/// <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.AddNewState(GameState.Quitting);
                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;

            case MAIN_MENU_AUDIO_BUTTON:
                GameController.VolAdjust();
                break;
            }
        }
Exemple #3
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        /// <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.EscapeKey))
            {
                GameController.AddNewState(GameState.ViewingGameMenu);
            }

            if (SwinGame.MouseClicked(MouseButton.LeftButton))
            {
                DoAttack();
            }
        }
Exemple #4
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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.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;
                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();
                }
            }
        }
        /// <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;
                x = SCORES_LEFT + SwinGame.TextWidth(GameResources.GameFont("Courier"), "Name: ");

                SwinGame.StartReadingText(Color.White, 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 < 3)
                {
                    s.Name = s.Name + new string(System.Convert.ToChar(" "), 3 - s.Name.Length);
                }

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

                GameController.EndCurrentState();
            }
        }
        /// <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;
            }
            }
        }