コード例 #1
0
        /// <summary>
        /// Shoot will swap between players and check if a player has been killed.
        /// It also allows the current player to hit on the enemygrid.
        /// </summary>
        /// <param name="row">the row fired upon</param>
        /// <param name="col">the column fired upon</param>
        /// <returns>The result of the attack</returns>
        public AttackResult Shoot(int row, int col)
        {
            AttackResult newAttack;
            int          otherPlayer = (_playerIndex + 1) % 2;

            newAttack = Player.Shoot(row, col);

            // Will exit the game when all players ships are destroyed
            if (_players[otherPlayer].IsDestroyed)
            {
                newAttack = new AttackResult(ResultOfAttack.GameOver, newAttack.Ship, newAttack.Text, row, col);
            }

            AttackCompleted?.Invoke(this, newAttack);

            // change player if the last hit was a miss
            if (newAttack.Value == ResultOfAttack.Miss)
            {
                _playerIndex = otherPlayer;
            }

            return(newAttack);
        }
コード例 #2
0
        /// <summary>
        /// Listens for attacks to be completed.
        /// </summary>
        /// <param name="sender">the game</param>
        /// <param name="result">the result of the attack</param>
        /// <remarks>
        /// Displays a message, plays sound and redraws the screen
        /// </remarks>
        private void AttackCompleted(object sender, AttackResult result)
        {
            bool isHuman;

            isHuman = _theGame.Player == HumanPlayer;

            if (isHuman)
            {
                if (result.Value == ResultOfAttack.Destroyed)
                {
                    UtilityFunctions.MESSAGE_COLOR    = Color.Green;
                    UtilityFunctions.Instance.Message = "You " + result.ToString();
                }
                else
                {
                    UtilityFunctions.MESSAGE_COLOR = Color.White;
                }
                UtilityFunctions.Instance.Message = "You " + result.ToString();
            }
            else
            {
                if (result.Value == ResultOfAttack.Destroyed)
                {
                    UtilityFunctions.MESSAGE_COLOR = Color.Red;
                }
                else
                {
                    UtilityFunctions.MESSAGE_COLOR = Color.Blue;
                }
                UtilityFunctions.Instance.Message = "The AI " + result.ToString();
            }

            switch (result.Value)
            {
            case ResultOfAttack.Destroyed:
            {
                PlayHitSequence(result.Row, result.Column, isHuman);
                Color flashColor;
                if (isHuman)
                {
                    flashColor = SwinGame.RGBAColor(0, 255, 0, 127);
                }
                else
                {
                    flashColor = SwinGame.RGBAColor(255, 0, 0, 127);
                };
                Audio.PlaySoundEffect(GameResources.Instance.GameSound("Sink"));
                SwinGame.FillRectangle(flashColor, 0, 0, 800, 600);
                SwinGame.RefreshScreen();
                SwinGame.Delay(150);

                UtilityFunctions.DrawBackground();
                DiscoveryController.DrawDiscovery();
                SwinGame.RefreshScreen();
                SwinGame.Delay(100);

                SwinGame.FillRectangle(flashColor, 0, 0, 800, 600);
                SwinGame.RefreshScreen();
                SwinGame.Delay(150);

                break;
            }

            case ResultOfAttack.GameOver:
            {
                PlayHitSequence(result.Row, result.Column, isHuman);
                Audio.PlaySoundEffect(GameResources.Instance.GameSound("Sink"));

                while (Audio.SoundEffectPlaying(GameResources.Instance.GameSound("Sink")))
                {
                    //SwinGame.Delay(10);
                    SwinGame.RefreshScreen();
                }

                if (HumanPlayer.IsDestroyed)
                {
                    Audio.PlaySoundEffect(GameResources.Instance.GameSound("Lose"));
                }
                else
                {
                    Audio.PlaySoundEffect(GameResources.Instance.GameSound("Winner"));
                }
                break;
            }

            case ResultOfAttack.Hit:
            {
                PlayHitSequence(result.Row, result.Column, isHuman);
                break;
            }

            case ResultOfAttack.Miss:
            {
                PlayMissSequence(result.Row, result.Column, isHuman);
                break;
            }

            case ResultOfAttack.ShotAlready:
            {
                Audio.PlaySoundEffect(GameResources.Instance.GameSound("Error"));
                break;
            }
            }
        }
コード例 #3
0
ファイル: AIPlayer.cs プロジェクト: harley102/SpaceBattle3
 /// <summary>
 /// The last shot had the following result. Child classes can use this
 /// to prepare for the next shot.
 /// </summary>
 /// <param name="result">The result of the shot</param>
 /// <param name="row">the row shot</param>
 /// <param name="col">the column shot</param>
 protected abstract void ProcessShot(int row, int col, AttackResult result);