/// <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")); break; case ResultOfAttack.GameOver: PlayHitSequence(result.Row, result.Column, isHuman); Audio.PlaySoundEffect(GameResources.GameSound("Sink")); while (Audio.SoundEffectPlaying(GameResources.GameSound("Sink"))) { SwinGame.Delay(10); SwinGame.RefreshScreen(); } if (HumanPlayer.IsDestroyed) { Audio.PlaySoundEffect(GameResources.GameSound("Lose")); } else { Audio.PlaySoundEffect(GameResources.GameSound("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: Audio.PlaySoundEffect(GameResources.GameSound("Error")); break; } }
/// <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) { Message = "You " + result.ToString(); } else { Message = "The AI " + result.ToString(); } switch (result.Value) { case object _ when ResultOfAttack.Destroyed: { PlayHitSequence(result.Row, result.Column, isHuman); Audio.PlaySoundEffect(GameSound("Sink")); break; } case object _ when ResultOfAttack.GameOver: { PlayHitSequence(result.Row, result.Column, isHuman); Audio.PlaySoundEffect(GameSound("Sink")); while (Audio.SoundEffectPlaying(GameSound("Sink"))) { SwinGame.Delay(10); SwinGame.RefreshScreen(); } if (HumanPlayer.IsDestroyed) { Audio.PlaySoundEffect(GameSound("Lose")); } else { Audio.PlaySoundEffect(GameSound("Winner")); } break; } case object _ when ResultOfAttack.Hit: { PlayHitSequence(result.Row, result.Column, isHuman); break; } case object _ when ResultOfAttack.Miss: { PlayMissSequence(result.Row, result.Column, isHuman); break; } case object _ when ResultOfAttack.ShotAlready: { Audio.PlaySoundEffect(GameSound("Error")); break; } } }
/*<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 = (_theGame.Player == HumanPlayer); if (isHuman) { UtilityFunctions.Message = ("You " + result.ToString()); } else { UtilityFunctions.Message = ("The AI " + result.ToString()); } switch (result.Value) { case ResultOfAttack.Destroyed: GameController.PlayHitSequence(result.Row, result.Column, isHuman); if (!_mute) { Audio.PlaySoundEffect(GameResources.GameSound("Sink")); } break; case ResultOfAttack.GameOver: //potentially remove this as it gets played twice if the player wins GameController.PlayHitSequence(result.Row, result.Column, isHuman); //Audio.PlaySoundEffect(GameResources.GameSound("Sink")); while (Audio.SoundEffectPlaying(GameResources.GameSound("Sink"))) { SwinGame.Delay(10); SwinGame.RefreshScreen(); } if (HumanPlayer.IsDestroyed && !_mute) { Audio.PlaySoundEffect(GameResources.GameSound("Lose")); } else { if (!_mute) { Audio.PlaySoundEffect(GameResources.GameSound("Winner")); } } //come back here to add the letter/number coordinates break; case ResultOfAttack.Hit: GameController.PlayHitSequence(result.Row, result.Column, isHuman); break; case ResultOfAttack.Miss: GameController.PlayMissSequence(result.Row, result.Column, isHuman); break; case ResultOfAttack.ShotAlready: if (!_mute) { Audio.PlaySoundEffect(GameResources.GameSound("Error")); } break; } }