Esempio n. 1
0
        /// <summary>
        /// Respond to the user input -- with requests affecting myGame
        /// </summary>
        /// <param name="myGame">The game object to update in response to events.</param>
        private static void HandleUserInput(Snap myGame)
        {
            //Fetch the next batch of UI interaction
            SwinGame.ProcessEvents();

            if (SwinGame.KeyTyped(KeyCode.vk_SPACE))
            {
                myGame.Start();
            }

            if (myGame.IsStarted)
            {
                if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT) && SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    //TODO Add sound effects
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT))
                {
                    myGame.PlayerHit(0);
                    Console.WriteLine("Im here as well...");
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    myGame.PlayerHit(1);
                    Console.WriteLine("Im here too...");
                }
            }
        }
Esempio n. 2
0
        /// <summary>
        /// Respond to the user input -- with requests affecting myGame
        /// </summary>
        /// <param name="myGame">The game object to update in response to events.</param>
        private static void HandleUserInput(Snap myGame)
        {
            //Fetch the next batch of UI interaction
            SwinGame.ProcessEvents();

            if (SwinGame.KeyTyped(KeyCode.vk_SPACE))
            {
                myGame.FlipNextCard();
                if (!myGame.IsStarted)
                {
                    myGame.Start();
                }
            }
            if (myGame.IsStarted)
            {
                if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT) && SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    //TODO: add sound effects
                }

                else if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT))
                {
                    myGame.PlayerHit(0);
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    myGame.PlayerHit(1);
                }
            }
        }
Esempio n. 3
0
        // Something
        /// <summary>
        /// Respond to the user input -- with requests affecting myGame
        /// </summary>
        /// <param name="myGame">The game object to update in response to events.</param>
        private static void HandleUserInput(Snap myGame)
        {
            //Fetch the next batch of UI interaction
            SwinGame.ProcessEvents();

            if (SwinGame.KeyTyped(KeyCode.vk_SPACE))
            {
                myGame.Start();
                myGame.FlipNextCard();
            }

            if (myGame.IsStarted)
            {
                if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT) || SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    SwinGame.PlaySoundEffect("Slap");
                }
                if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT))
                {
                    myGame.PlayerHit(0);
                }
                if (SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    myGame.PlayerHit(1);
                }
            }
        }
Esempio n. 4
0
        /// <summary>
        /// Respond to the user input -- with requests affecting myGame
        /// </summary>
        /// <param name="myGame">The game object to update in response to events.</param>
        private static void HandleUserInput(Snap myGame)
        {
            //Fetch the next batch of UI interaction
            SwinGame.ProcessEvents();

            if (SwinGame.KeyTyped(KeyCode.vk_SPACE))
            {
                myGame.Start();                 //here the start working afther changing this
            }
            if (myGame.IsStarted)
            {
                if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT) && SwinGame.KeyTyped
                        (KeyCode.vk_RSHIFT))
                {
                    //Todo :add sound effects
                    SwinGame.LoadSoundEffectNamed("F**k this shit Im out", "F**k this shit Im out.mp3");
                    SwinGame.PlaySoundEffect("F**k this shit Im out");
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT))
                {
                    myGame.PlayerHit(0);
                    SwinGame.LoadSoundEffectNamed("slap", "slap.wav");
                    SwinGame.PlaySoundEffect("slap");
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    myGame.PlayerHit(1);
                    SwinGame.LoadSoundEffectNamed("slap", "slap.wav");
                    SwinGame.PlaySoundEffect("slap");
                }
            }
        }
Esempio n. 5
0
        /// <summary>
        /// Respond to the user input -- with requests affecting myGame
        /// </summary>
        /// <param name="myGame">The game object to update in response to events.</param>
        private static void HandleUserInput(Snap myGame)
        {
            //Fetch the next batch of UI interaction
            SwinGame.ProcessEvents();

            if (SwinGame.KeyTyped(KeyCode.SpaceKey))
            {
                myGame.Start();
            }
            if (myGame.IsStarted)
            {
                if (SwinGame.KeyTyped(KeyCode.LeftShiftKey) &&
                    SwinGame.KeyTyped(KeyCode.RightShiftKey))
                {
                    //TODO: add sound effects
                }
                else if (SwinGame.KeyTyped(KeyCode.LeftShiftKey))
                {
                    myGame.PlayerHit(0);
                }
                else if (SwinGame.KeyTyped(KeyCode.RightShiftKey))
                {
                    myGame.PlayerHit(1);
                }
            }
        }
Esempio n. 6
0
        /// <summary>
        /// Respond to the user input -- with requests affecting myGame
        /// </summary>
        /// <param name="myGame">The game object to update in response to events.</param>
        private static void HandleUserInput(Snap myGame)
        {
            //Fetch the next batch of UI interaction
            SwinGame.ProcessEvents();



