Exemple #1
0
        /// <summary>
        /// Draw the end of the game screen, shows the win/lose state
        /// </summary>
        public static void DrawEndOfGame()
        {
            Rectangle toDraw           = default(Rectangle);
            string    whatShouldIPrint = null;

            DrawField(ComputerPlayer.PlayerGrid, ComputerPlayer, true);
            DrawSmallField(HumanPlayer.PlayerGrid, HumanPlayer);

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

            if (HumanPlayer.IsDestroyed)
            {
                whatShouldIPrint = "YOU LOSE!";
            }
            else
            {
                whatShouldIPrint = "-- WINNER --";
            }

            SwinGame.DrawText(whatShouldIPrint, Color.White, Color.Transparent, GameResources.GameFont("ArialLarge"), FontAlignment.AlignCenter, toDraw);
        }
Exemple #2
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);
 }
Exemple #3
0
        /// <summary>
        /// Draws the high scores to the screen.
        /// </summary>
        public static void DrawHighScores()
        {
            const int SCORES_HEADING = 40;
            const int SCORES_TOP     = 80;
            const int SCORE_GAP      = 30;

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

            SwinGame.DrawText("<-   High Scores   ->", Color.White, GameResources.GameFont("Courier"), SCORES_LEFT, SCORES_HEADING);
            MenuController.DrawButtons(MAIN_MENU);
            // For all of the scores
            int i;
            var loopTo = _Scores.Count - 1;

            for (i = 0; i <= loopTo; i++)
            {
                Score s;

                s = _Scores [i];

                // for scores 1 - 9 use 01 - 09
                if (i < 9)
                {
                    SwinGame.DrawText(" " + (i + 1) + ":   " + s.Name + "     " + s.Value, Color.White, GameResources.GameFont("Courier"), SCORES_LEFT, SCORES_TOP + i * SCORE_GAP);
                }
                else
                {
                    SwinGame.DrawText(i + 1 + ":   " + s.Name + "     " + s.Value, Color.White, GameResources.GameFont("Courier"), SCORES_LEFT, SCORES_TOP + i * SCORE_GAP);
                }
            }
        }
        /// <summary>
        /// Draws the high scores to the screen.
        /// </summary>
        public static void DrawHighScores()
        {
            const int SCORES_HEADING = 40;
            const int SCORES_TOP     = 80;
            const int SCORE_GAP      = 30;

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

            SwinGame.DrawText("   High Scores   ", Color.White, GameResources.GameFont("Courier"), (float)SCORES_LEFT, (float)SCORES_HEADING);

            // For all of the scores
            int i      = default(int);
            var loopTo = _Scores.Count - 1;

            for (i = 0; i <= loopTo; i++)
            {
                Score s = default(Score);

                s = _Scores[i];

                // for scores 1 - 9 use 01 - 09
                if (i < 9)
                {
                    SwinGame.DrawText(" " + Conversions.ToString((i + 1)) + ":   " + s.Name + "   " + Conversions.ToString(s.Value), Color.White, GameResources.GameFont("Courier"), (float)SCORES_LEFT, (float)SCORES_TOP + (i * SCORE_GAP));
                }
                else
                {
                    SwinGame.DrawText(Conversions.ToString(i + 1) + ":   " + s.Name + "   " + Conversions.ToString(s.Value), Color.White, GameResources.GameFont("Courier"), (float)SCORES_LEFT, (float)SCORES_TOP + (i * SCORE_GAP));
                }
            }
        }
        /// <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);
                }
            }
        }
Exemple #6
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.ShiftKey) | 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((ISeaGrid)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);
        }
Exemple #7
0
        /// <summary>
        /// Draws the high scores to the screen.
        /// </summary>
        public static void DrawHighScores()
        {
            const int SCORES_HEADING = 40;
            const int SCORES_TOP     = 80;
            const int SCORE_GAP      = 30;

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

            SwinGame.DrawText("   High Scores   ", Color.White, GameResources.GameFont("Courier"), SCORES_LEFT, SCORES_HEADING);

            //For all of the scores
            int i = 0;

            for (i = 0; i <= _Scores.Count - 1; i++)
            {
                Score s = default(Score);

                s = _Scores[i];

                //for scores 1 - 9 use 01 - 09
                if (i < 9)
                {
                    SwinGame.DrawText(" " + (i + 1) + ":   " + s.Name + "   " + s.Value, Color.White, GameResources.GameFont("Courier"), SCORES_LEFT, SCORES_TOP + i * SCORE_GAP);
                }
                else
                {
                    SwinGame.DrawText(i + 1 + ":   " + s.Name + "   " + s.Value, Color.White, GameResources.GameFont("Courier"), SCORES_LEFT, SCORES_TOP + i * SCORE_GAP);
                }
            }
        }
Exemple #8
0
        /// <summary>
        /// Draw the end of the game screen, shows the win/lose state
        /// </summary>
        public static void DrawEndOfGame()
        {
            UtilityFunctions.DrawField(GameController.ComputerPlayer.PlayerGrid, GameController.ComputerPlayer, true);
            UtilityFunctions.DrawSmallField(GameController.HumanPlayer.PlayerGrid, GameController.HumanPlayer);

