/// <summary> /// Draws the current state of the game to the screen. /// </summary> /// <remarks> /// What is drawn depends upon the state of the game. /// </remarks> public static void DrawScreen(ThemeColor color) { if (MenuController.TColor == ThemeColor.Pink) { UtilityFunctions.DrawBackground(ThemeColor.Pink); } else if (MenuController.TColor == ThemeColor.Green) { UtilityFunctions.DrawBackground(ThemeColor.Green); } else { UtilityFunctions.DrawBackground(ThemeColor.Blue); } switch (CurrentState) { case GameState.ViewingMainMenu: MenuController.DrawMainMenu(); break; case GameState.ViewingGameMenu: MenuController.DrawGameMenu(); break; case GameState.AlteringSettings: MenuController.DrawSettings(); break; /*Add Theme draw*/ case GameState.ThemeColors: MenuController.ThemeSettings(); break; /*Added Draw MusicSettings*/ case GameState.MusicSettings: MenuController.MusicSettings(); break; case GameState.Deploying: DeploymentController.DrawDeployment(); break; case GameState.Discovering: DiscoveryController.DrawDiscovery(); break; //case GameState.EndingGame: // EndingGameController.DrawEndOfGame (); // break; case GameState.ViewingHighScores: HighScoreController.DrawHighScores(); break; } UtilityFunctions.DrawAnimations(); SwinGame.RefreshScreen(); }
/// <summary> /// Draws the current state of the game to the screen. /// </summary> /// <remarks> /// What is drawn depends upon the state of the game. /// </remarks> public static void DrawScreen() { UtilityFunctions.DrawBackground(); switch (CurrentState) { case GameState.ViewingMainMenu: { MenuController.DrawMainMenu(); break; } case GameState.ViewingGameMenu: { MenuController.DrawGameMenu(); break; } case GameState.AlteringSettings: { MenuController.DrawSettings(); break; } case GameState.Deploying: { DeploymentController.DrawDeployment(); break; } case GameState.Discovering: { DiscoveryController.DrawDiscovery(); break; } case GameState.EndingGame: { EndingGameController.DrawEndOfGame(); break; } case GameState.ViewingHighScores: { HighScoreController.DrawHighScores(); break; } } UtilityFunctions.DrawAnimations(); SwinGame.RefreshScreen(); }
/// <summary> /// Draws the current state of the game to the screen. /// </summary> /// <remarks> /// What is drawn depends upon the state of the game. /// </remarks> public static void DrawScreen() { UtilityFunctions.DrawBackground(); switch (CurrentState) { case GameState.ViewingMainMenu: MenuController.DrawMainMenu(); SwinGame.StopTimer(Timer); break; case GameState.ViewingGameMenu: MenuController.DrawGameMenu(); SwinGame.StopTimer(Timer); break; case GameState.AlteringSettings: MenuController.DrawSettings(); SwinGame.StopTimer(Timer); break; case GameState.Deploying: DeploymentController.DrawDeployment(); SwinGame.ResetTimer(Timer); break; case GameState.Discovering: DiscoveryController.DrawDiscovery(); if (SwinGame.TimerTicks(Timer) == 0) { SwinGame.StartTimer(Timer); } break; case GameState.EndingGame: EndingGameController.DrawEndOfGame(); break; case GameState.ViewingHighScores: HighScoreController.DrawHighScores(); SwinGame.StopTimer(Timer); break; case GameState.ViewInstruction: Instruction.WriteInstruction(); break; } UtilityFunctions.DrawAnimations(); SwinGame.RefreshScreen(); }
/// <summary> /// ''' Handles the user SwinGame. /// ''' </summary> /// ''' <remarks> /// ''' Reads key and mouse input and converts these into /// ''' actions for the game to perform. The actions /// ''' performed depend upon the state of the game. /// ''' </remarks> public static void HandleUserInput() { // Read incoming input events SwinGame.ProcessEvents(); switch (CurrentState) { case GameState.ViewingMainMenu: { MenuController.HandleMainMenuInput(); break; } case GameState.ViewingGameMenu: { MenuController.HandleGameMenuInput(); break; } case GameState.AlteringSettings: { MenuController.HandleSetupMenuInput(); break; } case GameState.Deploying: { DeploymentController.HandleDeploymentInput(); break; } case GameState.Discovering: { DiscoveryController.HandleDiscoveryInput(); break; } case GameState.EndingGame: { EndingGameController.HandleEndOfGameInput(); break; } case GameState.ViewingHighScores: { HighScoreController.DrawHighScores(); break; } } UtilityFunctions.UpdateAnimations(); }
