                _currentDirection = Direction.LeftRight;
            }

            if (SwinGame.KeyTyped(KeyCode.RKey))
            {
                GameController.HumanPlayer.RandomizeDeployment();
            }

            if (SwinGame.MouseClicked(MouseButton.LeftButton))
            {
                ShipName selected;
                selected = GetShipMouseIsOver();
                if (selected != ShipName.None)
                {
                    _selectedShip = selected;
                }
                else
                {
                    DoDeployClick();
                }

                // ** BUG **
                // ** Both buttons do the same thing. **
                if (GameController.HumanPlayer.ReadyToDeploy & UtilityFunctions.IsMouseInRectangle(PLAY_BUTTON_LEFT, TOP_BUTTONS_TOP, PLAY_BUTTON_WIDTH, TOP_BUTTONS_HEIGHT))
                {
                    GameController.EndDeployment();
                }
                else if (UtilityFunctions.IsMouseInRectangle(UP_DOWN_BUTTON_LEFT, TOP_BUTTONS_TOP, DIR_BUTTONS_WIDTH, TOP_BUTTONS_HEIGHT))
                {
                    _currentDirection = Direction.UpDown;
                }
                else if (UtilityFunctions.IsMouseInRectangle(LEFT_RIGHT_BUTTON_LEFT, TOP_BUTTONS_TOP, DIR_BUTTONS_WIDTH, TOP_BUTTONS_HEIGHT))
                {
                    _currentDirection = Direction.LeftRight;
                }
                else if (UtilityFunctions.IsMouseInRectangle(RANDOM_BUTTON_LEFT, TOP_BUTTONS_TOP, RANDOM_BUTTON_WIDTH, TOP_BUTTONS_HEIGHT))
                {
                    GameController.HumanPlayer.RandomizeDeployment();
                }
            }
        }
 private static void PerformQuitMenuAction(int button)
 {
     if (button == QUIT_MENU_YES)
     {
         GameController.AddNewState(GameState.Quitting);
     }
     else
     {
         GameController.EndCurrentState();
     }
 }
Exemple #9
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        // '' <summary>
        // '' Handles user input for the Deployment phase of the game.
        // '' </summary>
        // '' <remarks>
        // '' Involves selecting the ships, deloying ships, changing the direction
        // '' of the ships to add, randomising deployment, end then ending
        // '' deployment
        // '' </remarks>
        public static void HandleDeploymentInput()
        {
            if (SwinGame.KeyTyped(KeyCode.EscapeKey))
            {
                GameController.AddNewState(GameState.ViewingGameMenu);
            }

            if ((SwinGame.KeyTyped(KeyCode.UpKey) || SwinGame.KeyTyped(KeyCode.DownKey)))
            {
                _currentDirection = Direction.UpDown;
            }

            if ((SwinGame.KeyTyped(KeyCode.LeftKey) || SwinGame.KeyTyped(KeyCode.RightKey)))
            {
                _currentDirection = Direction.LeftRight;
            }

            if (SwinGame.KeyTyped(KeyCode.RKey))
            {
                GameController.HumanPlayer.RandomizeDeployment();
            }

            if (SwinGame.MouseClicked(MouseButton.LeftButton))
            {
                ShipName selected;
                selected = DeploymentController.GetShipMouseIsOver();
                if ((selected != ShipName.None))
                {
                    _selectedShip = selected;
                }
                else
                {
                    DeploymentController.DoDeployClick();
                }

                if ((GameController.HumanPlayer.ReadyToDeploy && SwinGame.PointInRect(SwinGame.MousePosition(), PLAY_BUTTON_LEFT, TOP_BUTTONS_TOP, PLAY_BUTTON_WIDTH, TOP_BUTTONS_HEIGHT)))
                {
                    GameController.EndDeployment();
                }
                else if (SwinGame.PointInRect(SwinGame.MousePosition(), UP_DOWN_BUTTON_LEFT, TOP_BUTTONS_TOP, DIR_BUTTONS_WIDTH, TOP_BUTTONS_HEIGHT))
                {
                    _currentDirection = Direction.UpDown;
                }
                else if (SwinGame.PointInRect(SwinGame.MousePosition(), LEFT_RIGHT_BUTTON_LEFT, TOP_BUTTONS_TOP, DIR_BUTTONS_WIDTH, TOP_BUTTONS_HEIGHT))
                {
                    _currentDirection = Direction.LeftRight;
                }
                else if (SwinGame.PointInRect(SwinGame.MousePosition(), RANDOM_BUTTON_LEFT, TOP_BUTTONS_TOP, RANDOM_BUTTON_WIDTH, TOP_BUTTONS_HEIGHT))
                {
                    GameController.HumanPlayer.RandomizeDeployment();
                }
            }
        }
Exemple #10
0
        /// <summary>
        /// Handles input during the discovery phase of the game.
        /// </summary>
        /// <remarks>
        /// Escape opens the game menu. Clicking the mouse will
        /// attack a location.
        /// </remarks>
        public static void HandleDiscoveryInput()
        {
            if (SwinGame.KeyTyped(KeyCode.vk_a))
            {
                GameController.AddNewState(GameState.ViewingGameMenu);
            }

