// '' <summary> // '' Starts a new game. // '' </summary> // '' <remarks> // '' Creates an AI player based upon the _aiSetting. // '' </remarks> public static void StartGame() { if (_theGame != null) { GameController.EndGame(); } // Create the game _theGame = new BattleShipsGame(); // create the players switch (_aiSetting) { case AIOption.Medium: _ai = new AIMediumPlayer(_theGame); break; case AIOption.Hard: _ai = new AIHardPlayer(_theGame); break; default: _ai = new AIEasyPlayer(_theGame); break; } _human = new Player(_theGame); // AddHandler _human.PlayerGrid.Changed, AddressOf GridChanged _ai.PlayerGrid.Changed += GridChanged; _theGame.AttackCompleted += AttackCompleted; GameController.AddNewState(GameState.Deploying); }
// Starts a new game, and creates an AI player based upon // the _aiSetting currently set public static void StartGame() { if (!(_theGame == null)) { GameController.EndGame(); } // Create the game _theGame = new BattleShipsGame(); if (_playableShips.Count == 0) { foreach (ShipName name in Enum.GetValues(typeof(ShipName))) { if (name != ShipName.None) { _playableShips.Add(name); } } } // create the players switch (_aiSetting) { case AIOption.Easy: _ai = new AIEasyPlayer(_theGame, _playableShips); Audio.PlaySoundEffect(GameResources.GameSound("Easy")); break; case AIOption.Medium: _ai = new AIMediumPlayer(_theGame, _playableShips); Audio.PlaySoundEffect(GameResources.GameSound("Medium")); break; case AIOption.Hard: _ai = new AIHardPlayer(_theGame, _playableShips); Audio.PlaySoundEffect(GameResources.GameSound("Hard")); break; default: _ai = new AIMediumPlayer(_theGame, _playableShips); Audio.PlaySoundEffect(GameResources.GameSound("Medium")); break; } _human = new Player(_theGame, _playableShips); // AddHandler _human.PlayerGrid.Changed, AddressOf GridChanged _ai.PlayerGrid.Changed += GridChanged; _theGame.AttackCompleted += AttackCompleted; GameController.AddNewState(GameState.Deploying); // Stops listening to the old game once a new game has been started }
// '' <summary> // '' Starts a new game. // '' </summary> // '' <remarks> // '' Creates an AI player based upon the _aiSetting. // '' </remarks> public static void StartGame() { if (!(_theGame == null)) { GameController.EndGame(); } // Create the game _theGame = new BattleShipsGame(); // create the players switch (_aiSetting) { case AIOption.Easy: _ai = new AIHardPlayer(_theGame); break; case AIOption.Medium: _ai = new AIMediumPlayer(_theGame); break; case AIOption.Hard: _ai = new AIHardPlayer(_theGame); break; default: _ai = new AIMediumPlayer(_theGame); break; } _human = new Player(_theGame); // AddHandler _human.PlayerGrid.Changed, AddressOf GridChanged _ai.PlayerGrid.Changed += GridChanged; _theGame.AttackCompleted += AttackCompleted; GameController.AddNewState(GameState.Deploying); // '' <summary> // '' Stops listening to the old game once a new game is started // '' </summary> }