            if (SwinGame.KeyTyped(KeyCode.vk_SPACE))
            {
                myGame.Start();                  //gd:update FlipNextCard to Start to indicate the game to start
            }

            if (myGame.IsStarted)
            {
                if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT) && SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    SwinGame.LoadSoundEffectNamed("Slap", "slap.wav");
                    SwinGame.PlaySoundEffect("Slap");
                }
                if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT))
                {
                    SwinGame.LoadSoundEffectNamed("Slap", "slap.wav");
                    SwinGame.PlaySoundEffect("Slap");
                }
                if (SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    SwinGame.LoadSoundEffectNamed("Slap", "slap.wav");
                    SwinGame.PlaySoundEffect("Slap");
                }
            }
        }
Esempio n. 7
0
        /// <summary>
        /// Respond to the user input -- with requests affecting myGame
        /// </summary>
        /// <param name="myGame">The game object to update in response to events.</param>
        private static void HandleUserInput(Snap myGame)
        {
            //Fetch the next batch of UI interaction
            SwinGame.ProcessEvents();

            if (SwinGame.KeyTyped(KeyCode.vk_SPACE))
            {
                myGame.Start();
            }

            if (myGame.IsStarted)
            {
                if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT) &&
                    SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    //TODO: add sound effects
                    SwinGame.LoadSoundEffectNamed("Slap2players", "slap_2players.mp3");
                    SwinGame.PlaySoundEffect("Slap2players");
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT))
                {
                    myGame.PlayerHit(0);
                    SwinGame.LoadSoundEffectNamed("Slapplayer0", "slap_player0.mp3");
                    SwinGame.PlaySoundEffect("Slapplayer0");
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    myGame.PlayerHit(1);
                    SwinGame.LoadSoundEffectNamed("Slapplayer1", "slap_player1.mp3");
                    SwinGame.PlaySoundEffect("Slapplayer1");
                }
            }
        }
Esempio n. 8
0
        /// <summary>
        /// Respond to the user input -- with requests affecting myGame
        /// </summary>
        /// <param name="myGame">The game object to update in response to events.</param>
        private static void HandleUserInput(Snap myGame)
        {
            //Fetch the next batch of UI interaction
            SwinGame.ProcessEvents();

            if (SwinGame.KeyTyped(KeyCode.vk_SPACE))
            {
                //myGame.FlipNextCard ();
                myGame.Start();
            }

            if (myGame.IsStarted)
            {
                if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT) &&
                    SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    //TODO: add sound effects
                    SwinGame.LoadSoundEffectNamed("SameSlap", "sameslaptime.wav");
                    SwinGame.PlaySoundEffect("SameSlap");
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT))
                {
                    myGame.PlayerHit(0);
                    SwinGame.LoadSoundEffectNamed("DiffSlap", "diffslaptime.wav");
                    SwinGame.PlaySoundEffect("DiffSlap");
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    myGame.PlayerHit(1);
                    SwinGame.LoadSoundEffectNamed("DiffSlap", "diffslaptime.wav");
                    SwinGame.PlaySoundEffect("DiffSlap");
                }
            }
        }
Esempio n. 9
0
        /// <summary>
        /// Respond to the user input -- with requests affecting myGame
        /// </summary>
        /// <param name="myGame">The game object to update in response to events.</param>
        private static void HandleUserInput(Snap myGame)
        {
            //Fetch the next batch of UI interaction
            SwinGame.ProcessEvents();

            if (SwinGame.KeyTyped(KeyCode.vk_SPACE))
            {
                myGame.Start();
                myGame.FlipNextCard();
            }

            if (myGame.IsStarted)
            {
                if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT) && SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    SwinGame.LoadSoundEffectNamed("Error", "Sad_Trombone-Joe_Lamb-665429450.wav");
                    SwinGame.PlaySoundEffect("Error");
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT))
                {
                    myGame.PlayerHit(0);
                    SwinGame.LoadSoundEffectNamed("Slap", "Slap-Soundmaster13-49669815.wav");
                    SwinGame.PlaySoundEffect("Slap");
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    myGame.PlayerHit(1);
                    SwinGame.LoadSoundEffectNamed("Clang", "Metal Clang-SoundBible.com-19572601.wav");
                    SwinGame.PlaySoundEffect("Clang");
                }
            }
        }
Esempio n. 10
0
        /// <summary>
        /// Respond to the user input -- with requests affecting myGame
        /// </summary>
        /// <param name="myGame">The game object to update in response to events.</param>
        private static void HandleUserInput(Snap myGame)
        {
            //Fetch the next batch of UI interaction
            SwinGame.ProcessEvents();