            if (SwinGame.MouseClicked(MouseButton.LeftButton))
            {
                DoAttack();
            }
        }
        // Starts a new game, and creates an AI player based upon
        // the _aiSetting currently set
        public static void StartGame()
        {
            if (!(_theGame == null))
            {
                GameController.EndGame();
            }

            // Create the game
            _theGame = new BattleShipsGame();

            if (_playableShips.Count == 0)
            {
                foreach (ShipName name in Enum.GetValues(typeof(ShipName)))
                {
                    if (name != ShipName.None)
                    {
                        _playableShips.Add(name);
                    }
                }
            }

            // create the players
            switch (_aiSetting)
            {
            case AIOption.Easy:
                _ai = new AIEasyPlayer(_theGame, _playableShips);
                Audio.PlaySoundEffect(GameResources.GameSound("Easy"));
                break;

            case AIOption.Medium:
                _ai = new AIMediumPlayer(_theGame, _playableShips);
                Audio.PlaySoundEffect(GameResources.GameSound("Medium"));
                break;

            case AIOption.Hard:
                _ai = new AIHardPlayer(_theGame, _playableShips);
                Audio.PlaySoundEffect(GameResources.GameSound("Hard"));
                break;

            default:
                _ai = new AIMediumPlayer(_theGame, _playableShips);
                Audio.PlaySoundEffect(GameResources.GameSound("Medium"));
                break;
            }
            _human = new Player(_theGame, _playableShips);
            // AddHandler _human.PlayerGrid.Changed, AddressOf GridChanged
            _ai.PlayerGrid.Changed   += GridChanged;
            _theGame.AttackCompleted += AttackCompleted;
            GameController.AddNewState(GameState.Deploying);

            // Stops listening to the old game once a new game has been started
        }
        /// <summary>
        /// Read the user's name for their highsSwinGame.
        /// </summary>
        /// <param name="value">the player's sSwinGame.</param>
        /// <remarks>
        /// This verifies if the score is a highsSwinGame.
        /// </remarks>
        public static void ReadHighScore(int value)
        {
            const int ENTRY_TOP = 500;

            if (_Scores.Count == 0)
            {
                LoadScores();
            }

            //is it a high score
            if (value > _Scores[_Scores.Count - 1].Value)
            {
                Score s = new Score();
                s.Value = value;

                GameController.AddNewState(GameState.ViewingHighScores);

                int x = 0;
                x = SCORES_LEFT + SwinGame.TextWidth(GameResources.GameFont("Courier"), "Name: ");

                //this is the line for reading in the users inputted name
                SwinGame.StartReadingText(Color.Yellow, NAME_WIDTH, GameResources.GameFont("Courier"), x, ENTRY_TOP);

                //Read the text from the user
                while (SwinGame.ReadingText())
                {
                    SwinGame.ProcessEvents();

                    UtilityFunctions.DrawBackground();
                    DrawHighScores();
                    SwinGame.DrawText("Name: ", Color.White, GameResources.GameFont("Courier"), SCORES_LEFT, ENTRY_TOP);
                    SwinGame.RefreshScreen();
                }

                s.Name = SwinGame.TextReadAsASCII();

                if (s.Name.Length < 10)
                {
                    s.Name = s.Name + new string(Convert.ToChar(" "), 10 - s.Name.Length);
                }

                _Scores.RemoveAt(_Scores.Count - 1);
                _Scores.Add(s);
                _Scores.Sort();

