Esempio n. 1
0
        } /* init_complete() */

/***********************************************************
*
*   Method:
*       new_game
*
*   Description:
*       Starts a new game.
*
***********************************************************/

        private void new_game
        (
            int width,
            int height,
            int mine_count
        )
        {
/*----------------------------------------------------------
*  Reset and start a new game
*  ----------------------------------------------------------*/
            dims.reset(width, height);
            ms_ctlr.new_game(width, height, mine_count);

/*----------------------------------------------------------
*  Initialize image status variables
*  ----------------------------------------------------------*/
            face_status  = ms_face_status.ACTIVE;
            field_status = new ms_mine_status[width, height];

            for (int i = 0; i < width; i++)
            {
                for (int j = 0; j < height; j++)
                {
                    field_status[i, j] = new ms_mine_status();
                    field_status[i, j] = ms_model.mine_field[i, j].mine_status;
                }
            }

/*----------------------------------------------------------
*  Reset window size
*  ----------------------------------------------------------*/
            graphics.PreferredBackBufferWidth  = dims.view.Width;
            graphics.PreferredBackBufferHeight = dims.view.Height;
            graphics.ApplyChanges();

            toolbar.configure(dims.toolbar, Color.White, menu_font);

            GraphicsDevice.Clear(Color.White);
        } /* new_game() */
Esempio n. 2
0
        } /* UnloadContent() */

/***********************************************************
*
*   Method:
*       Update
*
*   Description:
*       Passes input events to game controller.
*
***********************************************************/

        protected override void Update
        (
            GameTime gameTime
        )
        {
/*----------------------------------------------------------
*  Check if game should be exited
*  ----------------------------------------------------------*/
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                Exit();
            }

/*----------------------------------------------------------
*  Check if the toolbar handled the input
*  ----------------------------------------------------------*/
            if (toolbar.input_handled())
            {
                return;
            }

/*----------------------------------------------------------
*  Update mouse status
*  ----------------------------------------------------------*/
            mouse.update(dims);

/*----------------------------------------------------------
*  Update time
*  ----------------------------------------------------------*/
            if (ms_model.status == ms_game_status.ACTIVE)
            {
                ms_model.current_time = (int)((DateTime.Now.Ticks - ms_model.start_time) / 10000000);
            }
            else if (ms_model.status == ms_game_status.INACTIVE)
            {
                ms_model.current_time = 0;
            }

/*----------------------------------------------------------
*  Release double click
*  ----------------------------------------------------------*/
            if ((button_state_type.UNHELD == mouse.left) &&
                (button_state_type.UNHELD == mouse.right))
            {
                double_click = false;
            }

/*----------------------------------------------------------
*  Check for double click
*  ----------------------------------------------------------*/
            if ((ms_mouse_location.FIELD == mouse.capture_left) &&
                (ms_mouse_location.FIELD == mouse.capture_right))
            {
                int      x          = mouse.mine_loc.X;
                int      y          = mouse.mine_loc.Y;
                int      flag_count = 0;
                ms_field field      = ms_model.mine_field[x, y];

                double_click = true;

                for (int i = Math.Max(0, x - 1); i <= Math.Min(ms_model.field_width - 1, x + 1); i++)
                {
                    for (int j = Math.Max(0, y - 1); j <= Math.Min(ms_model.field_height - 1, y + 1); j++)
                    {
                        if (ms_model.mine_field[i, j].mine_status == ms_mine_status.FLAGGED)
                        {
                            flag_count++;
                        }
                    }
                }

                set_field_image();

                /*----------------------------------------------------------
                *  Double click indenting
                *  ----------------------------------------------------------*/
                if ((button_state_type.HELD == mouse.left) &&
                    (button_state_type.HELD == mouse.right))
                {
                    for (int i = Math.Max(0, x - 1); i <= Math.Min(ms_model.field_width - 1, x + 1); i++)
                    {
                        for (int j = Math.Max(0, y - 1); j <= Math.Min(ms_model.field_height - 1, y + 1); j++)
                        {
                            if (ms_model.mine_field[i, j].mine_status == ms_mine_status.UNCHECKED)
                            {
                                field_status[i, j] = ms_mine_status.CHECKED_0;
                            }
                        }
                    }
                }

