Exemplo n.º 1
0
        /*
         * Summary:
         * The user has clicked somewhere on the screen, check if its is a deployment and deploy
         * the current ship if that is the case.
         *
         * Remarks:
         * If the click is in the grid it deploys to the selected location
         * with the indicated direction
         */
        private static void DoDeployClick()
        {
            Point2D mouse = default(Point2D);

            mouse = SwinGame.MousePosition();

            //Calculate the row/col clicked
            int _row = 0;
            int _col = 0;

            _row = Convert.ToInt32(Math.Floor((mouse.Y - UtilityFunctions.FIELD_TOP) / (UtilityFunctions.CELL_HEIGHT + UtilityFunctions.CELL_GAP)));
            _col = Convert.ToInt32(Math.Floor((mouse.X - UtilityFunctions.FIELD_LEFT) / (UtilityFunctions.CELL_WIDTH + UtilityFunctions.CELL_GAP)));

            if (_row >= 0 & _row < GameController.HumanPlayer.PlayerGrid.Height)
            {
                if (_col >= 0 & _col < GameController.HumanPlayer.PlayerGrid.Width)
                {
                    //if in the area try to deploy
                    try
                    {
                        GameController.HumanPlayer.PlayerGrid.MoveShip(_row, _col, _selectedShip, _currentDirection);
                    }
                    catch (Exception ex)
                    {
                        UtilityFunctions.PlaySFX("Error");
                        UtilityFunctions.Message = ex.Message;
                    }
                }
            }
        }
        /*
         * Summary: Listens for attacks to be completed.
         * Sender: the game
         * Result: the result of the attack
         * Remarks: Displays a message, plays sound and redraws the screen
         */
        private static void AttackCompleted(object sender, AttackResult result)
        {
            bool isHuman = false;

            isHuman = object.ReferenceEquals(_theGame.Player, HumanPlayer);

            if (isHuman)
            {
                UtilityFunctions.Message = "You " + result.ToString();
            }
            else
            {
                UtilityFunctions.Message = "The AI " + result.ToString();
            }

            switch (result.Value)
            {
            case ResultOfAttack.Destroyed:
                PlayHitSequence(result.Row, result.Column, isHuman);
                UtilityFunctions.PlaySFX("Sink");

                break;

            case ResultOfAttack.GameOver:
                PlayHitSequence(result.Row, result.Column, isHuman);
                UtilityFunctions.PlaySFX("Sink");

                while (Audio.SoundEffectPlaying(GameResources.GameSound("Sink")))
                {
                    SwinGame.Delay(10);
                    SwinGame.RefreshScreen();
                }

                if (HumanPlayer.IsDestroyed)
                {
                    UtilityFunctions.PlaySFX("Lose");
                }
                else
                {
                    UtilityFunctions.PlaySFX("Winner");
                }

                break;

            case ResultOfAttack.Hit:
                PlayHitSequence(result.Row, result.Column, isHuman);
                break;

            case ResultOfAttack.Miss:
                PlayMissSequence(result.Row, result.Column, isHuman);
                break;

            case ResultOfAttack.ShotAlready:
                UtilityFunctions.PlaySFX("Error");
                break;
            }
        }
 // Summary: Plays the hit sound effect and potentially draws the animation of a succesful hit
 private static void PlayHitSequence(int row, int column, bool showAnimation)
 {
     if (showAnimation)
     {
         UtilityFunctions.AddExplosion(row, column);
     }
     UtilityFunctions.PlaySFX("Hit");
     UtilityFunctions.DrawAnimationSequence();
 }
        // Summary: Plays the miss sound effect and potentially draws the animation of a miss
        private static void PlayMissSequence(int row, int column, bool showAnimation)
        {
            if (showAnimation)
            {
                UtilityFunctions.AddSplash(row, column);
            }

            UtilityFunctions.PlaySFX("Miss");

            UtilityFunctions.DrawAnimationSequence();
        }