/// <summary> /// Draws the background for the current state of the game /// </summary> public void DrawBackground(GameController con) { switch (con.CurrentState) { case GameState.ViewingMainMenu: case GameState.ViewingGameMenu: case GameState.AlteringSettings: case GameState.ViewingHighScores: SwinGame.DrawBitmap(con._resources.GameImage("Menu"), 0, 0); break; case GameState.Discovering: case GameState.EndingGame: SwinGame.DrawBitmap(con._resources.GameImage("Discovery"), 0, 0); break; case GameState.Deploying: SwinGame.DrawBitmap(con._resources.GameImage("Deploy"), 0, 0); break; default: SwinGame.ClearScreen(); break; } SwinGame.DrawFramerate(675, 585); }
/// <summary> /// Draws the background for the current state of the game /// </summary> public static void DrawBackground() { switch (GameController.CurrentState) { case GameState.ViewingMainMenu: case GameState.ViewingGameMenu: case GameState.AlteringSettings: case GameState.ViewingHighScores: SwinGame.DrawBitmap(GameResources.GameImage("Menu"), 0, 0); SwinGame.DrawText("Difficulty: " + GameController.getAiDifficultyText(), Color.Yellow, 600, 30); break; case GameState.Discovering: case GameState.EndingGame: SwinGame.DrawBitmap(GameResources.GameImage("Discovery"), 0, 0); break; case GameState.Deploying: SwinGame.DrawBitmap(GameResources.GameImage("Deploy"), 0, 0); break; default: SwinGame.ClearScreen(); break; } SwinGame.DrawFramerate(675, 585, GameResources.GameFont("CourierSmall")); }
// <summary> // Draws the background for the current state of the game // </summary> public static void DrawBackground() { switch (GameController.CurrentState) { case var @case when @case == GameState.ViewingMainMenu: case var case1 when case1 == GameState.ViewingGameMenu: case var case2 when case2 == GameState.AlteringSettings: case var case3 when case3 == GameState.ViewingHighScores: { SwinGame.DrawBitmap(GameResources.GameImage("Menu"), 0, 0); break; } case var case4 when case4 == GameState.Discovering: case var case5 when case5 == GameState.EndingGame: { SwinGame.DrawBitmap(GameResources.GameImage("Discovery"), 0, 0); break; } case var case6 when case6 == GameState.Deploying: { SwinGame.DrawBitmap(GameResources.GameImage("Deploy"), 0, 0); break; } default: { SwinGame.ClearScreen(); break; } } SwinGame.DrawFramerate(675, 585); }
public static void Main() { //Open the game window SwinGame.OpenGraphicsWindow("DuckSteroids", 800, 600); SwinGame.ShowSwinGameSplashScreen(); Screen screen = new Screen(); //Run the game loop while (false == SwinGame.WindowCloseRequested()) { //Fetch the next batch of UI interaction SwinGame.ProcessEvents(); screen.ProcessInput(); if (screen.IsQuit) { break; } screen.Update(); //Clear the screen and draw the framerate SwinGame.ClearScreen(Color.White); SwinGame.DrawFramerate(0, 0); //Draw onto the screen screen.Draw(); SwinGame.RefreshScreen(60); } }
public static void Main() { //Open the game window SwinGame.OpenGraphicsWindow("Space War", 800, 600); SwinGame.ShowSwinGameSplashScreen(); //Load Resources GameResources.LoadResources(); //Run the game loop do { //Fetch the next batch of UI interaction SwinGame.ProcessEvents(); //Clear the screen and draw the framerate SwinGame.ClearScreen(Color.White); GameController.UserInput(); GameController.Draw(); SwinGame.DrawFramerate(615, 590); //Draw onto the screen SwinGame.RefreshScreen(60); } while (!(SwinGame.WindowCloseRequested() == true || GameController.CurrentState == GameState.Quiting)); SwinGame.StopMusic(); //Free Resources and Close Audio, to end the program. GameResources.FreeResources(); }
