Exemplo n.º 1
0
        /// <summary>
        /// Listens for attacks to be completed.
        /// </summary>
        /// <param name="sender">the game</param>
        /// <param name="result">the result of the attack</param>
        /// <remarks>
        /// Displays a message, plays sound and redraws the screen
        /// </remarks>
        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);
                Audio.PlaySoundEffect(GameResources.GameSound("Sink"), _volume);

                break;

            case ResultOfAttack.GameOver:
                PlayHitSequence(result.Row, result.Column, isHuman);
                Audio.PlaySoundEffect(GameResources.GameSound("Sink"), _volume);

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

                if (HumanPlayer.IsDestroyed)
                {
                    Audio.PlaySoundEffect(GameResources.GameSound("Lose"), _volume);
                }
                else
                {
                    Audio.PlaySoundEffect(GameResources.GameSound("Winner"), _volume);
                }

                break;

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

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

            case ResultOfAttack.ShotAlready:
                Audio.PlaySoundEffect(GameResources.GameSound("Error"), _volume);
                break;
            }
        }
Exemplo n.º 2
0
        /// <summary>
        ///     ''' Listens for attacks to be completed.
        ///     ''' </summary>
        ///     ''' <param name="sender">the game</param>
        ///     ''' <param name="result">the result of the attack</param>
        ///     ''' <remarks>
        ///     ''' Displays a message, plays sound and redraws the screen
        ///     ''' </remarks>
        private static void AttackCompleted(object sender, AttackResult result)
        {
            bool isHuman;

            isHuman = _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);
                GameResources.PlaySound("Sink");
                break;
            }

            case ResultOfAttack.GameOver: {
                PlayHitSequence(result.Row, result.Column, isHuman);
                GameResources.PlaySound("Sink");

                if (HumanPlayer.IsDestroyed)
                {
                    GameResources.PlaySound("Lose");
                }
                else
                {
                    GameResources.PlaySound("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: {
                GameResources.PlaySound("Error");
                break;
            }
            }
        }