Esempio n. 1
0
            // uncomment this for random delay between game actions
            //readonly static int[] gamePlayTimeCycles = { 10000, 5000, 20000, 15000, 25000 };

            public static void Play()
            {
                // New game played by Vinny
                Game game = new Game("Vinny");
                GameSaveSnapshots gameSaveSnapshots = new GameSaveSnapshots();

                game.Start();
                Thread.Sleep(getNextGamePlayTimeCycle());
                game.Pause();
                Thread.Sleep(getNextGamePlayTimeCycle());
                game.Resume();
                Thread.Sleep(getNextGamePlayTimeCycle());
                // Pause and exit the game
                GameStateMemento gameStateMemento = game.PauseAndExit();

                gameSaveSnapshots.SetSnapshot(gameStateMemento);
                Thread.Sleep(getNextGamePlayTimeCycle());

                // Resume old game by Sony.
                game = new Game("Sony", gameSaveSnapshots.GetSnapshot());
                game.Resume();
                Thread.Sleep(getNextGamePlayTimeCycle());
                game.Pause();
                Thread.Sleep(getNextGamePlayTimeCycle());
                // Terminate
                game.Exit();

                // New game played by Anny. The game will end itself without any interruptions
                game = new Game("Anny");
                game.Start();
                Console.ReadKey();
            }
Esempio n. 2
0
            void play()
            {
                try
                {
                    Gamer.WriteGameLog("Playing the game.");
                    GameTimeCycle();

                    while (!gameState.IsGameOver())
                    {
                        gameState.AdvanceGameAction();

                        if (gameState.IsCurrentActionLevelComplete())
                        {
                            // All good and level complete. Which means this level is won.
                            gameSaveSnapshots.SetSnapshot(gameSaver.SaveGame(gameState));
                        }
                        else if (gameState.IsCurrentActionLost())
                        {
                            if (gameState.AreLivesGone() == false)
                            {
                                int currentLife = gameState.GetCurrentLife();

                                Gamer.WriteGameLog("");
                                Gamer.WriteGameLog("Player lost life. Restoring the life and game.", gameState.GetCurrentLevel());
                                Gamer.WriteGameLog("Lives Used: " + gameState.GetLivesUsed() + ",Lives Left: " + gameState.GetLivesLeft());
                                Gamer.WriteGameLog("Playing the level: " + gameState.GetCurrentLevel());
                                Gamer.WriteGameLog("");

                                // Great. Restore the previous state
                                GameStateMemento gameStateMemento = gameSaveSnapshots.GetSnapshot();
                                gameState = gameStateMemento.GetState();
                                gameState.SetCurrentLife(currentLife);
                            }
                            else
                            {
                                // No lives left. Game over man.
                            }
                        }

                        GameTimeCycle();
                    }

                    gameState.SetEndTime(DateTime.Now);

                    displayGameEndSummary();
                }
                catch (ThreadAbortException exception)
                {
                    gameSaveSnapshots.SetSnapshot(gameSaver.SaveGame(gameState));
                }
            }