/// <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() { _utility.DrawBackground(this); switch (CurrentState) { case GameState.ViewingMainMenu: _menu.DrawMainMenu(this); break; case GameState.ViewingGameMenu: _menu.DrawGameMenu(this); break; case GameState.AlteringSettings: _menu.DrawSettings(this); break; case GameState.Deploying: _deployment.DrawDeployment(this); _highScore.DrawHighScore(_resources); _menu.DrawSetting(this); DrawAIdifficulty(); break; case GameState.Discovering: _discovery.DrawDiscovery(this); _highScore.DrawHighScore(_resources); DrawAIdifficulty(); break; case GameState.EndingGame: _endGame.DrawEndOfGame(this); break; case GameState.ViewingHighScores: _highScore.DrawHighScores(this); break; } _utility.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.AlteringShips: MenuController.DrawShipsMenu(); 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(); }