/// <summary> /// Handles user input for the Deployment phase of the game. /// </summary> /// <remarks> /// Involves selecting the ships, deloying ships, changing the direction /// of the ships to add, randomising deployment, end then ending /// deployment /// </remarks> public static void HandleDeploymentInput() { if (SwinGame.KeyTyped(KeyCode.vk_ESCAPE)) { GameController.AddNewState(GameState.ViewingGameMenu); } if (SwinGame.KeyTyped(KeyCode.vk_b)) // new feature { GameController.AddNewState(GameState.ViewingMainMenu); } //bug was here if (SwinGame.KeyTyped(KeyCode.vk_UP)) { _currentDirection = Direction.UpDown; } if (SwinGame.KeyTyped(KeyCode.vk_RIGHT)) { _currentDirection = Direction.LeftRight; } if (SwinGame.KeyTyped(KeyCode.vk_r)) { GameController.HumanPlayer.RandomizeDeployment(); } if (SwinGame.MouseClicked(MouseButton.LeftButton)) { ShipName selected = default(ShipName); selected = GetShipMouseIsOver(); if (selected != ShipName.None) { _selectedShip = selected; } else { DoDeployClick(); } //bug found for the direction of the ship if (GameController.HumanPlayer.ReadyToDeploy & UtilityFunctions.IsMouseInRectangle(PLAY_BUTTON_LEFT, TOP_BUTTONS_TOP, PLAY_BUTTON_WIDTH, TOP_BUTTONS_HEIGHT)) { GameController.EndDeployment(); } else if (UtilityFunctions.IsMouseInRectangle(UP_DOWN_BUTTON_LEFT, TOP_BUTTONS_TOP, DIR_BUTTONS_WIDTH, TOP_BUTTONS_HEIGHT)) { _currentDirection = Direction.UpDown; //bug was here } else if (UtilityFunctions.IsMouseInRectangle(LEFT_RIGHT_BUTTON_LEFT, TOP_BUTTONS_TOP, DIR_BUTTONS_WIDTH, TOP_BUTTONS_HEIGHT)) { _currentDirection = Direction.LeftRight; } else if (UtilityFunctions.IsMouseInRectangle(RANDOM_BUTTON_LEFT, TOP_BUTTONS_TOP, RANDOM_BUTTON_WIDTH, TOP_BUTTONS_HEIGHT)) { GameController.HumanPlayer.RandomizeDeployment(); } else if (UtilityFunctions.IsMouseInRectangle(LEFT_RIGHT_BUTTON_LEFT - 200, TOP_BUTTONS_TOP, RANDOM_BUTTON_WIDTH, TOP_BUTTONS_HEIGHT)) { GameController.AddNewState(GameState.ViewingMainMenu); // new features check when player press the button } } }
/// <summary> /// Handles user input for the Deployment phase of the game. /// </summary> /// <remarks> /// Involves selecting the ships, deloying ships, changing the direction /// of the ships to add, randomising deployment, end then ending /// deployment /// </remarks> public static void HandleDeploymentInput() { if (SwinGame.KeyTyped(KeyCode.vk_ESCAPE)) { GameController.AddNewState(GameState.ViewingGameMenu); } if (SwinGame.KeyTyped(KeyCode.vk_UP) | SwinGame.KeyTyped(KeyCode.vk_DOWN)) { _currentDirection = Direction.UpDown; } if (SwinGame.KeyTyped(KeyCode.vk_LEFT) | SwinGame.KeyTyped(KeyCode.vk_RIGHT)) { _currentDirection = Direction.LeftRight; } if (SwinGame.KeyTyped(KeyCode.vk_r)) { GameController.HumanPlayer.RandomizeDeployment(); } if (SwinGame.MouseClicked(MouseButton.LeftButton)) { ShipName selected = default(ShipName); selected = GetShipMouseIsOver(); if (selected != ShipName.None) { _selectedShip = selected; } else { DoDeployClick(); } if (GameController.HumanPlayer.ReadyToDeploy & UtilityFunctions.IsMouseInRectangle(PLAY_BUTTON_LEFT, TOP_BUTTONS_TOP, PLAY_BUTTON_WIDTH, TOP_BUTTONS_HEIGHT)) { GameController.EndDeployment(); } else if (UtilityFunctions.IsMouseInRectangle(UP_DOWN_BUTTON_LEFT, TOP_BUTTONS_TOP, DIR_BUTTONS_WIDTH, TOP_BUTTONS_HEIGHT)) { _currentDirection = Direction.LeftRight; } else if (UtilityFunctions.IsMouseInRectangle(LEFT_RIGHT_BUTTON_LEFT, TOP_BUTTONS_TOP, DIR_BUTTONS_WIDTH, TOP_BUTTONS_HEIGHT)) { _currentDirection = Direction.LeftRight; } else if (UtilityFunctions.IsMouseInRectangle(RANDOM_BUTTON_LEFT, TOP_BUTTONS_TOP, RANDOM_BUTTON_WIDTH, TOP_BUTTONS_HEIGHT)) { GameController.HumanPlayer.RandomizeDeployment(); } } }
/*<summary> * Gets the ship that the mouse is currently over in the selection panel. *</summary> *<returns>The ship selected or none</returns> */ private static ShipName GetShipMouseIsOver() { foreach (ShipName sn in Enum.GetValues(typeof(ShipName))) { int i; i = (int)sn - 1; if (UtilityFunctions.IsMouseInRectangle(SHIPS_LEFT, (SHIPS_TOP + (i * SHIPS_HEIGHT)), SHIPS_WIDTH, SHIPS_HEIGHT)) { return(sn); } } return(ShipName.None); }