// <summary>
 // Completes the deployment phase of the game and
 // switches to the battle mode (Discovering state)
 // </summary>
 // <remarks>
 // This adds the players to the game before switching
 // state.
 // </remarks>
 public static void EndDeployment()
 {
     // deploy the players and ai
     _theGame.AddDeployedPlayer(_human);
     _theGame.AddDeployedPlayer(_ai);
     GameController.SwitchState(GameState.Discovering);
 }
예제 #2
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 /// <summary>
 /// Completes the deployment phase of the game and
 /// switches to the battle mode (Discovering state)
 /// </summary>
 /// <remarks>
 /// This adds the players to the game before switching
 /// state.
 /// </remarks>
 public static void EndDeployment()
 {
     // deploy the players
     _theGame.AddDeployedPlayer(_human);
     _theGame.AddDeployedPlayer(_ai);
     SwitchState(GameState.Discovering);
 }
예제 #3
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    /// <summary>
    /// Completes the deployment phase of the game and
    /// switches to the battle mode (Discovering state)
    /// </summary>
    /// <remarks>
    /// This adds the players to the game before switching
    /// state.
    /// </remarks>
    public static void EndDeployment()
    {
        //deploy the players
        _theGame.AddDeployedPlayer(_human);
        _theGame.AddDeployedPlayer(_ai);

        SwitchState(GameState.Discovering);
        Audio.PlaySoundEffect(GameResources.GameSound("Siren"));
    }
예제 #4
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    // <summary>
    // Completes the deployment phase of the game and
    // switches to the battle mode (Discovering state)
    // </summary>
    // <remarks>
    // This adds the players to the game before switching
    // state.
    // </remarks>
    public static void EndDeployment()
    {
        //deploy the players
        _theGame.AddDeployedPlayer(_human);
        _theGame.AddDeployedPlayer(_ai);

        SwitchState(GameState.Discovering);
        Audio.PlayMusic(GameResources.GameMusic("MenuMusic"));
    }
예제 #5
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    /// <summary>
    /// Completes the deployment phase of the game and
    /// switches to the battle mode (Discovering state)
    /// </summary>
    /// <remarks>
    /// This adds the players to the game before switching
    /// state.
    /// </remarks>
    public static void EndDeployment()
    {
        //deploy the players
        _theGame.AddDeployedPlayer(_human);
        _theGame.AddDeployedPlayer(_ai);

        SwinGame.PlayMusic(GameResources.GameMusic("Background2"));         //Changes the music played during the Battle Phase - Eddie

        SwitchState(GameState.Discovering);
    }
예제 #6
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    /// <summary>
    /// Completes the deployment phase of the game and
    /// switches to the battle mode (Discovering state)
    /// </summary>
    /// <remarks>
    /// This adds the players to the game before switching
    /// state.
    /// </remarks>
    public static void EndDeployment()
    {
        //deploy the players
        _theGame.AddDeployedPlayer(_human);
        _theGame.AddDeployedPlayer(_ai);

        countdown = SwinGame.CreateTimer();
        SwinGame.StartTimer(countdown);


        SwitchState(GameState.Discovering);
    }
        public void adddeployedPlayer()
        {
            BattleShipsGame game = new BattleShipsGame();
            Player          ply1 = new Player(game);
            Player          ply2 = new Player(game);

            game.AddDeployedPlayer(ply1);
            game.AddDeployedPlayer(ply2);

            Player expected = ply1;
            Player actual   = game.Player;

            Assert.AreEqual(expected, actual);
        }
예제 #8
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 public void TestHere()
 {
     _loadedGame.AddDeployedPlayer(_humanPlayer);
     _loadedGame.Player.EnemyGrid.HitTile(1, 3);
     _loadedGame.Shoot(1, 2);
     //GameController.SetDifficulty(AIOption.Hard);
     //Assert.AreEqual(_game.getOption, GameController.Difficulty);
     //TestContext.WriteLine(_game.getOption);
     //TestContext.WriteLine(GameController.Difficulty);
     // _game.getOption == GameController.ComputerPlayer.
 }
예제 #9
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    public static void EndDeployment(bool isReset = false, bool isFirst = false)
    {
        if (isReset)
        {
            _human = ObjectCopier.Clone(_backup_player);
            _ai    = ObjectCopier.Clone(_backup_aiplayer);
            _theGame.ResetDeployedPlayer();

            //_human.Enemy = _backup_player.Enemy;
            //_human.EnemyGrid = _backup_player.EnemyGrid;
            //_human.Game = _backup_player.Game;
            //_human.Hits = _backup_player.Hits;
            //_human.Missed = _backup_player.Missed;
            //_human.PlayerGrid = _backup_player.PlayerGrid;
            //_human.Shots = _backup_player.Shots;

            //_ai.Enemy = _backup_aiplayer.Enemy;
            //_ai.EnemyGrid = _backup_aiplayer.EnemyGrid;
            //_ai.Game = _backup_aiplayer.Game;
            //_ai.Hits = _backup_aiplayer.Hits;
            //_ai.Missed = _backup_aiplayer.Missed;
            //_ai.PlayerGrid = _backup_aiplayer.PlayerGrid;
            //_ai.Shots = _backup_aiplayer.Shots;
            _theGame.AddDeployedPlayer(_human);
            _theGame.AddDeployedPlayer(_ai);
        }
        else
        {
            //deploy the players
            _theGame.AddDeployedPlayer(_human);
            _theGame.AddDeployedPlayer(_ai);

            if (isFirst)
            {
                _backup_player   = ObjectCopier.Clone(_human);
                _backup_aiplayer = ObjectCopier.Clone(_ai);
            }
        }
        SwitchState(GameState.Discovering);
    }