/// <summary> /// Draws the background for the current state of the game /// </summary> public static void DrawBackground() { switch (GameController.CurrentState) { ///Loading different menus ///Main menu case GameState.ViewingMainMenu: ///Game menu case GameState.ViewingGameMenu: ///Settings menu case GameState.AlteringSettings: ///High scores menu case GameState.ViewingHighScores: SwinGame.DrawBitmap(GameResources.GameImage("Menu"), 0, 0); break; case GameState.Discovering: ///End game screen case GameState.EndingGame: SwinGame.DrawBitmap(GameResources.GameImage("Discovery"), 0, 0); break; case GameState.Deploying: SwinGame.DrawBitmap(GameResources.GameImage("Deploy"), 0, 0); break; default: SwinGame.ClearScreen(); break; } ///Draw framerate in CourierSmall SwinGame.DrawFramerate(675, 585, GameResources.GameFont("CourierSmall")); }
public static void Main() { //Open the game window SwinGame.OpenGraphicsWindow("GameMain", 1600, 900); SwinGame.ShowSwinGameSplashScreen(); Lander l = new Lander((SwinGame.ScreenWidth() / 2) - (30 / 2), 10); // 30 is lander bitmap width hardcoded //Run the game loop while (false == SwinGame.WindowCloseRequested()) { //Fetch the next batch of UI interaction SwinGame.ProcessEvents(); //Clear the screen and draw the framerate SwinGame.ClearScreen(Color.White); SwinGame.DrawFramerate(0, 0); l.CalculatePosition(); // Move the lander l.DrawLander(); // Draw the lander //Draw onto the screen SwinGame.RefreshScreen(60); } SwinGame.ReleaseAllResources(); SwinGame.ReleaseAllSprites(); }
public static void Main() { //Initialize objects Planner myPlanner = new Planner(); //Open the game window SwinGame.OpenGraphicsWindow("GameMain", 800, 600); SwinGame.ShowSwinGameSplashScreen(); //Run the game loop while (false == SwinGame.WindowCloseRequested()) { //Fetch the next batch of UI interaction SwinGame.ProcessEvents(); // //Clear the screen and draw the framerate SwinGame.ClearScreen(Color.White); SwinGame.DrawFramerate(0, 0); //Draw onto the screen myPlanner.Draw(); myPlanner.SaveButton("C:\\Users\\Daisy\\Desktop\\test.txt"); myPlanner.LoadButton("C:\\Users\\Daisy\\Desktop\\test.txt"); SwinGame.RefreshScreen(60); } }
public static void Main() { int width = 800; int height = 600; Rectangle boundary = new Rectangle(width / 2, height / 2, width / 2, height / 2); QuadTree qt = new QuadTree(boundary); for (int i = 0; i < 1000; i++) { Point pt = new Point(SwinGame.Rnd(width), SwinGame.Rnd(height)); qt.Insert(pt); } SwinGame.OpenGraphicsWindow("GameMain", width, height); SwinGame.ShowSwinGameSplashScreen(); while (false == SwinGame.WindowCloseRequested()) { SwinGame.ProcessEvents(); SwinGame.ClearScreen(Color.White); qt.DrawPoints(); SwinGame.DrawFramerate(0, 0); SwinGame.RefreshScreen(60); } }
public static void DrawGame() { SwinGame.ClearScreen(BG_CLR); switch (_state.Peek()) { case GameState.MainMenu: DrawMainMenu(); break; case GameState.Options: DrawOptionsMenu(); break; case GameState.InGame: DrawSnake(_grid.SnakeObj); break; case GameState.GameOver: DrawGameOver(); break; case GameState.Quitting: break; } SwinGame.DrawFramerate(0, 0); SwinGame.RefreshScreen(60); }
/// <summary> /// Draws the background for the current state of the game /// </summary> public static void DrawBackground() { switch (GameController.Instance.CurrentState) { case GameState.ViewingMainMenu: case GameState.ViewingGameMenu: case GameState.AlteringSettings: case GameState.ViewingHighScores: { SwinGame.DrawBitmap(GameResources.Instance.GameImage("Menu"), 0, 0); break; } case GameState.Discovering: case GameState.EndingGame: { SwinGame.DrawBitmap(GameResources.Instance.GameImage("Discovery"), 0, 0); break; } case GameState.Deploying: { SwinGame.DrawBitmap(GameResources.Instance.GameImage("Deploy"), 0, 0); break; } default: { SwinGame.ClearScreen(); break; } } SwinGame.DrawFramerate(620, 585); }
