Esempio n. 1
0
        /// <summary>
        /// Checks the results of the attack and switches to
        /// Ending the Game if the result was game over.
        /// </summary>
        /// <param name="result">the result of the last
        /// attack</param>
        /// <remarks>Gets the AI to attack if the result switched
        /// to the AI player.</remarks>
        private void CheckAttackResult(AttackResult result)
        {
            switch (result.Value)
            {
            case ResultOfAttack.Miss:
                if (object.ReferenceEquals(_theGame.Player, ComputerPlayer))
                {
                    _playerTurn = false;
                    AIAttack();
                }
                else
                {
                    _playerTurn = true;
                }

                break;

            case ResultOfAttack.GameOver:
                SwitchState(GameState.EndingGame);
                break;
            }
        }
Esempio n. 2
0
 /// <summary>
 /// The last shot had the following result. Child classes can use this
 /// to prepare for the next shot.
 /// </summary>
 /// <param name="result">The result of the shot</param>
 /// <param name="row">the row shot</param>
 /// <param name="col">the column shot</param>
 protected abstract void ProcessShot(int row, int col, AttackResult result);
Esempio n. 3
0
        /// <summary>
        ///     ''' Listens for attacks to be completed.
        ///     ''' </summary>
        ///     ''' <param name="sender">the game</param>
        ///     ''' <param name="result">the result of the attack</param>
        ///     ''' <remarks>
        ///     ''' Displays a message, plays sound and redraws the screen
        ///     ''' </remarks>
        private static void AttackCompleted(object sender, AttackResult result)
        {
            bool isHuman;

            isHuman = _theGame.Player == HumanPlayer;

            if (isHuman)
            {
                Message = "You " + result.ToString();
            }
            else
            {
                Message = "The AI " + result.ToString();
            }

            switch (result.Value)
            {
            case object _ when ResultOfAttack.Destroyed:
            {
                PlayHitSequence(result.Row, result.Column, isHuman);
                Audio.PlaySoundEffect(GameSound("Sink"));
                break;
            }

            case object _ when ResultOfAttack.GameOver:
            {
                PlayHitSequence(result.Row, result.Column, isHuman);
                Audio.PlaySoundEffect(GameSound("Sink"));

                while (Audio.SoundEffectPlaying(GameSound("Sink")))
                {
                    SwinGame.Delay(10);
                    SwinGame.RefreshScreen();
                }

                if (HumanPlayer.IsDestroyed)
                {
                    Audio.PlaySoundEffect(GameSound("Lose"));
                }
                else
                {
                    Audio.PlaySoundEffect(GameSound("Winner"));
                }
                break;
            }

            case object _ when ResultOfAttack.Hit:
            {
                PlayHitSequence(result.Row, result.Column, isHuman);
                break;
            }

            case object _ when ResultOfAttack.Miss:
            {
                PlayMissSequence(result.Row, result.Column, isHuman);
                break;
            }

            case object _ when ResultOfAttack.ShotAlready:
            {
                Audio.PlaySoundEffect(GameSound("Error"));
                break;
            }
            }
        }
Esempio n. 4
0
        /*<summary>
         * Listens for attacks to be completed.
         *</summary>
         *<param name="sender">the game</param>
         *<param name="result">the result of the attack</param>
         *<remarks>
         * Displays a message, plays sound and redraws the screen
         *</remarks>
         */

        private static void AttackCompleted(object sender, AttackResult result)
        {
            bool isHuman = (_theGame.Player == HumanPlayer);

            if (isHuman)
            {
                UtilityFunctions.Message = ("You " + result.ToString());
            }
            else
            {
                UtilityFunctions.Message = ("The AI " + result.ToString());
            }

            switch (result.Value)
            {
            case ResultOfAttack.Destroyed:
                GameController.PlayHitSequence(result.Row, result.Column, isHuman);
                if (!_mute)
                {
                    Audio.PlaySoundEffect(GameResources.GameSound("Sink"));
                }

                break;

            case ResultOfAttack.GameOver:
                //potentially remove this as it gets played twice if the player wins
                GameController.PlayHitSequence(result.Row, result.Column, isHuman);

                //Audio.PlaySoundEffect(GameResources.GameSound("Sink"));

                while (Audio.SoundEffectPlaying(GameResources.GameSound("Sink")))
                {
                    SwinGame.Delay(10);
                    SwinGame.RefreshScreen();
                }

                if (HumanPlayer.IsDestroyed && !_mute)
                {
                    Audio.PlaySoundEffect(GameResources.GameSound("Lose"));
                }
                else
                {
                    if (!_mute)
                    {
                        Audio.PlaySoundEffect(GameResources.GameSound("Winner"));
                    }
                }

                //come back here to add the letter/number coordinates
                break;

            case ResultOfAttack.Hit:
                GameController.PlayHitSequence(result.Row, result.Column, isHuman);
                break;

            case ResultOfAttack.Miss:
                GameController.PlayMissSequence(result.Row, result.Column, isHuman);
                break;

            case ResultOfAttack.ShotAlready:
                if (!_mute)
                {
                    Audio.PlaySoundEffect(GameResources.GameSound("Error"));
                }
                break;
            }
        }
Esempio n. 5
0
        /// <summary>
        /// ProcessShot will be called uppon when a ship is found.
        /// It will create a stack with targets it will try to hit. These targets
        /// will be around the tile that has been hit.
        /// </summary>
        /// <param name="row">the row it needs to process</param>
        /// <param name="col">the column it needs to process</param>
        /// <param name="result">the result og the last shot (should be hit)</param>

        protected override void ProcessShot(int row, int col, AttackResult result)
        {
        }