// '' <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; case GameState.QuitConfirm: MenuController.DrawQuit(); 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.HandleHighScoreInput(); break; case GameState.QuitConfirm: MenuController.HandleQuitMenuInput(); 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) { 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(); }
/// <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(); }