/// <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(); var switchExpr = CurrentState; switch (switchExpr) { 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(); }
/// <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(); var switchExpr = CurrentState; switch (switchExpr) { 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(); }