/// <summary> /// Draws the current state of the game to the screen. /// </summary> /// <remarks> /// What is drawn depends upon the state of the game. /// </remarks> public static void DrawScreen() { UtilityFunctions.DrawBackground(); if (CurrentState == GameState.ViewingMainMenu) { SwinGame.StopTimer(GameTimer); MenuController.DrawMainMenu(); } else if (CurrentState == GameState.ViewingGameMenu) { SwinGame.StopTimer(GameTimer); MenuController.DrawGameMenu(); } else if (CurrentState == GameState.AlteringSettings) { SwinGame.StopTimer(GameTimer); MenuController.DrawSettings(); } else if (CurrentState == GameState.AlterMusics) { SwinGame.StopTimer(GameTimer); MenuController.DrawMusicSettings(); } else if (CurrentState == GameState.Deploying) { SwinGame.ResetTimer(GameTimer); DeploymentController.DrawDeployment(); } else if (CurrentState == GameState.Discovering) { if (SwinGame.TimerTicks(GameTimer) == 0) { SwinGame.StartTimer(GameTimer); } DiscoveryController.DrawDiscovery(); } else if (CurrentState == GameState.EndingGame) { EndingGameController.DrawEndOfGame(); } else if (CurrentState == GameState.ViewingHighScores) { HighScoreController.DrawHighScores(); } UtilityFunctions.DrawAnimations(); SwinGame.RefreshScreen(120); }
/// <summary> /// Draws the current state of the game to the screen. /// </summary> /// <remarks> /// What is drawn depends upon the state of the game. /// </remarks> public static void DrawScreen() { UtilityFunctions.DrawBackground(); switch (CurrentState) { case GameState.ViewingMainMenu: MenuController.DrawMainMenu(); break; case GameState.ViewingGameMenu: MenuController.DrawGameMenu(); break; case GameState.AlteringSettings: MenuController.DrawSettings(); break; // Added Function: Change Music Function // Author: Ernest Soo case GameState.AlteringMusic: MenuController.DrawMusic(); break; // Added Function: Change Background Function // Author: Jacky Ten case GameState.AlteringBackground: MenuController.DrawBackground(); break; case GameState.Deploying: DeploymentController.DrawDeployment(); break; case GameState.Discovering: DiscoveryController.DrawDiscovery(); break; case GameState.EndingGame: EndingGameController.DrawEndOfGame(); break; case GameState.ViewingHighScores: HighScoreController.DrawHighScores(); break; } UtilityFunctions.DrawAnimations(); SwinGame.RefreshScreen(); }
/// <summary> /// Draws the current state of the game to the screen. /// </summary> /// <remarks> /// What is drawn depends upon the state of the game. /// </remarks> public static void DrawScreen() { UtilityFunctions.DrawBackground(); switch (CurrentState) { case GameState.ViewingMainMenu: MenuController.DrawMainMenu(); break; case GameState.ViewingGameMenu: MenuController.DrawGameMenu(); break; case GameState.AlteringSettings: MenuController.DrawSettings(); break; case GameState.ChangingMusic: MenuController.DrawMusicMenu(); break; case GameState.Deploying: DeploymentController.DrawDeployment(); break; case GameState.Discovering: DiscoveryController.DrawDiscovery(); break; case GameState.EndingGame: EndingGameController.DrawEndOfGame(); break; case GameState.ViewingHighScores: HighScoreController.DrawHighScores(); break; case GameState.ShowingHint: // ShowingHint state draws the Hints on top of the regular grid DiscoveryController.DrawDiscovery(); DiscoveryController.DrawHint(); break; } UtilityFunctions.DrawAnimations(); SwinGame.RefreshScreen(); }
/// <summary> /// Draws the current state of the game to the screen. /// </summary> /// <remarks> /// What is drawn depends upon the state of the game. /// </remarks> public static void DrawScreen() { if (SwinGame.KeyTyped(KeyCode.vk_m)) { GameResources.Mute(); } if (SwinGame.KeyTyped(KeyCode.vk_p)) { GameResources.Play(); } UtilityFunctions.DrawBackground(); switch (CurrentState) { case GameState.ViewingMainMenu: MenuController.DrawMainMenu(); break; case GameState.ViewingGameMenu: MenuController.DrawGameMenu(); break; case GameState.AlteringSettings: MenuController.DrawSettings(); break; case GameState.Deploying: DeploymentController.DrawDeployment(); break; case GameState.Discovering: DiscoveryController.DrawDiscovery(); break; case GameState.EndingGame: EndingGameController.DrawEndOfGame(); break; case GameState.ViewingHighScores: HighScoreController.DrawHighScores(); break; } UtilityFunctions.DrawAnimations(); SwinGame.RefreshScreen(); }