            if (GameController.HumanPlayer.IsDestroyed)
            {
                SwinGame.DrawTextLines("YOU LOSE!", Color.White, Color.Transparent, GameResources.GameFont("ArialLarge"), FontAlignment.AlignCenter, 0, 250, SwinGame.ScreenWidth(), SwinGame.ScreenHeight());
            }
            else
            {
                SwinGame.DrawTextLines("-- WINNER --", Color.White, Color.Transparent, GameResources.GameFont("ArialLarge"), FontAlignment.AlignCenter, 0, 250, SwinGame.ScreenWidth(), SwinGame.ScreenHeight());
            }
        }
        private static void DrawVolumeButtons()
        {
            int       level   = 1;
            int       xOffset = 1;
            Rectangle toDraw  = new Rectangle();
            int       btnTop  = MENU_TOP - (MENU_GAP + BUTTON_HEIGHT) * level;
            int       btnLeft = MENU_LEFT + BUTTON_SEP * xOffset;

            toDraw.X      = btnLeft + TEXT_OFFSET - 12;
            toDraw.Y      = btnTop + TEXT_OFFSET;
            toDraw.Width  = BUTTON_WIDTH + 17;
            toDraw.Height = BUTTON_HEIGHT;

            int volumePercent = Convert.ToInt32(UtilityFunctions.VolumeLevel * 100);

            SwinGame.DrawText("VOLUME: %" + volumePercent.ToString(), MENU_COLOR, Color.Black, GameResources.GameFont("Menu"), FontAlignment.AlignCenter, toDraw);
            SwinGame.DrawBitmap(GameResources.GameImage("Plus", GameResources.GameTheme), VOLUME_BUTTON_X, VOLUME_BUTTON_Y);
            SwinGame.DrawBitmap(GameResources.GameImage("Minus", GameResources.GameTheme), VOLUME_BUTTON_X + VOLUME_BUTTON_SIZE + VOLUME_BUTTON_GAP, VOLUME_BUTTON_Y);
        }
        /// <summary>
        /// Draws the high scores to the screen.
        /// </summary>
        public static void DrawHighScores()
        {
            const int SCORES_HEADING = 40;
            const int SCORES_TOP     = 80;
            const int SCORE_GAP      = 30;

            if (_Scores.Count == 0)
            {
                LoadScores();
            }
            SwinGame.DrawBitmap(GameResources.GameImage("HighScoresPanel"), 200, 20);
            SwinGame.DrawText("   High Scores   ", Color.White, GameResources.GameFont("Courier"), SCORES_LEFT, SCORES_HEADING);

            // For all of the scores
            int i;

            SwinGame.DrawText("Rank" + ":   " + "Name" + "   " + "Score", Color.White, GameResources.GameFont("Courier"), SCORES_LEFT - 15, SCORES_TOP);
            for (i = 0; i <= _Scores.Count - 1; i++)
            {
                Score s;

                s = _Scores[i];

                // For scores 1 - 9 use 01 - 09
                if (i < 9)
                {
                    SwinGame.DrawText("0" + (i + 1) + ":   " + s.Name + "   " + s.Value, Color.White, GameResources.GameFont("Courier"), SCORES_LEFT, SCORES_TOP + (i + 1) * SCORE_GAP);
                }
                else
                {
                    SwinGame.DrawText(i + 1 + ":   " + s.Name + "   " + s.Value, Color.White, GameResources.GameFont("Courier"), SCORES_LEFT, SCORES_TOP + (i + 1) * SCORE_GAP);
                }
            }
        }
        /// <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);

            SwinGame.DrawBitmap(GameResources.GameImage("ResetButton"), RESET_BUTTON_X, RESET_BUTTON_Y);

            if ((SwinGame.MouseClicked(MouseButton.LeftButton)) && (UtilityFunctions.IsMouseInRectangle(RESET_BUTTON_X, RESET_BUTTON_Y, RESET_BUTTON_WIDTH, RESET_BUTTON_WIDTH)))
            {
                //GameController.SwitchState(GameState.Discovering);
                GameController.AddNewState(GameState.ViewingGameMenu);
            }
        }
Exemple #12
0
 public static void DrawGuideMenu()
 {
     // Clears the Screen to Black
     SwinGame.DrawText("Guide", GUIDE_COLOR, GameResources.GameFont("Courier"), 30, 10);
     SwinGame.DrawText("1.Deploy your ships or select deployment with the button", GUIDE_COLOR, GameResources.GameFont("Courier"), 30, 40);
     SwinGame.DrawText("2.Guess the enemy ship by selecting the grid with right mouse click", GUIDE_COLOR, GameResources.GameFont("Courier"), 30, 70);
     SwinGame.DrawText("3.Wait till the end of enemey turn", GUIDE_COLOR, GameResources.GameFont("Courier"), 30, 100);
     SwinGame.DrawText("4.The game is over once all ships are destroyed from either side.", GUIDE_COLOR, GameResources.GameFont("Courier"), 30, 130);
     SwinGame.DrawText("5.User can pause the game by pressing escape key and stop the game from the", GUIDE_COLOR, GameResources.GameFont("Courier"), 30, 160);
     SwinGame.DrawText("    pause menu", GUIDE_COLOR, GameResources.GameFont("Courier"), 30, 190);
     DrawButtons(MAIN_MENU);
 }
Exemple #13
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 = default(Rectangle);

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

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

                btnLeft = MENU_LEFT + (BUTTON_SEP * (i + xOffset));
                // SwinGame.FillRectangle(Color.White, btnLeft, btnTop, BUTTON_WIDTH, BUTTON_HEIGHT)
                toDraw.X      = (float)btnLeft + TEXT_OFFSET;
                toDraw.Y      = (float)btnTop + TEXT_OFFSET;
                toDraw.Width  = BUTTON_WIDTH;
                toDraw.Height = BUTTON_HEIGHT;
                SwinGame.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, (float)btnLeft, (float)btnTop, BUTTON_WIDTH, BUTTON_HEIGHT);
                }
            }
        }