// <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 var @case when @case == GameState.ViewingMainMenu: { MenuController.HandleMainMenuInput(); break; } case var case1 when case1 == GameState.ViewingGameMenu: { MenuController.HandleGameMenuInput(); break; } case var case2 when case2 == GameState.AlteringSettings: { MenuController.HandleSetupMenuInput(); break; } case var case3 when case3 == GameState.Deploying: { DeploymentController.HandleDeploymentInput(); break; } case var case4 when case4 == GameState.Discovering: { DiscoveryController.HandleDiscoveryInput(); break; } case var case5 when case5 == GameState.EndingGame: { EndingGameController.HandleEndOfGameInput(); break; } case var case6 when case6 == GameState.ViewingHighScores: { HighScoreController.HandleHighScoreInput(); break; } } UtilityFunctions.UpdateAnimations(); if (SwinGame.KeyTyped(KeyCode.MKey)) { SwinGame.PauseMusic(); } if (SwinGame.KeyTyped(KeyCode.UKey)) { SwinGame.ResumeMusic(); } }
/// <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 (SwinGame.KeyTyped(KeyCode.PageUpKey)) { float max = 1.0F; float increment = 0.1F; if (Audio.MusicVolume() != max) { Audio.SetMusicVolume(Audio.MusicVolume() + increment); } } if (SwinGame.KeyTyped(KeyCode.PageDownKey)) { float min = 0.0F; float decrement = 0.1F; if (Audio.MusicVolume() != min) { Audio.SetMusicVolume(Audio.MusicVolume() - decrement); } } 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; } UtilityFunctions.UpdateAnimations(); }
/// <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(); //Mute background music if (SwinGame.KeyTyped(KeyCode.vk_m)) { if (SwinGame.MusicPlaying()) { SwinGame.StopMusic(); _mute = true; } else { SwinGame.PlayMusic(GameResources.GameMusic("Background")); _mute = false; } } 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(); MenuController.HandleCommonMenuInput(); //Aerisha Changes/Additions break; case GameState.Discovering: DiscoveryController.HandleDiscoveryInput(); MenuController.HandleCommonMenuInput(); //Aerisha Changes/Additions break; case GameState.EndingGame: EndingGameController.HandleEndOfGameInput(); break; case GameState.ViewingHighScores: HighScoreController.HandleHighScoreInput(); MenuController.HandleScoresPageInput(); //Aerisha Changes/Additions break; case GameState.ViewingInstructMenu: Instructions.HandleInstructInput(); break; } UtilityFunctions.UpdateAnimations(); }
/// <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.ViewingInstruction: { InstructionController.HandleInstructInput(); break; } case GameState.Reveal: { RevealController.HandleRevealInput(); break; } case GameState.ViewingInstructionImg: { InstructionImgController.HandleImgInstructInput(); break; } UtilityFunctions.UpdateAnimations(); } }
/// <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; // Added Function: Change Music Function // Author: Ernest Soo case GameState.AlteringMusic: MenuController.HandleMusicMenuInput(); break; // Added Function: Change Background Function // Author: Jacky case GameState.AlteringBackground: MenuController.HandleBackgroundMenuInput(); break; // Added Function: Help Function // Author: Ernest Soo case GameState.ViewingHelp: MenuController.HandleHelpMenuInput(); 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(); }
/// <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.ViewingInstruction: Rules.HandleInstruction(); 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.AlteringOption: MenuController.HandleOptionMenuInput(); break; case GameState.ChangingMusic: MenuController.HandleMusicMenuInput(); break; /*case GameState.changebg: * MenuController.HandleBGMenuInput (); * break;*/ } UtilityFunctions.UpdateAnimations(); }
/// <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 (SwinGame.KeyTyped(KeyCode.vk_F1)) { SwinGame.ToggleFullScreen(); } if (SwinGame.KeyTyped(KeyCode.vk_F2)) { SwinGame.TakeScreenshot("screenshot"); } switch (CurrentState) { case GameState.ViewingMainMenu: MenuController.HandleMainMenuInput(); break; case GameState.ViewingGameMenu: MenuController.HandleGameMenuInput(); break; case GameState.AlteringSettings: MenuController.HandleSetupMenuInput(); break; case GameState.BGMSettings: MenuController.HandleBGMMenuInput(); 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(); }
/// <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.ChangingMusic: MenuController.HandleMusicMenuInput(); 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.ShowingHint: // ShowingHint state must use same input handler as Discovery state // since it works on top of the same state DiscoveryController.HandleDiscoveryInput(); break; } UtilityFunctions.UpdateAnimations(); }
/// <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; /*Added MusicSettings*/ case GameState.MusicSettings: MenuController.HandleMusicMenuInput(); break; /*Add themesetting*/ case GameState.ThemeColors: MenuController.HandleThemeMenuInput(); 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(); }
/// <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 (_muteCheck) { SwinGame.PauseMusic(); } else { SwinGame.ResumeMusic(); } 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(); }
/// <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.ChangingMusic) //Recently Added { MenuController.HandleMusicMenuInput(); } else if (CurrentState == GameState.Deploying) { DeploymentController.HandleDeploymentInput(); } else if (CurrentState == GameState.Discovering) { DiscoveryController.HandleDiscoveryInput(); } else if (CurrentState == GameState.AlteringOption) //RECENTLY ADDED { MenuController.HandleOptionMenuInput(); } else if (CurrentState == GameState.EndingGame) { EndingGameController.HandleEndOfGameInput(); } else if (CurrentState == GameState.ViewingHighScores) { HighScoreController.HandleHighScoreInput(); } UtilityFunctions.UpdateAnimations(); }
/// <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; } if (SwinGame.MouseClicked(MouseButton.LeftButton)) { if (UtilityFunctions.IsMouseInRectangle(HOME_BUTTON_LEFT, TOP_BUTTONS_TOP, HOME_BUTTON_WIDTH, TOP_BUTTONS_HEIGHT)) { GameController.AddNewState(GameState.ViewingGameMenu); } } UtilityFunctions.UpdateAnimations(); }
/// <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.changebg: MenuController.HandleBGMenuInput(); break; << << << < HEAD case GameState.ViewHowToPlay: MenuController.HandleHowToPlayMenuInput(); break;
// <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) // read state { 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.ViewingHowTo: HowToController.HandleHowToInput(); break; } UtilityFunctions.UpdateAnimations(); // animate the state }
/// <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 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; } screenController.UpdateAnimations(); }