public static void Main() { Shape myShape = new Shape(); //Open the game window SwinGame.OpenGraphicsWindow("GameMain", 800, 600); SwinGame.ShowSwinGameSplashScreen(); //Run the game loop while (SwinGame.WindowCloseRequested() == false) { //Fetch the next batch of UI interaction SwinGame.ProcessEvents(); //Clear the screen and draw the framerate SwinGame.ClearScreen(Color.White); myShape.Draw(); if (SwinGame.MouseClicked(MouseButton.LeftButton)) { myShape.X = SwinGame.MouseX(); myShape.Y = SwinGame.MouseY(); } if (myShape.isAt(SwinGame.MousePosition()) && SwinGame.KeyTyped(KeyCode.vk_SPACE)) { myShape.Color = SwinGame.RandomRGBColor(255); } SwinGame.DrawFramerate(0, 0); //Draw onto the screen SwinGame.RefreshScreen(60); } }
/// <summary> /// ''' Draws the background for the current state of the game /// ''' </summary> public static void DrawBackground() { switch (CurrentState) { case object _ when GameState.ViewingMainMenu: case object _ when GameState.ViewingGameMenu: case object _ when GameState.AlteringSettings: case object _ when GameState.ViewingHighScores: { SwinGame.DrawBitmap(GameImage("Menu"), 0, 0); break; } case object _ when GameState.Discovering: case object _ when GameState.EndingGame: { SwinGame.DrawBitmap(GameImage("Discovery"), 0, 0); break; } case object _ when GameState.Deploying: { SwinGame.DrawBitmap(GameImage("Deploy"), 0, 0); break; } default: { SwinGame.ClearScreen(); break; } } SwinGame.DrawFramerate(675, 585); }
/// <summary> /// Draws the background for the current state of the game. /// </summary> public static void DrawBackground() { // If the player is at the Main menu screen or the Game menu screen or the Settings screen or the High scores screen. if ((((GameController.CurrentState == GameState.ViewingMainMenu) || (GameController.CurrentState == GameState.ViewingGameMenu)) || (GameController.CurrentState == GameState.AlteringSettings))) { SwinGame.DrawBitmap(GameResources.GameImage("Menu"), 0, 0); } // If the player is at the Discovering screen or the End game screen. else if ((GameController.CurrentState == GameState.Discovering) || (GameController.CurrentState == GameState.EndingGame)) { SwinGame.DrawBitmap(GameResources.GameImage("Discovery"), 0, 0); } // If the player is at the Deploying phase screen. else if (GameController.CurrentState == GameState.Deploying) { SwinGame.DrawBitmap(GameResources.GameImage("Deploy"), 0, 0); } else if (GameController.CurrentState == GameState.ViewingHighScores) { SwinGame.DrawBitmap(GameResources.GameImage("EndScore"), 0, 0); } // If its any other screen. else { SwinGame.ClearScreen(); } SwinGame.DrawFramerate(675, 585, GameResources.GameFont("CourierSmall")); }
public static void Main() { //Open the game window SwinGame.OpenGraphicsWindow("GameMain", 800, 800); // SwinGame.ShowSwinGameSplashScreen(); Board board = new Board(); BoardSetup.SetUpBoard(board); BoardSetup.SetupPices(board); //Run the game loop while (false == SwinGame.WindowCloseRequested()) { //Fetch the next batch of UI interaction SwinGame.ProcessEvents(); //Clear the screen and draw the framerate SwinGame.ClearScreen(Color.White); SwinGame.DrawFramerate(0, 0); // // drawing cells on the board BoardDrawing.DrawBoard(board); BoardDrawing.DrawPieces(board); if (SwinGame.MouseClicked(MouseButton.RightButton)) { board.GetSingleCell.SelectedShapesAt(SwinGame.MousePosition()); } //BoardSetup.SetupPices (board); //Draw onto the screen SwinGame.RefreshScreen(60); } }
