//public UtilityFunctions Utility { // get { // return _utility; // } //} public GameController(GameResources res) { _state = new Stack <GameState>(); //bottom state will be quitting. If player exits main menu then the game is over _state.Push(GameState.Quitting); //at the start the player is viewing the main menu _state.Push(GameState.ViewingMainMenu); _resources = res; _utility = new UtilityFunctions(); _menu = new MenuController(); _deployment = new DeploymentController(); _discovery = new DiscoveryController(); _endGame = new EndingGameController(); _highScore = new HighScoreController(); _highScore.LoadHighScore(); }
/*<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(); switch (CurrentState) { case GameState.ViewingMainMenu: MenuController.DrawMainMenu(); break; case GameState.ViewingGameMenu: MenuController.DrawGameMenu(); break; case GameState.AlteringSettings: MenuController.DrawSettings(); break; case GameState.AlteringShips: MenuController.DrawShipsMenu(); 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(); switch (CurrentState) { case GameState.ViewingMainMenu: MenuController.HandleMainMenuInput(); break; case GameState.ViewingGameMenu: MenuController.HandleGameMenuInput(); break; case GameState.AlteringSettings: MenuController.HandleSetupMenuInput(); break; case GameState.AlteringShips: MenuController.HandleShipsMenuInput(); 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(); }