// '' <summary> // '' Read the user's name for their highsSwinGame. // '' </summary> // '' <param name="value">the player's sSwinGame.</param> // '' <remarks> // '' This verifies if the score is a highsSwinGame. // '' </remarks> public static void ReadHighScore(int value) { const int ENTRY_TOP = 500; if (_scores.Count == 0) { LoadScores(); } // Is it a high score: if ((value > _scores[(_scores.Count - 1)].Value)) { Score s = new Score(); s.Value = value; GameController.AddNewState(GameState.ViewingHighScores); int x = (SCORES_LEFT + SwinGame.TextWidth(GameResources.GameFont("Courier"), "Name: ")); SwinGame.StartReadingText(Color.White, NAME_WIDTH, GameResources.GameFont("Courier"), x, ENTRY_TOP); // Read the text from the user while (SwinGame.ReadingText()) { SwinGame.ProcessEvents(); UtilityFunctions.DrawBackground(); HighScoreController.DrawHighScores(); SwinGame.DrawText("Name: ", Color.White, GameResources.GameFont("Courier"), SCORES_LEFT, ENTRY_TOP); SwinGame.RefreshScreen(); } // Set the name length to 3 characters s.Name = SwinGame.TextReadAsASCII(); if ((s.Name.Length < NAME_WIDTH)) { s.Name = (s.Name + new string(' ', NAME_WIDTH - s.Name.Length)); } _scores.RemoveAt((_scores.Count - 1)); _scores.Add(s); _scores.Sort(); SaveScores(); GameController.EndCurrentState(); } }
/// <summary> /// Draws the current state of the game to the screen. /// </summary> /// <remarks> /// What is drawn depends upon the state of the game. /// </remarks> public static void DrawScreen() { UtilityFunctions.DrawBackground(); switch (CurrentState) { case GameState.ViewingMainMenu: MenuController.DrawMainMenu(); break; case GameState.ViewingGameMenu: MenuController.DrawGameMenu(); break; case GameState.AlteringSettings: MenuController.DrawSettings(); break; case GameState.Deploying: DeploymentController.DrawDeployment(); MenuController.DrawCommonMenu(); // Aerisha Changes/Additions break; case GameState.Discovering: DiscoveryController.DrawDiscovery(); MenuController.DrawCommonMenu(); // Aerisha Changes/Additions break; case GameState.EndingGame: EndingGameController.DrawEndOfGame(); break; case GameState.ViewingHighScores: HighScoreController.DrawHighScores(); MenuController.DrawScoresPage(); // Aerisha Changes/Additions break; case GameState.ViewingInstructMenu: Instructions.DrawInstruct(); break; } UtilityFunctions.DrawAnimations(); SwinGame.RefreshScreen(); }
/// <summary> /// ''' Draws the current state of the game to the screen. /// ''' </summary> /// ''' <remarks> /// ''' What is drawn depends upon the state of the game. /// ''' </remarks> public static void DrawScreen() { UtilityFunctions.DrawBackground(); if (CurrentState == GameState.ViewingMainMenu) { MenuController.DrawMainMenu(); } else if (CurrentState == GameState.ViewingGameMenu) { MenuController.DrawGameMenu(); } else if (CurrentState == GameState.AlteringSettings) { MenuController.DrawSettings(); } else if (CurrentState == GameState.ChangingMusic) //Recently Added { MenuController.DrawMusicMenu(); } else if (CurrentState == GameState.Deploying) { DeploymentController.DrawDeployment(); } else if (CurrentState == GameState.AlteringOption) { MenuController.DrawOption(); //RECENTLY ADDED } else if (CurrentState == GameState.Discovering) { DiscoveryController.DrawDiscovery(); } else if (CurrentState == GameState.EndingGame) { EndingGameController.DrawEndOfGame(); } else if (CurrentState == GameState.ViewingHighScores) { HighScoreController.DrawHighScores(); } UtilityFunctions.DrawAnimations(); SwinGame.RefreshScreen(); }
/// <summary> /// Draws the current state of the game to the screen. /// </summary> /// <remarks> /// What is drawn depends upon the state of the game. /// </remarks> public static void DrawScreen() { UtilityFunctions.DrawBackground(); switch (CurrentState) { case GameState.ViewingMainMenu: MenuController.DrawMainMenu(); break; case GameState.ViewingGameMenu: MenuController.DrawGameMenu(); break; case GameState.AlteringSettings: MenuController.DrawSettings(); break; case GameState.Deploying: DeploymentController.DrawDeployment(); break; case GameState.Discovering: DiscoveryController.DrawDiscovery(); break; case GameState.EndingGame: EndingGameController.DrawEndOfGame(); break; case GameState.ViewingHighScores: HighScoreController.DrawHighScores(); break; } UtilityFunctions.DrawAnimations(); //Lowered to 30 frames per second to see the splash and explosion animations SwinGame.RefreshScreen(60); }
