/// <summary> /// Draws the background for the current state of the game /// </summary> public static void DrawBackground() { switch (GameController.CurrentState) { 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; } SwinGame.DrawFramerate(675, 585, GameResources.GameFont("CourierSmall")); }
/*<summary> * Draw the end of the game screen, shows the win/lose state *</summary> */ public static void DrawEndOfGame() { Rectangle toDraw = new Rectangle(); string whatShouldIPrint; UtilityFunctions.DrawField(GameController.ComputerPlayer.PlayerGrid, GameController.ComputerPlayer, true); UtilityFunctions.DrawSmallField(GameController.HumanPlayer.PlayerGrid, GameController.HumanPlayer); toDraw.X = 0; toDraw.Y = 250; toDraw.Width = SwinGame.ScreenWidth(); toDraw.Height = SwinGame.ScreenHeight(); if (GameController.HumanPlayer.IsDestroyed) { whatShouldIPrint = "YOU LOSE!"; } else { whatShouldIPrint = "-- WINNER --"; } SwinGame.DrawTextLines(whatShouldIPrint, Color.White, Color.Transparent, GameResources.GameFont("ArialLarge"), FontAlignment.AlignCenter, toDraw); }
/*<summary> * Draws the game during the attack phase *</summary> */ public static void DrawDiscovery() { const int SCORES_LEFT = 172; const int SHOTS_TOP = 157; const int HITS_TOP = 206; const int SPLASH_TOP = 256; if ((SwinGame.KeyDown(KeyCode.vk_LSHIFT) | SwinGame.KeyDown(KeyCode.vk_RSHIFT)) & SwinGame.KeyDown(KeyCode.vk_c)) { UtilityFunctions.DrawField(GameController.HumanPlayer.EnemyGrid, GameController.ComputerPlayer, true); } else { UtilityFunctions.DrawField(GameController.HumanPlayer.EnemyGrid, GameController.ComputerPlayer, false); } UtilityFunctions.DrawSmallField(GameController.HumanPlayer.PlayerGrid, GameController.HumanPlayer); UtilityFunctions.DrawMessage(); SwinGame.DrawText(GameController.HumanPlayer.Shots.ToString(), Color.White, GameResources.GameFont("Menu"), SCORES_LEFT, SHOTS_TOP); SwinGame.DrawText(GameController.HumanPlayer.Hits.ToString(), Color.White, GameResources.GameFont("Menu"), SCORES_LEFT, HITS_TOP); SwinGame.DrawText(GameController.HumanPlayer.Missed.ToString(), Color.White, GameResources.GameFont("Menu"), SCORES_LEFT, SPLASH_TOP); }
public void DrawHighScore(GameResources resources) { int highscore = 0; string name = ""; foreach (Score i in _ScoresHigh) { if (highscore < i.Value) { highscore = i.Value; name = i.Name; } } SwinGame.DrawText("Highscore: " + name + " (" + highscore + ")", Color.White, resources.GameFont("Courier"), 600, 20); }
/// <summary> /// Draws the menu at the indicated level. /// </summary> /// <param name="menu">the menu to draw</param> /// <param name="level">the level (height) of the menu</param> /// <param name="xOffset">the offset of the menu</param> /// <remarks> /// The menu text comes from the _menuStructure field. The level indicates the height /// of the menu, to enable sub menus. The xOffset repositions the menu horizontally /// to allow the submenus to be positioned correctly. /// </remarks> private static void DrawButtons(int menu, int level, int xOffset) { int btnTop = 0; btnTop = MENU_TOP - (MENU_GAP + BUTTON_HEIGHT) * level; int i = 0; for (i = 0; i <= _menuStructure[menu].Length - 1; i++) { int btnLeft = 0; btnLeft = MENU_LEFT + BUTTON_SEP * (i + xOffset); //SwinGame.FillRectangle(Color.White, btnLeft, btnTop, BUTTON_WIDTH, BUTTON_HEIGHT) SwinGame.DrawTextLines(_menuStructure[menu][i], MENU_COLOR, Color.Black, GameResources.GameFont("Menu"), FontAlignment.AlignCenter, btnLeft + TEXT_OFFSET, btnTop + TEXT_OFFSET, BUTTON_WIDTH, BUTTON_HEIGHT); if (SwinGame.MouseDown(MouseButton.LeftButton) & IsMouseOverMenu(i, level, xOffset)) { SwinGame.DrawRectangle(HIGHLIGHT_COLOR, btnLeft, btnTop, BUTTON_WIDTH, BUTTON_HEIGHT); } } }
/// <summary> /// Draws the message to the screen /// </summary> public static void DrawMessage() { SwinGame.DrawText(Message, MESSAGE_COLOR, GameResources.GameFont("Courier"), FIELD_LEFT, MESSAGE_TOP); }
/// <summary> /// Draws the high scores to the screen. /// </summary> public static void DrawHighScores() { const int SCORES_HEADING = 40; const int SCORES_TOP = 80; const int SCORE_GAP = 30; if (_Scores.Count == 0) { LoadScores(); } SwinGame.DrawText(" High Scores ", Color.White, GameResources.GameFont("Courier"), SCORES_LEFT, SCORES_HEADING); //For all of the scores int i = 0; for (i = 0; i <= _Scores.Count - 1; i++) { Score s = default(Score); s = _Scores[i]; //for scores 1 - 9 use 01 - 09 if (i < 9) { SwinGame.DrawText(" " + (i + 1) + ": " + s.Name + " " + s.Value, Color.White, GameResources.GameFont("Courier"), SCORES_LEFT, SCORES_TOP + i * SCORE_GAP); } else { SwinGame.DrawText(i + 1 + ": " + s.Name + " " + s.Value, Color.White, GameResources.GameFont("Courier"), SCORES_LEFT, SCORES_TOP + i * SCORE_GAP); } } }
/*<summary> * Draws the Game menu to the screen *</summary> */ public static void DrawGameMenu() { //Clears the screen to black SwinGame.DrawText("Paused", Color.White, GameResources.GameFont("ArialLarge"), 50, 50); DrawButtons(GAME_MENU); }
/// <summary> /// Draw the end of the game screen, shows the win/lose state /// </summary> public static void DrawEndOfGame() { UtilityFunctions.DrawField(GameController.ComputerPlayer.PlayerGrid, GameController.ComputerPlayer, true); UtilityFunctions.DrawSmallField(GameController.HumanPlayer.PlayerGrid, GameController.HumanPlayer); if (GameController.HumanPlayer.IsDestroyed) { SwinGame.DrawTextLines("YOU LOSE!", Color.White, Color.Transparent, GameResources.GameFont("ArialLarge"), FontAlignment.AlignCenter, 0, 250, SwinGame.ScreenWidth(), SwinGame.ScreenHeight()); } else { SwinGame.DrawTextLines("-- WINNER --", Color.White, Color.Transparent, GameResources.GameFont("ArialLarge"), FontAlignment.AlignCenter, 0, 250, SwinGame.ScreenWidth(), SwinGame.ScreenHeight()); } }