Esempio n. 1
0
        public void setLaF(LAF laf)
        {
            if (laf == LAF.PREVIOUS)
            {
                setLaF(prevLaF);
                return;
            }

            LAF prevPrevLaf = prevLaF;
            prevLaF = LaF;
            LaF = laf;
            switch (laf)
            {
                case LAF.IMPOSSIBLE:
                    BackgroundImage = (boardType == GameBoard.BoardType.MAIN_BOARD)
                                        ? global::Battleships.Properties.Resources.ic_im_ship_impossible
                                        : global::Battleships.Properties.Resources.ic_im_ship_impossible_small;
                    break;
                case LAF.POSSIBLE:
                    BackgroundImage = (boardType == GameBoard.BoardType.MAIN_BOARD)
                                        ? global::Battleships.Properties.Resources.ic_im_ship_possible
                                        : global::Battleships.Properties.Resources.ic_im_ship_possible_small;
                    break;
                case LAF.NORMAL:
                    BackgroundImage = (boardType == GameBoard.BoardType.MAIN_BOARD)
                                        ? global::Battleships.Properties.Resources.ic_im_ship
                                        : global::Battleships.Properties.Resources.ic_im_ship_small;
                    break;
                case LAF.SELECTED:
                    BackgroundImage = (boardType == GameBoard.BoardType.MAIN_BOARD)
                                        ? global::Battleships.Properties.Resources.ic_im_ship_sel
                                        : global::Battleships.Properties.Resources.ic_im_ship_sel_small;
                    break;
                case LAF.HIT:
                    BackgroundImage = (boardType == GameBoard.BoardType.MAIN_BOARD)
                                        ? global::Battleships.Properties.Resources.ic_im_ship_hit
                                        : global::Battleships.Properties.Resources.ic_im_ship_hit_small;
                    break;
                case LAF.SUNK:
                    BackgroundImage = (boardType == GameBoard.BoardType.MAIN_BOARD)
                                        ? global::Battleships.Properties.Resources.ic_im_ship_sunk
                                        : global::Battleships.Properties.Resources.ic_im_ship_sunk_small;
                    break;
                case LAF.MISSED:
                    BackgroundImage = (boardType == GameBoard.BoardType.MAIN_BOARD)
                                        ? global::Battleships.Properties.Resources.ic_im_ship_missed
                                        : global::Battleships.Properties.Resources.ic_im_ship_missed_small;
                    break;
                case LAF.SHOOTABLE:
                    BackgroundImage = (boardType == GameBoard.BoardType.MAIN_BOARD)
                                        ? global::Battleships.Properties.Resources.ic_im_ship_shootable
                                        : global::Battleships.Properties.Resources.ic_im_ship_shootable_small;
                    break;
                case LAF.NOT_SHOOTABLE:
                    BackgroundImage = (boardType == GameBoard.BoardType.MAIN_BOARD)
                                        ? global::Battleships.Properties.Resources.ic_im_ship_not_shootable
                                        : global::Battleships.Properties.Resources.ic_im_ship_not_shootable_small;
                    break;
                case LAF.TARGET:
                    BackgroundImage = (boardType == GameBoard.BoardType.MAIN_BOARD)
                                        ? global::Battleships.Properties.Resources.ic_im_ship_shootable_target
                                        : global::Battleships.Properties.Resources.ic_im_ship_shootable_target_small;
                    break;
                case LAF.SHOT:
                    BackgroundImage = (boardType == GameBoard.BoardType.MAIN_BOARD)
                                        ? global::Battleships.Properties.Resources.ic_im_ship_shootable_shot
                                        : global::Battleships.Properties.Resources.ic_im_ship_shootable_shot_small;
                    break;
                default:
                    LaF = prevLaF;
                    prevLaF = prevPrevLaf;
                    break;
            }
        }
Esempio n. 2
0
        public void setLaF(LAF laf)
        {
            if (laf == LAF.PREVIOUS)
            {
                setLaF(prevLaF);
                return;
            }

            LAF prevPrevLaf = prevLaF;

            prevLaF = LaF;
            LaF     = laf;
            switch (laf)
            {
            case LAF.IMPOSSIBLE:
                BackgroundImage = (boardType == GameBoard.BoardType.MAIN_BOARD)
                                        ? global::Battleships.Properties.Resources.ic_im_ship_impossible
                                        : global::Battleships.Properties.Resources.ic_im_ship_impossible_small;
                break;

            case LAF.POSSIBLE:
                BackgroundImage = (boardType == GameBoard.BoardType.MAIN_BOARD)
                                        ? global::Battleships.Properties.Resources.ic_im_ship_possible
                                        : global::Battleships.Properties.Resources.ic_im_ship_possible_small;
                break;

            case LAF.NORMAL:
                BackgroundImage = (boardType == GameBoard.BoardType.MAIN_BOARD)
                                        ? global::Battleships.Properties.Resources.ic_im_ship
                                        : global::Battleships.Properties.Resources.ic_im_ship_small;
                break;

            case LAF.SELECTED:
                BackgroundImage = (boardType == GameBoard.BoardType.MAIN_BOARD)
                                        ? global::Battleships.Properties.Resources.ic_im_ship_sel
                                        : global::Battleships.Properties.Resources.ic_im_ship_sel_small;
                break;

            case LAF.HIT:
                BackgroundImage = (boardType == GameBoard.BoardType.MAIN_BOARD)
                                        ? global::Battleships.Properties.Resources.ic_im_ship_hit
                                        : global::Battleships.Properties.Resources.ic_im_ship_hit_small;
                break;

            case LAF.SUNK:
                BackgroundImage = (boardType == GameBoard.BoardType.MAIN_BOARD)
                                        ? global::Battleships.Properties.Resources.ic_im_ship_sunk
                                        : global::Battleships.Properties.Resources.ic_im_ship_sunk_small;
                break;

            case LAF.MISSED:
                BackgroundImage = (boardType == GameBoard.BoardType.MAIN_BOARD)
                                        ? global::Battleships.Properties.Resources.ic_im_ship_missed
                                        : global::Battleships.Properties.Resources.ic_im_ship_missed_small;
                break;

            case LAF.SHOOTABLE:
                BackgroundImage = (boardType == GameBoard.BoardType.MAIN_BOARD)
                                        ? global::Battleships.Properties.Resources.ic_im_ship_shootable
                                        : global::Battleships.Properties.Resources.ic_im_ship_shootable_small;
                break;

            case LAF.NOT_SHOOTABLE:
                BackgroundImage = (boardType == GameBoard.BoardType.MAIN_BOARD)
                                        ? global::Battleships.Properties.Resources.ic_im_ship_not_shootable
                                        : global::Battleships.Properties.Resources.ic_im_ship_not_shootable_small;
                break;

            case LAF.TARGET:
                BackgroundImage = (boardType == GameBoard.BoardType.MAIN_BOARD)
                                        ? global::Battleships.Properties.Resources.ic_im_ship_shootable_target
                                        : global::Battleships.Properties.Resources.ic_im_ship_shootable_target_small;
                break;

            case LAF.SHOT:
                BackgroundImage = (boardType == GameBoard.BoardType.MAIN_BOARD)
                                        ? global::Battleships.Properties.Resources.ic_im_ship_shootable_shot
                                        : global::Battleships.Properties.Resources.ic_im_ship_shootable_shot_small;
                break;

            default:
                LaF     = prevLaF;
                prevLaF = prevPrevLaf;
                break;
            }
        }