            if (SwinGame.KeyTyped(KeyCode.vk_SPACE))
            {
                myGame.Start();
            }

            if (myGame.IsStarted)
            {
                if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT) && SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    //todoo: add sound effects
                    SwinGame.PlaySoundEffect("Slap");
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT))
                {
                    myGame.PlayerHit(0);
                    SwinGame.PlaySoundEffect("Slap");
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    myGame.PlayerHit(1);
                    SwinGame.PlaySoundEffect("Slap");
                }
            }
        }
Esempio n. 11
0
        /// <summary>
        /// Respond to the user input -- with requests affecting myGame
        /// </summary>
        /// <param name="myGame">The game object to update in response to events.</param>
        private static void HandleUserInput(Snap myGame)
        {
            //Fetch the next batch of UI interaction
            SwinGame.ProcessEvents();

            if (SwinGame.KeyTyped(KeyCode.vk_SPACE))
            {
                //myGame.FlipNextCard ();
                //change it to start the game
                myGame.Start();
            }
            if (myGame.IsStarted)
            {
                if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT) &&
                    SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    //Add sound effects
                    //SwinGame.LoadSoundEffect("Slap");
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT))
                {
                    myGame.PlayerHit(0);
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    myGame.PlayerHit(1);
                }
            }
        }
Esempio n. 12
0
		/// <summary>
		/// Respond to the user input -- with requests affecting myGame
		/// </summary>
		/// <param name="myGame">The game object to update in response to events.</param>
		private static void HandleUserInput(Snap myGame)
		{
			//Fetch the next batch of UI interaction
			SwinGame.ProcessEvents();

			if (SwinGame.KeyTyped (KeyCode.vk_SPACE))
			{
                myGame.Start();
			}

            if(myGame.isStared)
            {
                if( (SwinGame.KeyTyped)(Keycode.vk_LSHIFT) && (SwinGame.KeyTyped)(Keycode.vk_RSHIFT))
                        {
                            
                        }
                else if ((SwinGame.KeyTyped) (Keycode.vk_LSHIFT))
                    {
                       myGame.PlayerHit(0);
                    }

                else if (SwinGame.KeyTyped) (Keycode.vk_RSHIFT))
                    {
                      myGame.PlayerHit(1);
                    }
            }
		}
Esempio n. 13
0
        /// <summary>
        /// Respond to the user input -- with requests affecting myGame
        /// </summary>
        /// <param name="myGame">The game object to update in response to events.</param>
        private static void HandleUserInput(Snap myGame)
        {
            //Fetch the next batch of UI interaction
            SwinGame.ProcessEvents();

            if (SwinGame.KeyTyped(KeyCode.vk_SPACE))
            {
                myGame.Start();
            }
            if (myGame.IsStarted)
            {
                if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT) && SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    SwinGame.LoadSoundEffectNamed("Slap2", "Resources/sounds/slap1.mp3");
                    SwinGame.PlaySoundEffect("Slap2");
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT))
                {
                    myGame.PlayerHit(0);
                    SwinGame.LoadSoundEffectNamed("Slap1", "Resources/sounds/slap1.mp3");
                    SwinGame.PlaySoundEffect("Slap1");
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    myGame.PlayerHit(1);
                    SwinGame.LoadSoundEffectNamed("Slap1", "Resources/sounds/slap1.mp3");
                    SwinGame.PlaySoundEffect("Slap1");
                }
            }
        }
Esempio n. 14
0
        /// <summary>
        /// Respond to the user input -- with requests affecting myGame
        /// </summary>
        /// <param name="myGame">The game object to update in response to events.</param>
        private static void HandleUserInput(Snap myGame)
        {
            //Fetch the next batch of UI interaction
            SwinGame.ProcessEvents();

            if (SwinGame.KeyTyped(KeyCode.vk_SPACE))
            {
                myGame.Start();
            }

