Exemplo n.º 1
0
        /// <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.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();
        }
Exemplo n.º 2
0
        /// <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.Deploying:
            {
                DeploymentController.HandleDeploymentInput();
                break;
            }

            case GameState.Discovering:
            {
                DiscoveryController.HandleDiscoveryInput();
                break;
            }

            case GameState.EndingGame:
            {
                EndingGameController.HandleEndOfGameInput();
                break;
            }

            case GameState.ViewingHighScores:
            {
                HighScoreController.HandleHighScoreInput();
                break;
            }
            }

            UtilityFunctions.UpdateAnimations();
        }
        /// <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.Quittingprompt:
                MenuController.DrawQuitMenu();
                break;

            case GameState.ViewingMainMenu:
                MenuController.DrawMainMenu();
                break;

            case GameState.ViewingGameMenu:
                MenuController.DrawGameMenu();
                break;

            case GameState.AlteringSettings:
                MenuController.DrawSettings();
                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;

            case GameState.ChangingHotkeys:
                MenuController.DrawHotkeysMenu();
                break;
            }

            UtilityFunctions.DrawAnimations();

            SwinGame.RefreshScreen();
        }
Exemplo n.º 4
0
        /// <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.Deploying:
                DeploymentController.DrawDeployment();
                break;

            case GameState.Discovering:
                DiscoveryController.DrawDiscovery();
                break;

            case GameState.EndingGame:
                EndingGameController.DrawEndOfGame();
                break;

            case GameState.ViewingHighScores:
                HighScoreController.DrawHighScores();
                break;
            }

            UtilityFunctions.DrawAnimations();

            //Lowered to 30 frames per second to see the splash and explosion animations
            SwinGame.RefreshScreen(60);
        }
Exemplo n.º 5
0
        /// <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();

            if (CurrentState == GameState.ViewingMainMenu)
            {
                MenuController.DrawMainMenu();
            }
            else if (CurrentState == GameState.ViewingGameMenu)
            {
                MenuController.DrawGameMenu();
            }
            else if (CurrentState == GameState.AlteringSettings)
            {
                MenuController.DrawSettings();
            }
            else if (CurrentState == GameState.Deploying)
            {
                DeploymentController.DrawDeployment();
            }
            else if (CurrentState == GameState.Discovering)
            {
                DiscoveryController.DrawDiscovery();
            }
            else if (CurrentState == GameState.EndingGame)
            {
                EndingGameController.DrawEndOfGame();
            }
            else if (CurrentState == GameState.ViewingHighScores)
            {
                HighScoreController.DrawHighScores();
            }

            UtilityFunctions.DrawAnimations();

            SwinGame.RefreshScreen();
        }
Exemplo n.º 6
0
        /// <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();

            if (CurrentState == GameState.ViewingMainMenu)
            {
                MenuController.HandleMainMenuInput();
            }
            else if (CurrentState == GameState.ViewingGameMenu)
            {
                MenuController.HandleGameMenuInput();
            }
            else if (CurrentState == GameState.AlteringSettings)
            {
                MenuController.HandleSetupMenuInput();
            }
            else if (CurrentState == GameState.Deploying)
            {
                DeploymentController.HandleDeploymentInput();
            }
            else if (CurrentState == GameState.Discovering)
            {
                DiscoveryController.HandleDiscoveryInput();
            }
            else if (CurrentState == GameState.EndingGame)
            {
                EndingGameController.HandleEndOfGameInput();
            }
            else if (CurrentState == GameState.ViewingHighScores)
            {
                HighScoreController.HandleHighScoreInput();
            }

            UtilityFunctions.UpdateAnimations();
        }