Example #1
0
        /// <summary>
        /// Returns the hero that can be found at the screen position given
        /// </summary>
        /// <param name="screenPos">Selection position on screen</param>
        /// <returns>Hero or Null</returns>
        public Hero heroAtScreenPos(Vector2 screenPos)
        {
            GridSpace gs = spaceAtScreenpos(screenPos);

            if (gs.IsOccupied && gs.CurrentActor is Hero)
            {
                return((Hero)gs.CurrentActor);
            }
            return(null);
        }
Example #2
0
        /// <summary>
        /// Returns the person in the grid space currently being moused over.
        /// </summary>
        /// <param name="screenPos">Selection position on screen</param>
        /// <returns>Person or Null</returns>
        public Person personAtScreenPos(Vector2 screenPos)
        {
            GridSpace gs = spaceAtScreenpos(screenPos);

            if (gs != null && gs.IsOccupied && gs.CurrentActor is Person)
            {
                return((Person)gs.CurrentActor);
            }
            return(null);
        }
Example #3
0
        public void onClick(Vector2 screenPosition)
        {
            GridSpace tempGS = spaceAtScreenpos(Controls.MousePosition);
            Person temp = (Person)tempGS.CurrentActor;

            switch (gridState)
            {
                case GridState.noSelection:
                    if (temp != null)
                    {
                        selectedPerson = temp;
                        foreach (GridSpace space in spaceArray)
                        {
                            space.AvailableFlag = false;
                        }
                        availableSpaces = getAvailableMoveSpaces(selectedPerson.BaseMoveSpeed, tempGS.GridPosition, true, false);
                        foreach (Vector2 v in availableSpaces)
                        {
                            spaceArray[(int)v.X, (int)v.Y].AvailableFlag = true;
                        }
                        changeState(GridState.selectedMotionAvailable);
                    }
                    break;

                case GridState.castAnimating:
                    break;

                case GridState.selectedCastAvailable:
                    break;

                case GridState.selectedMotionAvailable:
                    foreach (GridSpace space in spaceArray)
                    {
                        space.AvailableFlag = false;
                    }
                    currentPath = Dijkstra(selectedPerson.GridPosition, tempGS.GridPosition, true, false);
                    int movesDone = 0;
                    if (currentPath.Count > 0)
                    {
                        LinkedListNode<Vector2> current = currentPath.First;
                        while (movesDone < selectedPerson.BaseMoveSpeed && current.Next != null)
                        {
                            movesDone += movementCosts[(int)current.Value.X, (int)current.Value.Y, (int)current.Next.Value.X, (int)current.Next.Value.Y];
                            current = current.Next;
                        }
                        while (current.Next != null)
                        {
                            currentPath.Remove(current.Next);
                        }
                        animationFinalGoal = spaceArray[(int)currentPath.Last.Value.X, (int)currentPath.Last.Value.Y];
                        animationCurrentGoal = currentPath.First.Value;
                        animatingActorScreenPos = selectedPerson.ScreenPosition;
                        currentPath.RemoveFirst();
                        if ((int)animationCurrentGoal.X % 2 == 1)
                        {
                            animationCurrentGoal.Y += 0.5f;
                        }
                        animationCurrentGoal.X *= 3 * ConstantHolder.HexagonGrid_HexSizeX / 4;
                        animationCurrentGoal.Y *= ConstantHolder.HexagonGrid_HexSizeY;
                        animationCurrentGoal -= originScreenPos;
                        animationCurrentGoal += new Vector2(ConstantHolder.HexagonGrid_HexSizeX / 3, ConstantHolder.HexagonGrid_HexSizeY);
                        animatingActor = selectedPerson;
                        spaceArray[(int)selectedPerson.GridPosition.X, (int)selectedPerson.GridPosition.Y].removeActor();
                        selectedPerson = null;
                        changeState(GridState.selectedMoving);
                    }
                    break;

                case GridState.selectedMoving:
                    break;
            }
        }
Example #4
0
        public void onClick(Vector2 screenPosition)
        {
            GridSpace tempGS = spaceAtScreenpos(Controls.MousePosition);
            Person    temp   = (Person)tempGS.CurrentActor;

            switch (gridState)
            {
            case GridState.noSelection:
                if (temp != null)
                {
                    selectedPerson = temp;
                    foreach (GridSpace space in spaceArray)
                    {
                        space.AvailableFlag = false;
                    }
                    availableSpaces = getAvailableMoveSpaces(selectedPerson.BaseMoveSpeed, tempGS.GridPosition, true, false);
                    foreach (Vector2 v in availableSpaces)
                    {
                        spaceArray[(int)v.X, (int)v.Y].AvailableFlag = true;
                    }
                    changeState(GridState.selectedMotionAvailable);
                }
                break;

            case GridState.castAnimating:
                break;

            case GridState.selectedCastAvailable:
                break;

            case GridState.selectedMotionAvailable:
                foreach (GridSpace space in spaceArray)
                {
                    space.AvailableFlag = false;
                }
                currentPath = Dijkstra(selectedPerson.GridPosition, tempGS.GridPosition, true, false);
                int movesDone = 0;
                if (currentPath.Count > 0)
                {
                    LinkedListNode <Vector2> current = currentPath.First;
                    while (movesDone < selectedPerson.BaseMoveSpeed && current.Next != null)
                    {
                        movesDone += movementCosts[(int)current.Value.X, (int)current.Value.Y, (int)current.Next.Value.X, (int)current.Next.Value.Y];
                        current    = current.Next;
                    }
                    while (current.Next != null)
                    {
                        currentPath.Remove(current.Next);
                    }
                    animationFinalGoal      = spaceArray[(int)currentPath.Last.Value.X, (int)currentPath.Last.Value.Y];
                    animationCurrentGoal    = currentPath.First.Value;
                    animatingActorScreenPos = selectedPerson.ScreenPosition;
                    currentPath.RemoveFirst();
                    if ((int)animationCurrentGoal.X % 2 == 1)
                    {
                        animationCurrentGoal.Y += 0.5f;
                    }
                    animationCurrentGoal.X *= 3 * ConstantHolder.HexagonGrid_HexSizeX / 4;
                    animationCurrentGoal.Y *= ConstantHolder.HexagonGrid_HexSizeY;
                    animationCurrentGoal   -= originScreenPos;
                    animationCurrentGoal   += new Vector2(ConstantHolder.HexagonGrid_HexSizeX / 3, ConstantHolder.HexagonGrid_HexSizeY);
                    animatingActor          = selectedPerson;
                    spaceArray[(int)selectedPerson.GridPosition.X, (int)selectedPerson.GridPosition.Y].removeActor();
                    selectedPerson = null;
                    changeState(GridState.selectedMoving);
                }
                break;

            case GridState.selectedMoving:
                break;
            }
        }