            if (myGame.IsStarted)
            {
                if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT) &&
                    SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    SwinGame.LoadSoundEffectNamed("Beep", "beep.wav");
                    SwinGame.PlaySoundEffect("Beep");
                    //TODO: add sound effects
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT))
                {
                    SwinGame.LoadSoundEffectNamed("Slap", "slap.wav");
                    SwinGame.PlaySoundEffect("Slap");
                    myGame.PlayerHit(0);
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    SwinGame.LoadSoundEffectNamed("Slap2", "slap2.wav");
                    SwinGame.PlaySoundEffect("Slap2");
                    myGame.PlayerHit(1);
                }
            }
        }
Esempio n. 15
0
        /// <summary>
        /// Respond to the user input -- with requests affecting myGame
        /// </summary>
        /// <param name="myGame">The game object to update in response to events.</param>
        private static void HandleUserInput(Snap myGame)
        {
            //Fetch the next batch of UI interaction
            SwinGame.ProcessEvents();

            if (SwinGame.KeyTyped(KeyCode.vk_SPACE))
            {
                myGame.FlipNextCard();
                myGame.Start();                  //Add by Chua Chung Long
            }
            if (myGame.IsStarted)                //Add by Loh Yong Jun
            {
                if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT) &&
                    SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    SwinGame.StopSoundEffect("Slap");
                    SwinGame.LoadSoundEffectNamed("Error", "Resources/sounds/error.wav");                      //Add by Loh Yong Jun
                    SwinGame.PlaySoundEffect("Error");                                                         //Add by Loh Yong Jun
                    //TODO: add sound effects
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT))
                {
                    myGame.PlayerHit(0);
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    myGame.PlayerHit(1);
                }
            }
        }
Esempio n. 16
0
		/// <summary>
		/// Respond to the user input -- with requests affecting myGame
		/// </summary>
		/// <param name="myGame">The game object to update in response to events.</param>
		private static void HandleUserInput(Snap myGame)
		{
			//Fetch the next batch of UI interaction
			SwinGame.ProcessEvents();

			if (SwinGame.KeyTyped (KeyCode.vk_SPACE))
			{
				myGame.Start();
			}
            if (myGame.IsStarted)
            {
                if(SwinGame.KeyTyped(KeyCode.vk_LSHIFT)|SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    //TODO:add sound effects
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT))
                {
                    Console.WriteLine("shift pressed left ");
                    myGame.PlayerHit(0);
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    Console.WriteLine("shift pressed right ");
                    myGame.PlayerHit(1);
                }

                Console.WriteLine"blah blah");

            
            }
		}
Esempio n. 17
0
        /// <summary>
        /// Respond to the user input -- with requests affecting myGame
        /// </summary>
        /// <param name="myGame">The game object to update in response to events.</param>
        private static void HandleUserInput(Snap myGame)
        {
            //Fetch the next batch of UI interaction
            SwinGame.ProcessEvents();

            if (SwinGame.KeyTyped(KeyCode.vk_SPACE))
            {
                myGame.Start();


                myGame.FlipNextCard();
            }

            {
                if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT) &&
                    SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    //SwinGame.LoadSoundEffectNamed ("Error", "error.wav");
                    SwinGame.PlaySoundEffect("error.wav");
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT))
                {
                    myGame.PlayerHit(0);
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    myGame.PlayerHit(1);
                }
            }
        }
Esempio n. 18
0
        /// <summary>
        /// Respond to the user input -- with requests affecting myGame
        /// </summary>
        /// <param name="myGame">The game object to update in response to events.</param>
        private static void HandleUserInput(Snap myGame)
        {
            //Fetch the next batch of UI interaction
            SwinGame.ProcessEvents();

            if (SwinGame.KeyTyped(KeyCode.vk_SPACE))
            {
                myGame.Start();                    // Starts the game
            }


            if (myGame.IsStarted)
            {
                if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT) && SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    // TODO: Add sound effects
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT))
                {
                    myGame.PlayerHit(0);                      // User hits first card
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    myGame.PlayerHit(1);                      // User hits second card
                }
            }
        }
Esempio n. 19
0
        /// <summary>
        /// Respond to the user input -- with requests affecting myGame
        /// </summary>
        /// <param name="myGame">The game object to update in response to events.</param>
        private static void HandleUserInput(Snap myGame)
        {
            //Fetch the next batch of UI interaction
            SwinGame.ProcessEvents();

            if (SwinGame.KeyTyped(KeyCode.vk_SPACE))
            {
                myGame.Start();
            }

