コード例 #1
0
ファイル: GameController.cs プロジェクト: liamcgd/Battleship
 // '' <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();
 }
コード例 #2
0
ファイル: GameController.cs プロジェクト: liamcgd/Battleship
 // '' <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.HandleHighScoreInput();
             break;
     }
     UtilityFunctions.UpdateAnimations();
 }
コード例 #3
0
        // '' <summary>
        // '' Handles user input for the Deployment phase of the game.
        // '' </summary>
        // '' <remarks>
        // '' Involves selecting the ships, deloying ships, changing the direction
        // '' of the ships to add, randomising deployment, end then ending
        // '' deployment
        // '' </remarks>
        public static void HandleDeploymentInput()
        {
            if (SwinGame.KeyTyped(KeyCode.EscapeKey))
            {
                GameController.AddNewState(GameState.ViewingGameMenu);
            }

            if ((SwinGame.KeyTyped(KeyCode.UpKey) || SwinGame.KeyTyped(KeyCode.DownKey)))
            {
                _currentDirection = Direction.UpDown;
            }

            if ((SwinGame.KeyTyped(KeyCode.LeftKey) || SwinGame.KeyTyped(KeyCode.RightKey)))
            {
                _currentDirection = Direction.LeftRight;
            }

            if (SwinGame.KeyTyped(KeyCode.RKey))
            {
                GameController.HumanPlayer.RandomizeDeployment();
            }

            if (SwinGame.MouseClicked(MouseButton.LeftButton))
            {
                ShipName selected;
                selected = DeploymentController.GetShipMouseIsOver();
                if ((selected != ShipName.None))
                {
                    _selectedShip = selected;
                }
                else
                {
                    DeploymentController.DoDeployClick();
                }

                if ((GameController.HumanPlayer.ReadyToDeploy && SwinGame.PointInRect(SwinGame.MousePosition(), PLAY_BUTTON_LEFT, TOP_BUTTONS_TOP, PLAY_BUTTON_WIDTH, TOP_BUTTONS_HEIGHT)))
                {
                    GameController.EndDeployment();
                }
                else if (SwinGame.PointInRect(SwinGame.MousePosition(), UP_DOWN_BUTTON_LEFT, TOP_BUTTONS_TOP, DIR_BUTTONS_WIDTH, TOP_BUTTONS_HEIGHT))
                {
                    _currentDirection = Direction.UpDown;
                }
                else if (SwinGame.PointInRect(SwinGame.MousePosition(), LEFT_RIGHT_BUTTON_LEFT, TOP_BUTTONS_TOP, DIR_BUTTONS_WIDTH, TOP_BUTTONS_HEIGHT))
                {
                    _currentDirection = Direction.LeftRight;
                }
                else if (SwinGame.PointInRect(SwinGame.MousePosition(), RANDOM_BUTTON_LEFT, TOP_BUTTONS_TOP, RANDOM_BUTTON_WIDTH, TOP_BUTTONS_HEIGHT))
                {
                    GameController.HumanPlayer.RandomizeDeployment();
                }
            }
        }
コード例 #4
0
        /// <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 var @case when @case == GameState.ViewingMainMenu:
            {
                MenuController.DrawMainMenu();
                break;
            }

            case var case1 when case1 == GameState.ViewingGameMenu:
            {
                MenuController.DrawGameMenu();
                break;
            }

            case var case2 when case2 == GameState.AlteringSettings:
            {
                MenuController.DrawSettings();
                break;
            }

            case var case3 when case3 == GameState.Deploying:
            {
                DeploymentController.DrawDeployment();
                break;
            }

            case var case4 when case4 == GameState.Discovering:
            {
                DiscoveryController.DrawDiscovery();
                break;
            }

            case var case5 when case5 == GameState.EndingGame:
            {
                EndingGameController.DrawEndOfGame();
                break;
            }

            case var case6 when case6 == GameState.ViewingHighScores:
            {
                HighScoreController.DrawHighScores();
                break;
            }
            }

            UtilityFunctions.DrawAnimations();

            SwinGame.RefreshScreen();
        }
コード例 #5
0
        /// <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 var @case when @case == GameState.ViewingMainMenu:
            {
                MenuController.HandleMainMenuInput();
                break;
            }

            case var case1 when case1 == GameState.ViewingGameMenu:
            {
                MenuController.HandleGameMenuInput();
                break;
            }

            case var case2 when case2 == GameState.AlteringSettings:
            {
                MenuController.HandleSetupMenuInput();
                break;
            }

            case var case3 when case3 == GameState.Deploying:
            {
                DeploymentController.HandleDeploymentInput();
                break;
            }

            case var case4 when case4 == GameState.Discovering:
            {
                DiscoveryController.HandleDiscoveryInput();
                break;
            }

            case var case5 when case5 == GameState.EndingGame:
            {
                EndingGameController.HandleEndOfGameInput();
                break;
            }

            case var case6 when case6 == GameState.ViewingHighScores:
            {
                HighScoreController.HandleHighScoreInput();
                break;
            }
            }

            UtilityFunctions.UpdateAnimations();
        }
コード例 #6
0
        /// <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.Deploying)
            {
                DeploymentController.DrawDeployment();
            }
            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();
        }
コード例 #7
0
        /// <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();

            if (CurrentState == GameState.ViewingMainMenu)
            {
                MenuController.HandleMainMenuInput();
            }
            else if (CurrentState == GameState.ViewingGameMenu)
            {
                MenuController.HandleGameMenuInput();
            }
            else if (CurrentState == GameState.AlteringSettings)
            {
                MenuController.HandleSetupMenuInput();
            }
            else if (CurrentState == GameState.Deploying)
            {
                DeploymentController.HandleDeploymentInput();
            }
            else if (CurrentState == GameState.Discovering)
            {
                DiscoveryController.HandleDiscoveryInput();
            }
            else if (CurrentState == GameState.EndingGame)
            {
                EndingGameController.HandleEndOfGameInput();
            }
            else if (CurrentState == GameState.ViewingHighScores)
            {
                HighScoreController.HandleHighScoreInput();
            }

            UtilityFunctions.UpdateAnimations();
        }