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Copy pathTitleScreen.cpp
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62 lines (56 loc) · 5.61 KB
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#include"TitleScreen.h"
void TitleScreen::GetTitle() {
cout << right << setw(180) << " ===================================================================================================================================\n";
cout << right << setw(180) << " \n";
cout << right << setw(180) << " VIVIVIV VIVIVIVIVIVIV VIVIVIVIVIVIVIIV IVIVIVIV IVIVIVIVIVVIVIVI VIVIVIV IVIVIV VIVIVIVIVIVIVI \n";
cout << right << setw(180) << " IVIVI IVIVIVIVIVIV IVIVIVIVIVIVIIV IVIV IVIVIVIVIVIVIVIV IVIVIVI VIVI IVIVIVIVIVIVI \n";
cout << right << setw(180) << " IVIVI IVIV IV IVIV VI IVIV IVIV VIVI IVIV VIV VIVI IVIV VI \n";
cout << right << setw(180) << " IVIVI IVIV IVIV IVIV IVIV VIVI IVIV VIV VIVI IVIV \n";
cout << right << setw(180) << " IVIVI IVIVIVIVIV IVIV IVIV IVIV IV VIVI IVIV VIV VIVI IVIVIVIVIVIVI \n";
cout << right << setw(180) << " IVIVI IVIV IVIV IVIVIVI IVIV IVIV VIVI IVIV VIV VIVI VIVI \n";
cout << right << setw(180) << " IVIVI IV IVIV IV IVIV VI IVIV IVIV VIVI IVIV VIV VIVI IV VIVI \n";
cout << right << setw(180) << " IVIVIVIVIVIVI IVIVIVIVIVIV IVIVIVIVIVIVIVI IVIV IVIVIVIVIVIVIVIV IVIV VIVVIVI IVIVIVIVIVIVI \n";
cout << right << setw(180) << " VIVIVIVIVIVIVI VIVIVIVIVIVIV VIVIVIVIVIVIVIVI IVIVIVIV IVIVIVIVIVIVIVIV VIVIVI VIVIVIV VIVIVIVIVIVIVI \n";
cout << right << setw(180) << " \n";
cout << right << setw(180) << " ==================================================================================================================================\n";
cout << right << setw(180) << " \n";
cout << right << setw(180) << " Project by Alonso S. Vega \n";
}
void TitleScreen::HowToPlay() {
size_t menuInput;
do {
cout << right << setw(180) << " HOW TO PLAY \n\n\n";
cout << right << setw(180) << "DEPLOYMENT ZONES: During the deployment phase, Player1 can only deploy legions in the bottom 3 rows of the board \n";
cout << right << setw(180) << "and Player2 may only deploy legions in the top 3 rows of the board. \n\n";
cout << right << setw(180) << "MOVEMENT: Legions may only move to an adjacent space per turn, they can not be moved to a space already occupied. \n\n";
cout << right << setw(180) << "COMBAT: If the legion hasn't already moved that same turn, a legion may target an enemy legion adjacent to its space. \n";
cout << right << setw(180) << "A legion may be targeted by up to 4 enemy legions, if they occupy all the spaces around it. The more men a legion has, \n";
cout << right << setw(180) << "the more damage it will inflict on the enemy. Once a legion's men count has reached zero it will be destroyed. \n\n";
cout << right << setw(180) << "DISENGANGING: A legion may attempt to disengage from a fight if there are available spaces around it although not \n";
cout << right << setw(180) << "without a penalty. The more enemy legions it's engaged in combat with, the lesser the chance there is for a successful \n";
cout << right << setw(180) << "disengagement. Successful disengagement or not, the legion may suffer casualties during the attempt. \n\n";
cout << right << setw(180) << "MORALE: Each legion has a calculated morale which its value depends on the amount of men it has, and the amount of \n";
cout << right << setw(180) << "adjacent flanks secured by a friendly legion. As morale dwindles and reaches status of 'wavering', there will be a \n";
cout << right << setw(180) << "a chance every turn the legion may reach 'fleeing' status. \n\n";
cout << right << setw(180) << "FLEEING: When a legion flees, it will disengage from a fight and will automatically move to the end of the board each \n";
cout << right << setw(180) << "turn. During this, the fleeing legion cannot be controlled, and once it reaches the border, it will be 'destroyed'. \n\n";
cout << right << setw(180) << "HOW TO WIN: Destroy or rout all of the enemy's legions for the your to glory! \n\n\n";
cout << right << setw(180) << "1. Continue \n\n\n";
cin >> menuInput;
switch (menuInput) {
case 1:
return;
default:
cin.clear();
cin.ignore(256, '\n'); // ensures only 1 character read, ignore until new line
continue;
}
} while (menuInput != 1);
return;
}
TitleScreen::TitleScreen()
{
}
TitleScreen::~TitleScreen()
{
}