            if (myGame.IsStarted)
            {
                if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT) && SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    SwinGame.LoadSoundEffectNamed("Collide", "collide.wav");
                    SwinGame.PlaySoundEffect("Collide");
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT))
                {
                    myGame.PlayerHit(0);
                    SwinGame.LoadSoundEffectNamed("Snap", "snapping.wav");
                    SwinGame.PlaySoundEffect("Snap");
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    myGame.PlayerHit(1);
                    SwinGame.LoadSoundEffectNamed("Break", "break.wav");
                    SwinGame.PlaySoundEffect("Break");
                }
            }
        }
Esempio n. 20
0
        /// <summary>
        /// Respond to the user input -- with requests affecting myGame
        /// </summary>
        /// <param name="myGame">The game object to update in response to events.</param>
        private static void HandleUserInput(Snap myGame)
        {
            //Fetch the next batch of UI interaction
            SwinGame.ProcessEvents();

            if (SwinGame.KeyTyped(KeyCode.vk_SPACE))
            {
                //myGame.FlipNextCard ();
                myGame.Start();
            }

            if (myGame.IsStarted)
            {
                if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT) &&
                    SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    SwinGame.OpenAudio();
                    SwinGame.LoadSoundEffectNamed("Ding", "ding.wav");
                    SwinGame.PlaySoundEffect("Ding");
                    SwinGame.Delay(2000);
                    SwinGame.CloseAudio();
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT))
                {
                    myGame.PlayerHit(0);
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    myGame.PlayerHit(1);
                }
            }
        }
Esempio n. 21
0
        /// <summary>
        /// Respond to the user input -- with requests affecting myGame
        /// </summary>
        /// <param name="myGame">The game object to update in response to events.</param>
        private static void HandleUserInput(Snap myGame)
        {
            //Fetch the next batch of UI interaction
            SwinGame.ProcessEvents();

            if (SwinGame.KeyTyped(KeyCode.vk_SPACE))
            {
                myGame.Start();
            }
        }
Esempio n. 22
0
        /// <summary>
        /// Respond to the user input -- with requests affecting myGame
        /// </summary>
        /// <param name="myGame">The game object to update in response to events.</param>
        private static void HandleUserInput(Snap myGame)
        {
            //Fetch the next batch of UI interaction
            SwinGame.ProcessEvents();

            if (SwinGame.KeyTyped(KeyCode.vk_SPACE))
            {
                myGame.Start();                  //starts the game instead of flipping the cards
            }
        }
Esempio n. 23
0
        /// <summary>
        /// Respond to the user input -- with requests affecting myGame
        /// </summary>
        /// <param name="myGame">The game object to update in response to events.</param>
        private static void HandleUserInput(Snap myGame)
        {
            //Fetch the next batch of UI interaction
            SwinGame.ProcessEvents();

            if (SwinGame.KeyTyped(KeyCode.vk_SPACE))
            {
                myGame.Start();
            }
            if (myGame.IsStarted)
            {
                if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT) && SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {                 //TODO: add sound effects} else if (SwinGame.KeyTyped (KeyCode.vk_LSHIFT)){ myGame.PlayerHit (0); } Note: Watch out, git commit -am "..." will not add any new files. So only use this if you have just changed existing files.
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    myGame.PlayerHit(1);
                }
            }
        }
Esempio n. 24
0
        /// <summary>
        /// Respond to the user input -- with requests affecting myGame
        /// </summary>
        /// <param name="myGame">The game object to update in response to events.</param>
        private static void HandleUserInput(Snap myGame)
        {
            //Fetch the next batch of UI interaction
            SwinGame.ProcessEvents();

            if (SwinGame.KeyTyped(KeyCode.vk_SPACE))
            {
                //Flips to the next card
                myGame.Start();
            }

            //Mubashir Code (Team Leader)
            if (myGame.IsStarted)
            {
                if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT) &&
                    SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    //NOTHING HAPPENS
                    //ADD SOUND EFFECTS HERE (MARCUS LAI CODE FIX)
                    SwinGame.LoadSoundEffectNamed("Slap1", "Slap_Sound.wav");
                    SwinGame.PlaySoundEffect("Slap1");
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_LSHIFT))
                {
                    myGame.PlayerHit(0);
                    SwinGame.LoadSoundEffectNamed("Slap2", "Sharp_Punch.wav");
                    SwinGame.PlaySoundEffect("Slap2");
                }
                else if (SwinGame.KeyTyped(KeyCode.vk_RSHIFT))
                {
                    myGame.PlayerHit(1);
                    SwinGame.LoadSoundEffectNamed("Slap3", "Strong_Punch.wav");
                    SwinGame.PlaySoundEffect("Slap3");
                }
            }
        }