Beispiel #1
0
        /// <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
                }
            }
        }
Beispiel #2
0
        /// <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);
        }