/// <summary> /// Draws the background for the current state of the game /// </summary> public static void DrawBackground() { switch (GameController.CurrentState) { case GameState.ViewingMainMenu: case GameState.ViewingGameMenu: case GameState.AlteringSettings: case GameState.ViewingHighScores: SwinGame.DrawBitmap(GameResources.GameImage("Menu"), 0, 0); //SwinGame.DrawText(GameController.CurrentState.ToString(),Color.Red,300,100); break; case GameState.Discovering: case GameState.EndingGame: SwinGame.DrawBitmap(GameResources.GameImage("Discovery_" + _currentBackground.ToString()), 0, 0); //SwinGame.DrawText(GameController.CurrentState.ToString(),Color.Red,300,100); break; case GameState.Deploying: SwinGame.DrawBitmap(GameResources.GameImage("Deploy"), 0, 0); //SwinGame.DrawText(GameController.CurrentState.ToString(),Color.Red,300,100); break; default: SwinGame.ClearScreen(); //SwinGame.DrawText(GameController.CurrentState.ToString(),Color.Red,300,100); break; } SwinGame.DrawFramerate(675, 585, GameResources.GameFont("CourierSmall")); }
/// <summary> /// Draws the background for the current state of the game /// </summary> public static void DrawBackground() { if ((((GameController.CurrentState == GameState.ViewingMainMenu) || (GameController.CurrentState == GameState.ViewingGameMenu)) || (GameController.CurrentState == GameState.AlteringSettings)) || (GameController.CurrentState == GameState.AlterMusics) || (GameController.CurrentState == GameState.ViewingHighScores)) { SwinGame.DrawBitmap(GameResources.GameImage("Menu"), 0, 0); } else if ((GameController.CurrentState == GameState.Discovering) || (GameController.CurrentState == GameState.EndingGame)) { SwinGame.DrawBitmap(GameResources.GameImage("Discovery"), 0, 0); } else if (GameController.CurrentState == GameState.Deploying) { SwinGame.DrawBitmap(GameResources.GameImage("Deploy"), 0, 0); } else if (GameController.CurrentState == GameState.ViewingInstructions) { SwinGame.DrawBitmap(GameResources.GameImage("Instructions"), 0, 0); } else { SwinGame.ClearScreen(); } SwinGame.DrawFramerate(585, 580, GameResources.GameFont("CourierSmall")); }
/// <summary> /// Draws the background for the current state of the game /// </summary> public static void DrawBackground() { switch (CurrentState) { case GameState.ViewingMainMenu: case GameState.ViewingGameMenu: case GameState.AlteringSettings: case GameState.ViewingHighScores: SwinGame.DrawBitmap(GameImage("Menu"), 0, 0); break; case GameState.Discovering: case GameState.EndingGame: SwinGame.DrawBitmap(GameImage("Discovery"), 0, 0); break; case GameState.Deploying: SwinGame.DrawBitmap(GameImage("Deploy"), 0, 0); break; default: SwinGame.ClearScreen(); break; } SwinGame.DrawFramerate(675, 585, GameFont("CourierSmall")); }
/// <summary> /// Draws the background for the current state of the game /// </summary> public static void DrawBackground() { switch (GameController.CurrentState) { case GameState.ViewingMainMenu: case GameState.ViewingGameMenu: case GameState.AlteringSetting: case GameState.BGMSettings: case GameState.AlteringSetup: case GameState.ViewingHighScores: SwinGame.DrawBitmap(GameResources.GameImage("Menu"), 0, 0); break; case GameState.Discovering: case GameState.EndingGame: SwinGame.DrawBitmap(GameResources.GameImage("Discovery"), 0, 0); break; case GameState.Deploying: SwinGame.DrawBitmap(GameResources.GameImage("Deploy"), 0, 0); break; default: SwinGame.ClearScreen(); break; case GameState.HowToPlay: SwinGame.DrawBitmap(GameResources.GameImage("Menu"), 0, 0); GameResources.GameFont("New").FontStyle = FontStyle.BoldFont | FontStyle.UnderlineFont; SwinGame.DrawText("How To Play : BATTLESHIP", MENU_COLOR, GameResources.GameFont("New"), HOWTOPLAYOFFSET_LEFT, 10 + HOWTOPLAYOFFSET_TOP); GameResources.GameFont("New").FontStyle = FontStyle.BoldFont; SwinGame.DrawText("*DIFFICULTY", MENU_COLOR, GameResources.GameFont("New"), HOWTOPLAYOFFSET_LEFT, 50 + HOWTOPLAYOFFSET_TOP); SwinGame.DrawText("Choose between Easy, Medium and Hard", MENU_COLOR, GameResources.GameFont("New"), HOWTOPLAYOFFSET_LEFT, 70 + HOWTOPLAYOFFSET_TOP); SwinGame.DrawText("*HIGH SCORES", MENU_COLOR, GameResources.GameFont("New"), HOWTOPLAYOFFSET_LEFT, 100 + HOWTOPLAYOFFSET_TOP); SwinGame.DrawText("Click on the scores button to view the Player's high score", MENU_COLOR, GameResources.GameFont("New"), HOWTOPLAYOFFSET_LEFT, 120 + HOWTOPLAYOFFSET_TOP); SwinGame.DrawText("*OBJECTIVE", MENU_COLOR, GameResources.GameFont("New"), HOWTOPLAYOFFSET_LEFT, 150 + HOWTOPLAYOFFSET_TOP); SwinGame.DrawText("Destroy the opponent's ships", MENU_COLOR, GameResources.GameFont("New"), HOWTOPLAYOFFSET_LEFT, 170 + HOWTOPLAYOFFSET_TOP); SwinGame.DrawText("*SCORING", MENU_COLOR, GameResources.GameFont("New"), HOWTOPLAYOFFSET_LEFT, 200 + HOWTOPLAYOFFSET_TOP); SwinGame.DrawText("Each time the player hits the opponent's ship, 1 point will be given", MENU_COLOR, GameResources.GameFont("New"), HOWTOPLAYOFFSET_LEFT, 220 + HOWTOPLAYOFFSET_TOP); SwinGame.DrawText("*Special Moves", MENU_COLOR, GameResources.GameFont("New"), HOWTOPLAYOFFSET_LEFT, 250 + HOWTOPLAYOFFSET_TOP); SwinGame.DrawText("Rotate or Shuffle the ship's position", MENU_COLOR, GameResources.GameFont("New"), HOWTOPLAYOFFSET_LEFT, 280 + HOWTOPLAYOFFSET_TOP); SwinGame.DrawText("*MUTE", MENU_COLOR, GameResources.GameFont("New"), HOWTOPLAYOFFSET_LEFT, 310 + HOWTOPLAYOFFSET_TOP); SwinGame.DrawText("Click on the mute button to turn off the sound and music", MENU_COLOR, GameResources.GameFont("New"), HOWTOPLAYOFFSET_LEFT, 340 + HOWTOPLAYOFFSET_TOP); if (SwinGame.KeyTyped(KeyCode.vk_ESCAPE)) { GameController.EndCurrentState(); } break; } SwinGame.DrawFramerate(675, 585, GameResources.GameFont("CourierSmall")); }
public static void Main() { InitializeGame(); //Open the game window SwinGame.OpenGraphicsWindow("GameMain", 900, 600); //SwinGame.ShowSwinGameSplashScreen (); //Run the game loop while (false == SwinGame.WindowCloseRequested()) { //Fetch the next batch of UI interaction SwinGame.ProcessEvents(); //Clear the screen and draw the framerate SwinGame.ClearScreen(Color.DarkGray); SwinGame.DrawFramerate(0, 0); gameBoard.Draw(); DrawSideBar(); if (turn == 1) { gameBoard.AIMove(); } if (SwinGame.MouseClicked(MouseButton.LeftButton)) { gameBoard.SelectCell(SwinGame.MousePosition()); } if ((SwinGame.MouseX() >= 604 && SwinGame.MouseX() <= 705) && (SwinGame.MouseY() >= 150 && SwinGame.MouseY() <= 250)) { SwinGame.DrawText("Revive", Color.Black, SwinGame.MouseX(), SwinGame.MouseY() + 20); if (SwinGame.MouseClicked(MouseButton.LeftButton)) { gameBoard.CastMagic(MagicType.Revive); } } else if ((SwinGame.MouseX() >= 794 && SwinGame.MouseX() <= 865) && (SwinGame.MouseY() >= 165 && SwinGame.MouseY() <= 235)) { SwinGame.DrawText("Invulnerability", Color.Black, SwinGame.MouseX() - 40, SwinGame.MouseY() + 20); if (SwinGame.MouseClicked(MouseButton.LeftButton)) { gameBoard.CastMagic(MagicType.Invulnerability); } } if (SwinGame.MouseClicked(MouseButton.RightButton)) { SwinGame.DrawText(SwinGame.MouseX().ToString() + "," + SwinGame.MouseY().ToString(), Color.Black, SwinGame.MouseX() + 10, SwinGame.MouseY()); //SwinGame.Delay (50); } //Draw onto the screen SwinGame.RefreshScreen(60); } }
/*=================*/ /* Private Methods */ /*=================*/ private static void Loop() { Scene activeScene = _scenes.Peek(); // get active scene SwinGame.ProcessEvents(); // process SwinGame events activeScene.Update(); // update active scene SwinGame.ClearScreen(Color.Black); // clear the screen activeScene.Render(); // draw the active scene SwinGame.DrawFramerate(0, 0); // draw the framerate SwinGame.RefreshScreen(60); // refresh the screen }