                GameController.EndCurrentState();
            }
        }
        /// <summary>
        /// Handles input during the discovery phase of the game.
        /// </summary>
        /// <remarks>
        /// Escape opens the game menu. Clicking the mouse will
        /// attack a location.
        /// </remarks>
        public static void HandleDiscoveryInput()
        {
            if (SwinGame.KeyTyped(KeyCode.vk_ESCAPE))
            {
                GameController.AddNewState(GameState.ViewingGameMenu);
            }

            if (SwinGame.MouseClicked(MouseButton.LeftButton))
            {
                if (UtilityFunctions.IsMouseInRectangle(MENU_BUTTON_LEFT, MENU_BUTTON_TOP, MENU_BUTTON_WIDTH, MENU_BUTTON_WIDTH))
                {
                    GameController.EndCurrentState();
                }
                DoAttack();
            }
        }
        /// <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);
                break;
            }
        }
        // Handles the user input during the discovery phase.

        // Escape opens the game menu. Clicking the mouse will launch
        // an attack at that location.
        public static void HandleDiscoveryInput()
        {
            if (GameController.CurrentState == GameState.ReDiscovering)
            {
                GameController.HumanPlayer.Reset();
                GameController.EndCurrentState();
                GameController.EndCurrentState();
            }
            if (SwinGame.KeyTyped(KeyCode.EscapeKey))
            {
                GameController.AddNewState(GameState.ViewingGameMenu);
            }

            if (SwinGame.MouseClicked(MouseButton.LeftButton))
            {
                DoAttack();
            }
        }
        private static void PerformGameMenuAction(int button)
        {
            // CHECK Implement Case Statement
            switch (button)
            {
            case GAME_MENU_RETURN_BUTTON:
                GameController.EndCurrentState();
                break;

            case GAME_MENU_SURRENDER_BUTTON:
                GameController.EndCurrentState();
                GameController.EndCurrentState();
                break;

            case GAME_MENU_QUIT_BUTTON:
                GameController.AddNewState(GameState.QuitConfirm);
                break;
            }
        }
Exemple #17
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        // '' <summary>
        // '' Read the user's name for their highsSwinGame.
        // '' </summary>
        // '' <param name="value">the player's sSwinGame.</param>
        // '' <remarks>
        // '' This verifies if the score is a highsSwinGame.
        // '' </remarks>
        public static void ReadHighScore(int value)
        {
            const int ENTRY_TOP = 550;

            if ((_Scores.Count == 0))
            {
                HighScoreController.LoadScores();
            }

            // is it a high score
            if ((value > _Scores[(_Scores.Count - 1)].Value))
            {
                Score s = new Score();
                s.Value = value;
                GameController.AddNewState(GameState.ViewingHighScores);
                int x;
                x = (SCORES_LEFT + SwinGame.TextWidth(GameResources.GameFont("Courier"), "Name: "));
                SwinGame.StartReadingText(Color.Black, NAME_WIDTH, GameResources.GameFont("Courier"), x, ENTRY_TOP);
                // Read the text from the user
                while (SwinGame.ReadingText())
                {
                    SwinGame.ProcessEvents();
                    UtilityFunctions.DrawBackground();
                    HighScoreController.DrawHighScores();
                    SwinGame.DrawText("Name: ", Color.Black, GameResources.GameFont("Courier"), SCORES_LEFT, ENTRY_TOP);
                    SwinGame.RefreshScreen();
                }

                s.Name = SwinGame.TextReadAsASCII();
                if ((s.Name.Length < 3))
                {
                    s.Name = (s.Name + new string(((char)(' ')), (3 - s.Name.Length)));
                }

                _Scores.RemoveAt((_Scores.Count - 1));
                _Scores.Add(s);
                _Scores.Sort();
                SaveScores();
                GameController.EndCurrentState();
            }
        }
        // Reads the users name for their high score
        public static void ReadHighScore(int value)
        {
            const int ENTRY_TOP = 500;

            if (_Scores.Count == 0)
            {
                LoadScores();
            }
            if (value > _Scores[_Scores.Count - 1].Value)
            {
                Score s = new Score();
                s.Value = value;
                GameController.AddNewState(GameState.ViewingHighScores);
                int x;
                x = SCORES_LEFT + SwinGame.TextWidth(SwinGame.FontNamed("Courier"), "Name: ");
                SwinGame.StartReadingText(Color.White, NAME_WIDTH, GameResources.GameFont("Courier"), x, ENTRY_TOP);
                while (SwinGame.ReadingText())
                {
                    SwinGame.ProcessEvents();
                    UtilityFunctions.DrawBackground();
                    DrawHighScores();
                    SwinGame.DrawText("Name: ", Color.White, GameResources.GameFont("Courier"), SCORES_LEFT, ENTRY_TOP);
                    SwinGame.RefreshScreen();
                }

                s.Name = SwinGame.TextReadAsASCII();
                if (s.Name.Length < 3)
                {
                    s.Name = s.Name + new string(Convert.ToChar(" "), 3 - s.Name.Length);
                }