// '' <summary> // '' Read the user's name for their highsSwinGame. // '' </summary> // '' <param name="value">the player's sSwinGame.</param> // '' <remarks> // '' This verifies if the score is a highsSwinGame. // '' </remarks> public static void ReadHighScore(int value) { const int ENTRY_TOP = 500; if ((_Scores.Count == 0)) { HighScoreController.LoadScores(); } // is it a high score if ((value > _Scores.Item[(_Scores.Count - 1)].Value)) { Score s = new Score(); s.Value = value; AddNewState(GameState.ViewingHighScores); int x; x = (SCORES_LEFT + SwinGame.TextWidth(GameFont("Courier"), "Name: ")); SwinGame.StartReadingText(Color.White, NAME_WIDTH, GameFont("Courier"), x, ENTRY_TOP); // Read the text from the user while (SwinGame.ReadingText()) { SwinGame.ProcessEvents(); DrawBackground(); HighScoreController.DrawHighScores(); SwinGame.DrawText("Name: ", Color.White, GameFont("Courier"), SCORES_LEFT, ENTRY_TOP); SwinGame.RefreshScreen(); } s.Name = SwinGame.TextReadAsASCII(); if ((s.Name.Length < 3)) { s.Name = (s.Name + new string(((char)(" ")), (3 - s.Name.Length))); } _Scores.RemoveAt((_Scores.Count - 1)); _Scores.Add(s); _Scores.Sort(); EndCurrentState(); } }
/// <summary> /// Draws the current state of the game to the screen. /// </summary> /// <remarks> /// What is drawn depends upon the state of the game. /// </remarks> public static void DrawScreen() { UtilityFunctions.DrawBackground(); switch (CurrentState) { case GameState.ViewingMainMenu: MenuController.DrawMainMenu(); break; case GameState.ViewingGameMenu: MenuController.DrawGameMenu(); break; case GameState.AlteringSettings: MenuController.DrawSettings(); break; case GameState.Deploying: DeploymentController.DrawDeployment(); break; case GameState.Discovering: DiscoveryController.DrawDiscovery(); SwinGame.DrawBitmap(GameResources.GameImage("HomeButton"), HOME_BUTTON_LEFT, TOP_BUTTONS_TOP); break; case GameState.EndingGame: EndingGameController.DrawEndOfGame(); break; case GameState.ViewingHighScores: HighScoreController.DrawHighScores(); break; } UtilityFunctions.DrawAnimations(); SwinGame.RefreshScreen(); }
/// <summary> /// Draws the current state of the game to the screen. /// </summary> /// <remarks> /// What is drawn depends upon the state of the game. /// </remarks> public void DrawScreen() { screenController.DrawBackground(); switch (CurrentState) { case GameState.ViewingMainMenu: _menuController.DrawMainMenu(); break; case GameState.ViewingGameMenu: _menuController.DrawGameMenu(); break; case GameState.AlteringSettings: _menuController.DrawSettings(); break; case GameState.Deploying: _deploymentController.DrawDeployment(); break; case GameState.Discovering: _discoveryController.DrawDiscovery(); break; case GameState.EndingGame: _endingGameController.DrawEndOfGame(); break; case GameState.ViewingHighScores: highScoreController.DrawHighScores(); break; } screenController.DrawAnimations(); SwinGame.RefreshScreen(); }
/// <summary> /// Draws the current state of the game to the screen. /// </summary> /// <remarks> /// What is drawn depends upon the state of the game. /// </remarks> public static void DrawScreen() { UtilityFunctions.DrawBackground(); switch (CurrentState) { case GameState.ViewingMainMenu: SwinGame.StopTimer(Timer); MenuController.DrawMainMenu(); break; case GameState.ViewingInstruction: SwinGame.StopTimer(Timer); Rules.DrawInstruction(); break; case GameState.ViewingGameMenu: SwinGame.StopTimer(Timer); MenuController.DrawGameMenu(); break; case GameState.AlteringSettings: SwinGame.StopTimer(Timer); MenuController.DrawSettings(); break; case GameState.Deploying: SwinGame.ResetTimer(Timer); DeploymentController.DrawDeployment(); MenuController.DrawMenuBackButton(); break; case GameState.Discovering: if (SwinGame.TimerTicks(Timer) == 0) { SwinGame.StartTimer(Timer); } DiscoveryController.DrawDiscovery(); break; case GameState.EndingGame: EndingGameController.DrawEndOfGame(); break; case GameState.ViewingHighScores: SwinGame.StopTimer(Timer); HighScoreController.DrawHighScores(); break; case GameState.AlteringOption: SwinGame.StopTimer(Timer); MenuController.DrawOption(); break; case GameState.ChangingMusic: SwinGame.StopTimer(Timer); MenuController.DrawMusicMenu(); break; /*case GameState.changebg: * MenuController.DrawBGOption (); * break;*/ } UtilityFunctions.DrawAnimations(); SwinGame.RefreshScreen(); }