public static void Main() { Drawing myDrawing = new Drawing(); //Open the game window SwinGame.OpenGraphicsWindow("GameMain", 800, 600); SwinGame.ShowSwinGameSplashScreen(); //Run the game loop while (false == SwinGame.WindowCloseRequested()) { //Fetch the next batch of UI interaction SwinGame.ProcessEvents(); //Clear the screen and draw the framerate SwinGame.ClearScreen(Color.White); SwinGame.DrawFramerate(0, 0); myDrawing.Draw(); //Draw onto the screen SwinGame.RefreshScreen(60); if (SwinGame.MouseClicked(MouseButton.LeftButton)) { SwinGame.FillCircle(Color.AliceBlue, 50, 50, 50); Shape myShape = new Shape(); myShape.X = SwinGame.MouseX(); myShape.Y = SwinGame.MouseY(); myDrawing.AddShape(myShape); } if (SwinGame.KeyTyped(KeyCode.vk_SPACE)) { SwinGame.GUISetBackgroundColor(SwinGame.RandomRGBColor(255)); } if (SwinGame.MouseClicked(MouseButton.RightButton)) { myDrawing.SelectShapesAt(SwinGame.MousePosition()); } if (SwinGame.KeyDown(KeyCode.vk_DELETE)) { foreach (Shape s in myDrawing.SelectedShapes) { myDrawing.RemoveShape(s); } } } }
//Draws the background for the current state of the game public static void DrawBackground() { switch (GameController.CurrentState) { case GameState.ViewingMainMenu: case GameState.ViewingGameMenu: case GameState.AlteringSettings: case GameState.AlteringMenuColor: case GameState.ViewingHighScores: SwinGame.DrawBitmap(GameResources.GameImage("Menu"), 0, 0); break; case GameState.Discovering: case GameState.EndingGame: SwinGame.DrawBitmap(GameResources.GameImage("Discovery"), 0, 0); break; case GameState.Deploying: SwinGame.DrawBitmap(GameResources.GameImage("Deploy"), 0, 0); break; case GameState.Instructions: SwinGame.DrawBitmap(GameResources.GameImage("InstructionsPage"), 0, 0); SwinGame.DrawText("--Instructions for Battleship--", Color.Blue, GameResources.GameFont("Courier"), 250, 10); SwinGame.DrawText("--BASIC STUFF--", Color.Yellow, GameResources.GameFont("Courier"), 100, 40); SwinGame.DrawText("--DIFFICULTY--", Color.Yellow, GameResources.GameFont("Courier"), 100, 60); SwinGame.DrawText("Choose between 3 Difficulties; Easy, Medium and Hard", Color.White, GameResources.GameFont("Courier"), 100, 80); SwinGame.DrawText("--HIGH SCORES--", Color.Yellow, GameResources.GameFont("Courier"), 100, 100); SwinGame.DrawText("Click on the scores button to view the Player's high score", Color.White, GameResources.GameFont("Courier"), 100, 120); SwinGame.DrawText("--AIM OF THE GAME--", Color.Yellow, GameResources.GameFont("Courier"), 100, 140); SwinGame.DrawText("Destroy all the opponent's ships in order to win", Color.White, GameResources.GameFont("Courier"), 100, 160); SwinGame.DrawText("--SCORING--", Color.Yellow, GameResources.GameFont("Courier"), 100, 190); SwinGame.DrawText("Each time the player hits the opponent's ship, 1 point will be given", Color.White, GameResources.GameFont("Courier"), 100, 210); SwinGame.DrawText("--GAME INSTRUCTIONS--", Color.Yellow, GameResources.GameFont("Courier"), 100, 300); SwinGame.DrawText("1. During Ship deployment stage, you can either place the ship on the grid", Color.White, GameResources.GameFont("Courier"), 100, 320); SwinGame.DrawText("horizontally or vertically. Or you can select the random shuffle which deploys", Color.White, GameResources.GameFont("Courier"), 100, 340); SwinGame.DrawText("all the ship on the grid for you. Note: All ship must be deployed before", Color.White, GameResources.GameFont("Courier"), 100, 360); SwinGame.DrawText("starting the game.", Color.White, GameResources.GameFont("Courier"), 100, 380); SwinGame.DrawText("2.During the attack stage, you will just need to Click on the grid", Color.White, GameResources.GameFont("Courier"), 100, 430); SwinGame.DrawText("in order to attack enemy's ship.", Color.White, GameResources.GameFont("Courier"), 100, 450); break; default: SwinGame.ClearScreen(); break; } SwinGame.DrawFramerate(675, 585); }
