/// <summary> /// Update Input /// </summary> /// <param name="input"></param> /// <param name="testGameController"></param> /// <param name="gameView"></param> /// <param name="gamePlayMenu"></param> public void updateInput(MouseState input, Controller testGameController, View gameView, ViewGamePlayMenu gamePlayMenu) { // Right click to give a command if (input.RightButton == ButtonState.Pressed && prevInput.RightButton == ButtonState.Released) { giveCommand(input, gameView, testGameController); } if(gamePlayMenu.containsPoint(input.X, input.Y)) { if (input.LeftButton == ButtonState.Pressed) { /** Handle Menu Input **/ int button = gamePlayMenu.onButton(input.X, input.Y); //button corespons with the button pressed 0 to 3 left to right if (button == 0) { currentPlayerCommand = PlayerCommand.CANCEL; } if (button == 1) { currentPlayerCommand = PlayerCommand.BUILD; } if (button == 2) { currentPlayerCommand = PlayerCommand.MOVE; } if (button == 3) { currentPlayerCommand = PlayerCommand.ATTACK; } } } else { handleSelecting(input, testGameController, gameView, gamePlayMenu); } prevInput = input; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); //21/35 sample_image = new SpriteSheet(Content.Load<Texture2D>("sprites/commandos"), spriteBatch, 21, 35); sample_tile = new SpriteSheet(Content.Load<Texture2D>("sprites/green_tile20x20"), spriteBatch, 20, 20); sample_util = new SpriteSheet(Content.Load<Texture2D>("sprites/util_misc20x20"), spriteBatch, 20, 20); gameSelectView.loadSpriteSheet(sample_util); gameView = new View(40, 40, spriteBatch); gameView.LoadScenario(this.testGameController.scenario); gameView.LoadMap(this.testGameController.gameWorld); gameView.LoadSpriteSheet(sample_tile); gameView.LoadUnitsSpriteSheet(sample_image); gameView.LoadUtilitySpriteSheet(sample_util); testGameController.registerObserver(gameSelectView); // TODO: use this.Content to load your game content here }
/// <summary> /// Handle selecting units and buildings by the user /// </summary> /// <param name="input"></param> /// <param name="testGameController"></param> /// <param name="gameView"></param> /// <param name="gamePlayMenu"></param> private void handleSelecting(MouseState input, Controller testGameController, View gameView, ViewGamePlayMenu gamePlayMenu) { /* Left click to select units */ // Store the first corner of the "drag box" if (input.LeftButton == ButtonState.Pressed && prevInput.LeftButton == ButtonState.Released) { if (testGameController.isWithinGameBound(selectX, selectY)) { selectX = gameView.convertScreenLocToGameLoc(input.X, input.Y).X; selectY = gameView.convertScreenLocToGameLoc(input.X, input.Y).Y; gameView.setFirstCornerOfDragBox(input.X, input.Y); gameView.IsDragging = true; } } // While dragging, update the view to draw the box if (input.LeftButton == ButtonState.Pressed) { gameView.setDragBox(input.X, input.Y); } // "Drag box" is created, select all units within box if (input.LeftButton == ButtonState.Released && prevInput.LeftButton == ButtonState.Pressed) { float releaseX = gameView.convertScreenLocToGameLoc(input.X, input.Y).X; // coords of release location float releaseY = gameView.convertScreenLocToGameLoc(input.X, input.Y).Y; float pressX = selectX; // coords of press location float pressY = selectY; if (testGameController.isWithinGameBound(releaseX, releaseY) && testGameController.isWithinGameBound(pressX, pressY)) { /* * Retrieve all units within the drag box - Use Min and Max to find the topleft and * bottomright corner */ testGameController.scenario.selectUnits( (int)Math.Min(pressX, releaseX), (int)Math.Min(pressY, releaseY), (int)(Math.Max(pressX, releaseX) - Math.Min(pressX, releaseX)), (int)(Math.Max(pressY, releaseY) - Math.Min(pressY, releaseY)) ); } gameView.IsDragging = false; //gameView.resetDragBox(); } }
/// <summary> /// Give a command when click at icons /// </summary> /// <param name="input"></param> /// <param name="gameView"></param> /// <param name="testGameController"></param> private void giveCommand(MouseState input, View gameView, Controller testGameController) { commandX = gameView.convertScreenLocToGameLoc(input.X, input.Y).X; commandY = gameView.convertScreenLocToGameLoc(input.X, input.Y).Y; if (testGameController.isWithinGameBound(commandX, commandY)) { foreach (ZRTSModel.Entities.Entity entity in testGameController.scenario.getPlayer().SelectedEntities) { ZRTSModel.GameWorld.Cell cell = testGameController.gameWorld.map.getCell((int)commandX, (int)commandY); if (currentPlayerCommand == PlayerCommand.BUILD) { ZRTSModel.Entities.Building building = new ZRTSModel.Entities.Building(testGameController.scenario.getPlayer(), new ZRTSModel.Entities.BuildingStats()); if (testGameController.makeUnitBuild(entity,building, cell)) { System.Console.Out.WriteLine("Building at " + commandX + ":" + commandY); } else { System.Console.Out.WriteLine("Can't place a building at " + commandX + ":" + commandY); } } else { if (cell.entity != null) { // TODO: Check that the Entity belongs to an enemy. If not, Move to the entity instead, // TODO: Check if a Resource was clicked, should be harvested or ignored instead. // TODO: Check if Entity is a frienfly building, if so and the unit can build buildings, have unit repair // the building instead. if (entity.entityType == ZRTSModel.Entities.Entity.EntityType.Unit) { // Right-Clicked on an Entity, Attack the Entity. System.Console.Out.WriteLine("Selected Attack Entity at " + commandX + ":" + commandY); testGameController.giveActionCommand(entity, new ZRTSLogic.Action.SimpleAttackAction((ZRTSModel.Entities.Unit)entity, cell.entity)); } } else if (cell.getUnit() != null) { // Right-Clicked on a Unit, attack the Unit. // TODO: Check that the enemy is an entity. if (entity.entityType == ZRTSModel.Entities.Entity.EntityType.Unit) { System.Console.Out.WriteLine("Selected Attack Unit at " + commandX + ":" + commandY); ZRTSLogic.Action.AttackAction attackAction = new ZRTSLogic.Action.AttackAction((ZRTSModel.Entities.Unit)entity, cell.getUnit(), testGameController.gameWorld); testGameController.giveActionCommand(entity, attackAction); //testGameController.giveActionCommand(entity, //new ZRTSLogic.Action.SimpleAttackAction((ZRTSModel.Entities.Unit)entity, cell.getUnit())); } } else { // Clicked Cell is empty, have the Unit move to the location. testGameController.giveActionCommand(entity, new ZRTSLogic.Action.MoveAction(commandX, commandY, testGameController.gameWorld, entity)); } } } } }
private void giveCommand(MouseState input, View gameView, Controller testGameController) { commandX = gameView.convertScreenLocToGameLoc(input.X, input.Y).X; commandY = gameView.convertScreenLocToGameLoc(input.X, input.Y).Y; if (testGameController.isWithinGameBound(commandX, commandY)) { foreach (ZRTSModel.Entities.Entity entity in testGameController.scenario.getPlayer().SelectedEntities) { switch (currentPlayerCommand) { // Move command case PlayerCommand.MOVE: testGameController.giveActionCommand(entity, new ZRTSLogic.Action.MoveAction(commandX, commandY, testGameController.gameWorld, entity)); break; // Cancel command case PlayerCommand.CANCEL: // TODO: Cancel current action break; // Attack command case PlayerCommand.ATTACK: if (entity.entityType == ZRTSModel.Entities.Entity.EntityType.Unit) { ZRTSModel.Entities.Entity temp = testGameController.scenario.getUnit((int)commandX, (int)commandY); if (temp != null) { System.Console.Out.WriteLine("Selected Attack Unit at " + commandX + ":" + commandY); testGameController.giveActionCommand(entity, new ZRTSLogic.Action.SimpleAttackAction((ZRTSModel.Entities.Unit)entity, temp)); } } break; // Build command case PlayerCommand.BUILD: if (testGameController.makeUnitBuild(entity, new ZRTSModel.Entities.Building(testGameController.scenario.getPlayer(), new ZRTSModel.Entities.BuildingStats()), testGameController.gameWorld.map.getCell((int)commandX, (int)commandY))) { System.Console.Out.WriteLine("Building at " + commandX + ":" + commandY); } else { System.Console.Out.WriteLine("Can't place a building at " + commandX + ":" + commandY); } break; } } } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); //21/35 sample_image = new SpriteSheet(Content.Load<Texture2D>("sprites/commandos"), spriteBatch, 21, 35); sample_tile = new SpriteSheet(Content.Load<Texture2D>("sprites/green_tile20x20"), spriteBatch, 20, 20); sample_util = new SpriteSheet(Content.Load<Texture2D>("sprites/util_misc20x20"), spriteBatch, 20, 20); menuUI = new SpriteSheet(Content.Load<Texture2D>("gamePlayUI/menuUI"), spriteBatch, 299, 211); iconUI = new SpriteSheet(Content.Load<Texture2D>("gamePlayUI/icons"), spriteBatch, 208, 51); gamePlayMenu = new ViewGamePlayMenu(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight,menuUI); gamePlayMenu.loadIconSprite(iconUI); gameSelectView.loadSpriteSheet(sample_util); gameView = new View(800,600, spriteBatch); gameView.LoadScenario(this.testGameController.scenario); gamePlayMenu.LoadScenario(this.testGameController.scenario); gameView.LoadMap(this.testGameController.gameWorld); gameView.LoadSpriteSheet(sample_tile); gameView.LoadUnitsSpriteSheet(sample_image); gameView.LoadUtilitySpriteSheet(sample_util); gameView.LoadBuildingSpriteSheet(new SpriteSheet(Content.Load<Texture2D>("gameBuildings/sample_build"), spriteBatch, 40, 40)); testGameController.registerObserver(gameSelectView); // TODO: use this.Content to load your game content here }