                if ((ms_mine_status.CHECKED_0 < field.mine_status) &&
                    (field.mine_status <= ms_mine_status.CHECKED_8) &&
                    (field.mine_count == flag_count))
                {
                    /*----------------------------------------------------------
                    *  Double click searching
                    *  ----------------------------------------------------------*/
                    if ((button_state_type.UNCLICKED == mouse.left) ||
                        (button_state_type.UNCLICKED == mouse.right))
                    {
                        for (int i = Math.Max(0, x - 1); i <= Math.Min(ms_model.field_width - 1, x + 1); i++)
                        {
                            for (int j = Math.Max(0, y - 1); j <= Math.Min(ms_model.field_height - 1, y + 1); j++)
                            {
                                if (ms_model.mine_field[i, j].mine_status == ms_mine_status.UNCHECKED)
                                {
                                    ms_ctlr.search_field(i, j);
                                }
                            }
                        }
                        set_field_image();
                    }
                }
            }

/*----------------------------------------------------------
*  Check for searching a field
*  ----------------------------------------------------------*/
            else if ((ms_mouse_location.FIELD == mouse.capture_left) &&
                     (button_state_type.UNCLICKED == mouse.left) &&
                     (false == double_click))
            {
                ms_ctlr.search_field(mouse.mine_loc.X, mouse.mine_loc.Y);
                set_field_image();
            }

/*----------------------------------------------------------
*  Check for indenting a field
*  ----------------------------------------------------------*/
            else if ((button_state_type.HELD == mouse.left) &&
                     ((ms_game_status.ACTIVE == ms_model.status) ||
                      (ms_game_status.INACTIVE == ms_model.status)) &&
                     (false == double_click))
            {
                set_field_image();

                if ((ms_mouse_location.FIELD == mouse.capture_left) &&
                    ((ms_mine_status.UNCHECKED == ms_model.mine_field[mouse.mine_loc.X, mouse.mine_loc.Y].mine_status) ||
                     (ms_mine_status.QUESTION == ms_model.mine_field[mouse.mine_loc.X, mouse.mine_loc.Y].mine_status)))
                {
                    field_status[mouse.mine_loc.X, mouse.mine_loc.Y] = ms_mine_status.CHECKED_0;
                }
            }

/*----------------------------------------------------------
*  Check for flagging a field
*  ----------------------------------------------------------*/
            else if ((ms_mouse_location.FIELD == mouse.capture_right) &&
                     (button_state_type.CLICKED == mouse.right) &&
                     (false == double_click))
            {
                ms_ctlr.flag_field(mouse.mine_loc.X, mouse.mine_loc.Y);
                set_field_image();
            }

/*----------------------------------------------------------
*  Check for face clicked
*  ----------------------------------------------------------*/
            if ((ms_mouse_location.FACE == mouse.capture_left) &&
                (ms_mouse_location.FACE == mouse.cursor_location) &&
                (button_state_type.UNCLICKED == mouse.left))
            {
                new_game_same();
            }

/*----------------------------------------------------------
*  Set the face status
*  ----------------------------------------------------------*/
            if ((ms_mouse_location.FACE == mouse.capture_left) &&
                (ms_mouse_location.FACE == mouse.cursor_location) &&
                (button_state_type.HELD == mouse.left))
            {
                face_status = ms_face_status.PRESSED;
            }
            else if ((ms_mouse_location.FIELD == mouse.capture_left) &&
                     ((ms_game_status.ACTIVE == ms_model.status) ||
                      (ms_game_status.INACTIVE == ms_model.status)) &&
                     ((!double_click) ||
                      (double_click && ms_mouse_location.FIELD == mouse.capture_right)))
            {
                face_status = ms_face_status.MOUSE_DOWN;
            }
            else
            {
                switch (ms_model.status)
                {
                case ms_game_status.WON:
                    face_status = ms_face_status.WON;
                    break;

                case ms_game_status.LOST:
                    face_status = ms_face_status.LOST;
                    break;

                case ms_game_status.INACTIVE:
                case ms_game_status.ACTIVE:
                    face_status = ms_face_status.ACTIVE;
                    break;
                }
            }

            base.Update(gameTime);
        } /* Update() */