/// <summary> /// Main Function, main acces point for the program /// </summary> public static void Main() { GameObjects.Polyhedra.Add(new A9(35)); GameObjects.Polyhedra[0].Offset(new Vector(80, 80)); //Open the game window SwinGame.OpenGraphicsWindow(Title + " v" + Version, 800, 600); //SwinGame.ToggleFullScreen(); //SwinGame.ShowSwinGameSplashScreen(); //Load the game assets GameResources.LoadResources(); GameScores.Initalise(); //Run the game loop while (false == SwinGame.WindowCloseRequested()) { //Fetch the next batch of UI interaction SwinGame.ProcessEvents(); InputController.ProcessMovement(); //Clear the screen and draw the framerate SwinGame.ClearScreen(Color.Black); SwinGame.DrawFramerate(0, 0); if (SwinGame.KeyDown(KeyCode.vk_z)) { GameObjects.Polyhedra[0].Scale(1.01); } if (SwinGame.KeyDown(KeyCode.vk_x)) { GameObjects.Polyhedra[0].Scale(0.99); } //Update Game GameObjects.Draw(Color.Goldenrod, Color.DarkGoldenrod); tick++; //Draw onto the screen SwinGame.RefreshScreen(60); } GameResources.FreeResources(); }
public static void Main() { //Open the game window SwinGame.OpenGraphicsWindow("TowerWars", 800, 600); SwinGame.ShowSwinGameSplashScreen(); //Load images and animations SwinGame.LoadResourceBundle("characterbundle.txt"); //Initialise all game components GameManager manager = new GameManager(); Currency currency = new Currency(manager); TeamManager teamManager = new TeamManager(); ErrorManager errManager = new ErrorManager(); HomeTower home = new HomeTower(); EnemyTower enemy = new EnemyTower(); HealthManager healthManager = new HealthManager(teamManager, home, enemy); CollisionManager collisionManager = new CollisionManager(manager, teamManager, healthManager, home, enemy); DeploymentManager deployManager = new DeploymentManager(manager, currency, teamManager, errManager); GamePainter painter = new GamePainter(manager, currency); //Run the game loop while (false == SwinGame.WindowCloseRequested()) { //Fetch the next batch of UI interaction SwinGame.ProcessEvents(); //Paint all elements on to the screen painter.Paint(); //Handle game over if (manager.Running) { deployManager.handleInput(SwinGame.MousePosition()); deployManager.spawnUnits(); collisionManager.handleCollisions(); errManager.handleErrors(); currency.update(); } else { teamManager.clearTeams(); manager.drawWinLoseMessage(); } //Keep bases/health on screen, all the time. painter.paintHomeBase(Position.HOME_BASE_X, Position.HOME_BASE_Y); painter.paintEnemeyBase(Position.ENEMY_BASE_X, Position.ENEMY_BASE_Y); healthManager.updateHealth(); SwinGame.DrawFramerate(0, 0); //Draw onto the screen SwinGame.RefreshScreen(60); } }
/// <summary> /// run the game /// </summary> public void Run() { while (!ExitRequested()) { SwinGame.ClearScreen(windowColor); SwinGame.ProcessEvents(); Update(); Draw(); SwinGame.DrawFramerate(0, 0); SwinGame.RefreshScreen(60); } }
/// <summary> /// Draws the background for the current state of the game /// </summary> public static void DrawBackground() { switch (GameController.CurrentState) { case GameState.ViewingMainMenu: case GameState.ViewingGameMenu: case GameState.AlteringSettings: case GameState.ViewingHighScores: SwinGame.DrawBitmap(GameResources.GameImage("Menu"), 0, 0); break; case GameState.Discovering: case GameState.EndingGame: SwinGame.DrawBitmap(GameResources.GameImage("Discovery"), 0, 0); break; case GameState.Deploying: SwinGame.DrawBitmap(GameResources.GameImage("Deploy"), 0, 0); break; case GameState.GameGuide: SwinGame.DrawBitmap(GameResources.GameImage("Menu"), 