Exemple #1
0
 // '' <summary>
 // '' Draws the current state of the game to the screen.
 // '' </summary>
 // '' <remarks>
 // '' What is drawn depends upon the state of the game.
 // '' </remarks>
 public static void DrawScreen()
 {
     UtilityFunctions.DrawBackground();
     switch (CurrentState)
     {
         case GameState.ViewingMainMenu:
             MenuController.DrawMainMenu();
             break;
         case GameState.ViewingGameMenu:
             MenuController.DrawGameMenu();
             break;
         case GameState.AlteringSettings:
             MenuController.DrawSettings();
             break;
         case GameState.Deploying:
             DeploymentController.DrawDeployment();
             break;
         case GameState.Discovering:
             DiscoveryController.DrawDiscovery();
             break;
         case GameState.EndingGame:
             EndingGameController.DrawEndOfGame();
             break;
         case GameState.ViewingHighScores:
             HighScoreController.DrawHighScores();
             break;
     }
     UtilityFunctions.DrawAnimations();
     SwinGame.RefreshScreen();
 }
Exemple #2
0
        /// <summary>
        /// Draws the current state of the game to the screen.
        /// </summary>
        /// <remarks>
        /// What is drawn depends upon the state of the game.
        /// </remarks>
        public static void DrawScreen()
        {
            UtilityFunctions.DrawBackground();

            switch (CurrentState)
            {
            case var @case when @case == GameState.ViewingMainMenu:
            {
                MenuController.DrawMainMenu();
                break;
            }

            case var case1 when case1 == GameState.ViewingGameMenu:
            {
                MenuController.DrawGameMenu();
                break;
            }

            case var case2 when case2 == GameState.AlteringSettings:
            {
                MenuController.DrawSettings();
                break;
            }

            case var case3 when case3 == GameState.Deploying:
            {
                DeploymentController.DrawDeployment();
                break;
            }

            case var case4 when case4 == GameState.Discovering:
            {
                DiscoveryController.DrawDiscovery();
                break;
            }

            case var case5 when case5 == GameState.EndingGame:
            {
                EndingGameController.DrawEndOfGame();
                break;
            }

            case var case6 when case6 == GameState.ViewingHighScores:
            {
                HighScoreController.DrawHighScores();
                break;
            }
            }

            UtilityFunctions.DrawAnimations();

            SwinGame.RefreshScreen();
        }
        /// <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();
            }
        }
Exemple #4
0
        // '' <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();
            }
        }
        /// <summary>
        /// Draws the current state of the game to the screen.
        /// </summary>
        /// <remarks>
        /// What is drawn depends upon the state of the game.
        /// </remarks>
        public static void DrawScreen()
        {
            UtilityFunctions.DrawBackground();

            if (CurrentState == GameState.ViewingMainMenu)
            {
                MenuController.DrawMainMenu();
            }
            else if (CurrentState == GameState.ViewingGameMenu)
            {
                MenuController.DrawGameMenu();
            }
            else if (CurrentState == GameState.AlteringSettings)
            {
                MenuController.DrawSettings();
            }
            else if (CurrentState == GameState.Deploying)
            {
                DeploymentController.DrawDeployment();
            }
            else if (CurrentState == GameState.Discovering)
            {
                DiscoveryController.DrawDiscovery();
            }
            else if (CurrentState == GameState.EndingGame)
            {
                EndingGameController.DrawEndOfGame();
            }
            else if (CurrentState == GameState.ViewingHighScores)
            {
                HighScoreController.DrawHighScores();
            }

            UtilityFunctions.DrawAnimations();

            SwinGame.RefreshScreen();
        }