                _Scores.RemoveAt(_Scores.Count - 1);
                _Scores.Add(s);
                _Scores.Sort();

                SaveScores();
                GameController.EndCurrentState();
            }
        }
        private static void PerformMainMenuAction(int button)
        {
            // CHECK Implement Case Statement
            switch (button)
            {
            case MAIN_MENU_PLAY_BUTTON:
                GameController.StartGame();
                break;

            case MAIN_MENU_SETUP_BUTTON:
                GameController.AddNewState(GameState.AlteringSettings);
                break;

            case MAIN_MENU_TOP_SCORES_BUTTON:
                GameController.AddNewState(GameState.ViewingHighScores);
                break;

            case MAIN_MENU_QUIT_BUTTON:
                GameController.AddNewState(GameState.Quitting);;
                break;
            }
        }
        // '' <summary>
        // '' Starts a new game.
        // '' </summary>
        // '' <remarks>
        // '' Creates an AI player based upon the _aiSetting.
        // '' </remarks>
        public static void StartGame()
        {
            if (!(_theGame == null))
            {
                GameController.EndGame();
            }

            // Create the game
            _theGame = new BattleShipsGame();
            // create the players
            switch (_aiSetting)
            {
            case AIOption.Easy:
                _ai = new AIHardPlayer(_theGame);
                break;

            case AIOption.Medium:
                _ai = new AIMediumPlayer(_theGame);
                break;

            case AIOption.Hard:
                _ai = new AIHardPlayer(_theGame);
                break;

            default:
                _ai = new AIMediumPlayer(_theGame);
                break;
            }
            _human = new Player(_theGame);
            // AddHandler _human.PlayerGrid.Changed, AddressOf GridChanged
            _ai.PlayerGrid.Changed   += GridChanged;
            _theGame.AttackCompleted += AttackCompleted;
            GameController.AddNewState(GameState.Deploying);

            // '' <summary>
            // '' Stops listening to the old game once a new game is started
            // '' </summary>
        }
        // If the main menu was clicked, perform the button's action
        private static void PerformMainMenuAction(int button)
        {
            // CHECK Implement Case Statement
            switch (button)
            {
            case MAIN_MENU_PLAY_BUTTON:
                GameController.StartGame();
                break;

            case MAIN_MENU_SETUP_BUTTON:
                GameController.AddNewState(GameState.AlteringSettings);
                break;

            case MAIN_MENU_TOP_SCORES_BUTTON:
                GameController.AddNewState(GameState.ViewingHighScores);
                break;

            case MAIN_MENU_QUIT_BUTTON:
                GameController.AddNewState(GameState.Quitting);;
                break;

            case MAIN_MENU_SHIPS_BUTTON:
                GameController.AddNewState(GameState.AlteringShipSettings);
                break;

            case MAIN_MENU_MUTE_BUTTON:
                Audio.PauseMusic();
                break;

            case MAIN_MENU_UNMUTE_BUTTON:
                Audio.ResumeMusic();
                break;

            case MAIN_MENU_THEME_BUTTON:
                GameController.AddNewState(GameState.ChangingThemes);
                break;
            }
        }
Exemple #22
0
 // '' <summary>
 // '' End the current state and add in the new state.
 // '' </summary>
 // '' <param name="newState">the new state of the game</param>
 public static void SwitchState(GameState newState)
 {
     GameController.EndCurrentState();
     GameController.AddNewState(newState);
 }
        /// <summary>
        /// Handles user input for the Deployment phase of the game.
        /// </summary>
        /// <remarks>
        /// Involves selecting the ships, deloying ships, changing the direction
        /// of the ships to add, randomising deployment, end then ending
        /// deployment
        /// </remarks>
        public static void HandleDeploymentInput()
        {
            if (SwinGame.KeyTyped(KeyCode.vk_ESCAPE))
            {
                GameController.AddNewState(GameState.ViewingGameMenu);
            }