0, 0); SwinGame.DrawText("GAME GUIDE : BATTLESHIP", Color.Yellow, GameResources.GameFont("Courier"), 0, 10); SwinGame.DrawText(">>DIFFICULTY", Color.Yellow, GameResources.GameFont("Courier"), 0, 40); SwinGame.DrawText("You can choose between 3 difficulties EASY,MEDIUM,HARD", Color.Yellow, GameResources.GameFont("Courier"), 0, 50); SwinGame.DrawText(">>HIGH SCORES", Color.Yellow, GameResources.GameFont("Courier"), 0, 70); SwinGame.DrawText("To view high score click on the score button in main menu", Color.Yellow, GameResources.GameFont("Courier"), 0, 80); SwinGame.DrawText(">>OBJECTIVE", Color.Yellow, GameResources.GameFont("Courier"), 0, 100); SwinGame.DrawText("Destroy the opponent's ships", Color.Yellow, GameResources.GameFont("Courier"), 0, 110); SwinGame.DrawText(">>CALCULATION OF SCORE", Color.Yellow, GameResources.GameFont("Courier"), 0, 130); SwinGame.DrawText("Each time the player hits the opponent's ship, 1 point will be given", Color.Yellow, GameResources.GameFont("Courier"), 0, 140); SwinGame.DrawText(">>PREPARING FOR GAME", Color.Yellow, GameResources.GameFont("Courier"), 0, 160); SwinGame.DrawText("You can add ships in the grid on your own or you can click on randomize button", Color.Yellow, GameResources.GameFont("Courier"), 0, 170); SwinGame.DrawText(">>UPDATES", Color.Red, GameResources.GameFont("Courier"), 0, 190); SwinGame.DrawText("Added a list of enemy's ship in gameplay screen", Color.White, GameResources.GameFont("Courier"), 0, 200); SwinGame.DrawText("Added a mute button in gameplay screen", Color.White, GameResources.GameFont("Courier"), 0, 210); SwinGame.DrawText("Added a timer to gameplay screen", Color.White, GameResources.GameFont("Courier"), 0, 220); if (SwinGame.KeyTyped(KeyCode.vk_ESCAPE)) { GameController.EndCurrentState(); } break; default: SwinGame.ClearScreen(); break; } SwinGame.DrawFramerate(675, 585, GameResources.GameFont("CourierSmall")); }
public static void Main() { SwinGame.OpenWindow("AntSim", GameState.WindowWidth, GameState.WindowHeight); Setup.Run(); while (!SwinGame.WindowCloseRequested()) { SwinGame.ClearScreen(Color.White); GameLogic.Process(); GameLogic.Renderer.RenderAll(); SwinGame.DrawFramerate(10, 10); SwinGame.RefreshScreen(60); } }
/// <summary> /// Used to draw all IDrawable objects to the screen. /// </summary> public static void Draw() { //Clear the screen and draw the framerate SwinGame.ClearScreen(Color.White); SwinGame.DrawFramerate(0, 0); foreach (IDrawable d in StateController.Instance.IDrawableList) { d.Draw(); } //Draw onto the screen SwinGame.RefreshScreen(60); }
public static void Main() { //Open the game window SwinGame.OpenGraphicsWindow("GameMain", 800, 600); //SwinGame.ShowSwinGameSplashScreen(); Drawing myDrawing = new Drawing(); //Run the game loop while (false == SwinGame.WindowCloseRequested()) { //Fetch the next batch of UI interaction SwinGame.ProcessEvents(); //Clear the screen and draw the framerate myDrawing.Draw(); SwinGame.DrawFramerate(0, 0); //Button Functions //spawn new shape if (SwinGame.MouseClicked(MouseButton.LeftButton)) { Shape s = new Shape(); s.X = SwinGame.MouseX(); s.Y = SwinGame.MouseY(); myDrawing.AddShape(s); } //randomise background color if (SwinGame.KeyTyped(KeyCode.SpaceKey)) { myDrawing.Background = SwinGame.RandomRGBColor(255); } //select if (SwinGame.MouseClicked(MouseButton.RightButton)) { myDrawing.SelectShapesAt(SwinGame.MousePosition()); } //delete selected if ((SwinGame.KeyTyped(KeyCode.DeleteKey)) || (SwinGame.KeyTyped(KeyCode.BackspaceKey))) { foreach (Shape selectedShape in myDrawing.SelectedShapes()) { myDrawing.RemoveShape(selectedShape); } } //Draw onto the screen SwinGame.RefreshScreen(60); } }