public static void Main() { //Open the game window OpenGraphicsWindow("GameMain", 800, 600); ShowSwinGameSplashScreen(); // Load Resources GameResources.LoadResources(); //Play the game's background music SwinGame.PlayMusic("Background"); //Run the game loop while (false == WindowCloseRequested()) { //Clear the screen and draw the framerate ClearScreen(Color.White); DrawFramerate(0, 0); GameController.HandleUserInput(); GameController.DrawScreen(); //Fetch the next batch of UI interaction ProcessEvents(); //Draw onto the screen RefreshScreen(60); } //Stop the background music when the window is closed SwinGame.StopMusic(); // Free Resources and Close Audio, to end the program. GameResources.FreeResources(); }
public static void Main() { // Opens a new Graphics Window OpenGraphicsWindow("Battle Ships", 800, 600); // Load Resources GameResources.LoadResources(); PlayMusic(GameResources.GameMusic("Background")); SetMusicVolume(UtilityFunctions.VolumeLevel); // Game Loop do { GameController.HandleUserInput(); GameController.DrawScreen(); } //Only run the loop until a window close request is processed, or the game state becomes 'quitting' while (!WindowCloseRequested() && GameController.CurrentState != GameState.Quitting); StopMusic(); // Free Resources and Close Audio, to end the program. GameResources.FreeResources(); }
public static void Main() { //Open the game window OpenGraphicsWindow("GameMain", 800, 600); //ShowSwinGameSplashScreen(); GameResources.LoadResources(); PlayMusic(GameResources.GameMusic("Background")); //Run the game loop while (false == WindowCloseRequested()) { GameController.HandleUserInput(); GameController.DrawScreen(); } }
public static void Main() { SwinGame.OpenGraphicsWindow("BattleShips", 800, 600); // ShowSwinGameSplashScreen(); //This wasn't in the vB //Load Resources GameResources res = new GameResources(); GameController con = new GameController(res); con._resources.LoadResources(); //LoadResources(); SwinGame.PlayMusic(con._resources.GameMusic("Background")); /* //Game Loop * do * { * con.HandleUserInput(); * con.DrawScreen(); * } while (!(SwinGame.WindowCloseRequested() == true | con.CurrentState == GameState.Quitting)); */ ////Run the game loop while (false == SwinGame.WindowCloseRequested() && con.CurrentState != GameState.Quitting) { //Fetch the next batch of UI interaction con.HandleUserInput(); //Clear the screen and draw the framerate ClearScreen(Color.White); DrawFramerate(0, 0); //Draw onto the screen con.DrawScreen(); } StopMusic(); //Free Resources and Close Audio, to end the program. con._resources.FreeResources(); }
public static void Main() { //Opens a new Graphics Window SwinGame.OpenGraphicsWindow("Battle Ships", 800, 600); //Load Resources GameResources.LoadResources(); SwinGame.PlayMusic(GameResources.GameMusic("Background")); //Game Loop do { GameController.HandleUserInput(); GameController.DrawScreen(); } while (!(SwinGame.WindowCloseRequested() == true | GameController.CurrentState == GameState.Quitting)); SwinGame.StopMusic(); //Free Resources and Close Audio, to end the program. GameResources.FreeResources(); }
public static void Main() { //Open the game window SwinGame.OpenGraphicsWindow("Battle Ships", 800, 600); //SwinGame.ShowSwinGameSplashScreen(); //Load Resources GameResources.LoadResources(); GameController.PlayMusic(); //Run the game loop while (!(true == SwinGame.WindowCloseRequested() || GameController.CurrentState == GameState.Quitting)) { GameController.HandleUserInput(); GameController.DrawScreen(); } SwinGame.StopMusic(); GameResources.FreeResources(); }
public static void Main() { //Open the game window SwinGame.OpenGraphicsWindow("Bejeweled", 750, 630); //549, 700 UIController.LoadResources(); SwinGame.PlayMusic(UIController.GameMusic("Background")); //generate blocks for the board GameController.Board.GenerateBlock(); //check for matching, delete matching blocks and generate new blocks until there is no matching blocks in it while (GameController.Board.CheckMatching()) { GameController.Board.CheckMatching(); GameController.Board.GenerateBlock(); } //initialize the score to 0 GameController.Board.Score = 0; //Run the game loop while (false == SwinGame.WindowCloseRequested() && GameController.GameState != GameState.Quitting) { //Fetch the next batch of UI interaction SwinGame.ProcessEvents(); //Clear the screen and draw the framerate SwinGame.ClearScreen(Color.Black); if (GameController.GameState == GameState.ViewingGameMenu) { UIController.DrawMenuPage(); GameController.HandleUserInput(); } //show the instruction page if (GameController.GameState == GameState.ViewingGameInstruction) { UIController.DrawInstructionPage(); GameController.HandleUserInput(); } //if player chose to start the game, display the board and start the game if (GameController.GameState == GameState.PlayingGame) { //Draw game board GameController.Board.DrawBoard(); SwinGame.StopMusic(); //when time reaches 1 minute, show the final score page if (UIController.TimeTicks >= UIController.EndTime) { GameController.GameState = GameState.EndingGame; SwinGame.PlaySoundEffect(UIController.GameSound("endgame")); } GameController.HandleUserInput(); GameController.Board.GenerateBlock2(); } if (GameController.GameState == GameState.ViewingHighScore) { UIController.DrawRanking(); HighScore.DrawHighScores(); GameController.HandleRankinginput(); } //if the game ends, show the final score page if (GameController.GameState == GameState.EndingGame) { UIController.DrawEndGame(); HighScore.ReadUserScore(GameController.Board.Score); //GameController.HandleUserInput (); //GameController.HandleEndOfGameInput (); //HighScore.ReadUserScore (GameController.Board.Score); } if (GameController.GameState == GameState.EndingRanking) { UIController.DrawEndRanking(); HighScore.DrawHighScores(); GameController.HandleEndOfGameInput(); } SwinGame.RefreshScreen(60); SwinGame.UpdateAllSprites(); } UIController.FreeResources(); }