Esempio n. 1
0
 /// <summary>
 /// Show hit animation and play hit sound effect
 /// </summary>
 /// <param name="row">Row which was hit</param>
 /// <param name="column">Column which was hit</param>
 /// <param name="showAnimation">Weather to show the hit animation</param>
 private static void PlayHitSequence(int row, int column, bool showAnimation)
 {
     if (showAnimation)
     {
         UtilityFunctions.AddExplosion(row, column);
     }
     if (Extentions.MusicPlaying == true)
     {
         Audio.PlaySoundEffect(GameResources.GetSound("Hit"));
     }
     else if (Extentions.MusicPlaying == false)
     {
     }
     UtilityFunctions.DrawAnimationSequence();
 }
        /// <summary>
        /// The user has clicked somewhere on the screen, check if its is a deployment and deploy
        /// the current ship if that is the case.
        /// </summary>
        /// <remarks>
        /// If the click is in the grid it deploys to the selected location
        /// with the indicated direction
        /// </remarks>
        private static void DoDeployClick()
        {
            Point2D mouse = SwinGame.MousePosition();

            // Calculate the row/column clicked
            int row = Convert.ToInt32(Math.Floor((mouse.Y - UtilityFunctions.FIELD_TOP) / (UtilityFunctions.CELL_HEIGHT + UtilityFunctions.CELL_GAP)));
            int col = Convert.ToInt32(Math.Floor((mouse.X - UtilityFunctions.FIELD_LEFT) / (UtilityFunctions.CELL_WIDTH + UtilityFunctions.CELL_GAP)));

            if (row >= 0 & row < GameController.HumanPlayer.PlayerGrid.Height)
            {
                if (col >= 0 & col < GameController.HumanPlayer.PlayerGrid.Width)
                {
                    // If in the area try to deploy
                    try {
                        GameController.HumanPlayer.PlayerGrid.MoveShip(row, col, _selectedShip, _currentDirection);
                    }
                    catch (Exception ex) {
                        Audio.PlaySoundEffect(GameResources.GetSound("Error"));
                        UtilityFunctions.Message = ex.Message;
                    }
                }
            }
        }
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 = _myGame.Player == HumanPlayer;

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

            switch (result.Value)
            {
            case ResultOfAttack.Destroyed: {
                PlayHitSequence(result.Row, result.Column, isHuman);
                if (Extentions.MusicPlaying == true)
                {
                    Audio.PlaySoundEffect(GameResources.GetSound("Sink"));
                }
                else if (Extentions.MusicPlaying == false)
                {
                }

                break;
            }

            case ResultOfAttack.GameOver: {
                PlayHitSequence(result.Row, result.Column, isHuman);
                Audio.PlaySoundEffect(GameResources.GetSound("Sink"));
                while (Audio.SoundEffectPlaying(GameResources.GetSound("Sink")))
                {
                    SwinGame.Delay(10);
                    SwinGame.RefreshScreen();
                }
                if (HumanPlayer.IsDestroyed)
                {
                    if (Extentions.MusicPlaying == true)
                    {
                        Audio.PlaySoundEffect(GameResources.GetSound("Lose"));
                    }
                }
                else
                {
                    if (Extentions.MusicPlaying == true)
                    {
                        Audio.PlaySoundEffect(GameResources.GetSound("Winner"));
                    }
                }
                break;
            }

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

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

            case ResultOfAttack.ShotAlready: {
                if (Extentions.MusicPlaying == true)
                {
                    Audio.PlaySoundEffect(GameResources.GetSound("Error"));
                }

                break;
            }
            }
        }