            else if (SwinGame.MouseClicked(MouseButton.LeftButton) & UtilityFunctions.IsMouseInRectangle(MENU_LEFT, MENU_TOP, MENU_WIDTH, MENU_WIDTH))
            {
                GameController.AddNewState(GameState.ViewingGameMenu);
            }

            if (SwinGame.KeyTyped(KeyCode.vk_UP))
            {
                _currentDirection = Direction.Up;
            }
            if (SwinGame.KeyTyped(KeyCode.vk_DOWN))
            {
                _currentDirection = Direction.Down;
            }
            if (SwinGame.KeyTyped(KeyCode.vk_LEFT))
            {
                _currentDirection = Direction.Left;
            }
            if (SwinGame.KeyTyped(KeyCode.vk_RIGHT))
            {
                _currentDirection = Direction.Right;
            }

            if (SwinGame.KeyTyped(KeyCode.vk_r))
            {
                GameController.HumanPlayer.RandomizeDeployment();
            }

            if (SwinGame.MouseClicked(MouseButton.LeftButton))
            {
                ShipName selected = default(ShipName);
                selected = GetShipMouseIsOver();
                if (selected != ShipName.None)
                {
                    _selectedShip = selected;
                }


                if (GameController.HumanPlayer.ReadyToDeploy && UtilityFunctions.IsMouseInRectangle(PLAY_BUTTON_LEFT, TOP_BUTTONS_TOP, PLAY_BUTTON_WIDTH, TOP_BUTTONS_HEIGHT))
                {
                    GameController.EndDeployment();
                }
                else if (UtilityFunctions.IsMouseInRectangle(UP_BUTTON_LEFT, TOP_BUTTONS_TOP, DIR_BUTTONS_WIDTH, TOP_BUTTONS_HEIGHT))
                {
                    _currentDirection = Direction.Up;
                    DoUpClick();
                }
                else if (UtilityFunctions.IsMouseInRectangle(DOWN_BUTTON_LEFT, TOP_BUTTONS_TOP, DIR_BUTTONS_WIDTH, TOP_BUTTONS_HEIGHT))
                {
                    _currentDirection = Direction.Down;
                    DoDownClick();
                }
                else if (UtilityFunctions.IsMouseInRectangle(LEFT_BUTTON_LEFT, TOP_BUTTONS_TOP, DIR_BUTTONS_WIDTH, TOP_BUTTONS_HEIGHT))
                {
                    _currentDirection = Direction.Left;
                    DoLeftClick();
                }
                else if (UtilityFunctions.IsMouseInRectangle(RIGHT_BUTTON_LEFT, TOP_BUTTONS_TOP, DIR_BUTTONS_WIDTH, TOP_BUTTONS_HEIGHT))
                {
                    _currentDirection = Direction.Right;
                    DoRightClick();
                }
                else if (UtilityFunctions.IsMouseInRectangle(RANDOM_BUTTON_LEFT, TOP_BUTTONS_TOP, RANDOM_BUTTON_WIDTH, TOP_BUTTONS_HEIGHT))
                {
                    GameController.HumanPlayer.RandomizeDeployment();
                }
                else if (UtilityFunctions.IsMouseInRectangle(MUTE_BUTTON_LEFT, MUTE_BUTTON_TOP, MUTE_BUTTON_WIDTH, MUTW_BUTTON_HEIGHT) && (Sound == true))
                {
                    SwinGame.StopMusic();
                    SwinGame.DrawText("AUDIO ON", Color.Grey, MUTE_BUTTON_LEFT, MUTE_BUTTON_TOP);
                    Sound = false;
                }
                else if (UtilityFunctions.IsMouseInRectangle(MUTE_BUTTON_LEFT, MUTE_BUTTON_TOP, MUTE_BUTTON_WIDTH, MUTW_BUTTON_HEIGHT) && (Sound == false))
                {
                    SwinGame.PlayMusic(GameResources.GameMusic("Background"));
                    SwinGame.DrawText("AUDIO OFF", Color.White, MUTE_BUTTON_LEFT, MUTE_BUTTON_TOP);
                    Sound = true;
                }
                else
                {
                    DoDeployClick();
                }
            }
        }